Joshua Porter recently had a very interesting post on his blog about using design to "change, guide, support, elicit, constrict, and control behavior". http://bokardo.com/archives/demystifying-interaction-design/
It got me to thinking about *how* interaction design *is being used* to change behavior. The first example that came to mind was the Wii Fit. http://www.nintendo.com/wiifit I recently got a Wii Fit. It's a clever, mildly cajoling device that shows you how to do yoga, strength, and aerobic exercises, as well as play balance games. A virtual trainer shows you how to do the exercise and then you can follow their movements while you do the exercise. You stand on the Wii Balance Board to do most of the exercisewhich provides direct feedback on how well you are doing them. It encourages you to do a Body Test every day, which measures your weight, BMI, and Wii Fit Age. You can then track your progress in these areas over time and even set a weight goal for yourself. Nintendo is combining audio, video, physical motion, game play, rewards, feedback, tracking, and encouragement to make exercise *enticing*. All of this is made possible by the interaction design of the Wii remote, the "game" software, and the hardware device. I would even argue that the interaction design itself is crucial to making it feel *enticing*. (You can read more about the Wii Fit and how it was created at http://us.wii.com/wii-fit/iwata_asks/vol1_page1.jsp) *But what about behavior?* I don't need to lose weight, but my "good" cholesterol is a little low and my doctor keeps telling me to exercise regularlyin fact she's been telling me this for 4 or 5 years. I just haven't been able to find the time or even an activity that would compel me to exercise regularly. I usually worry about it for about 2 weeks and then don't think about it until I see the doctor again. But since I have started using the Wii Fit, I find myself actually thinking about exercising and trying to make time to do it. I can't say how long it will have this affect, but so far it is *definitely* changing my behavior. How do you see interaction design affecting behavior *now*? In what ways do you think we should be using interaction design to change behavior in the *future*? Can we use it to help people adopt "green" behavior and practices? What about making people behave in ways that are more considerate, courteous, and polite? Or even to behave in a way that is more community focused and less individualistic? David B. Rondeau Design Chair InContext Design (http://www.incontextdesign.com) Twitter: dbrondeau
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