## 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?