## Summary
## Notes
## Highlights
- [[Designing a learning experience]]
- Do not force behavior change
- It is okay if they do not always do what you want them to do
- Instead of forcing, have multiple options or recommended options
- This gives them [[Freedom|Autonomy]]
- COM-B model
- capability, opportunity, motivation is required for behavior change
- Encourage growth mindset
- Help people track their progress
- Emphasize future self
Limiting factors
- Knowledge – Are some aspects of behavior change and using your product complicated, confusing or new?
- Skill – Do people require certain talents or need to practice regularly to perform your desired behavior?
- Time – How much time are you asking users to engage in your target behaviors? Are they too busy to dedicate the time required?
- Focus – Does your product design contain distracting features? Are your target customers able to focus or do they use your product in a distracting or noisy environment?
- Mood – Do your users suffer too much stress or anxiety to perform your desired behaviors well?
- Resources and tools – Do people need to invest in specific items or special equipment to engage in your target behavior?
- Motivations – Do people want to commit to your desired behavior? Or are they prioritizing other goals?