This document discusses using phone wallpapers to change health behaviors. The expert focuses on changing the digital environment via phone wallpapers. There are three steps: 1) choose a behavior, 2) change the wallpaper to relate to the behavior, and 3) associate looking at the wallpaper with committing to the behavior. Testing with 15 people found this approach changed behaviors like drinking more water in the short term by reminding people of their commitment every time they looked at their phone. The approach works best for behaviors that can be done in under 10 seconds.
The document discusses managing energy for peak performance. It argues that leaders should focus on managing energy rather than time, and that they inspire or demoralize others through their own energy management. It presents three choices for approaching life and work: as a marathon with no demand peaks, as a sprint with too much demand, or as a series of sprints with recovery periods. The key is balancing results with renewal of physical, intellectual, emotional and spiritual energies. It provides 10 simple strategies for renewal, such as power breathing, good sleep, daily rituals and exercise.
The document discusses metrics-driven design and highlights several key points:
1) It describes how Google tested 41 shades of blue to determine the optimal color and how testing small variations can have large impacts.
2) It contrasts intuition-driven and data-driven design, noting that while data-driven design removes subjectivity, it can also prevent daring decisions.
3) It emphasizes that metrics should measure the effectiveness of a business by tracking things like acquisition, conversion, engagement, and satisfaction over time.
The document provides a full unit report for SIT717 - ENTERPRISE BUSINESS INTELLIGENCE from the 2015 Trimester 2. It includes quantitative and qualitative feedback from 49 student responses out of 94 total students enrolled. For each of the 11 quantitative questions, the percentage of students who agreed or strongly agreed that the statement was true ranged from 92-98% for the unit, lower than the school, faculty, and university averages. In the qualitative comments, students noted the unit covered the basics of data mining and business intelligence, and that the unit chair provided helpful support, but some suggested releasing materials earlier or incorporating additional tools.
Examples of How Changing Your Environment Can Change Healthy BehaviorCristina Leos
The author aimed to change three personal behaviors by structuring their environment: 1) Stop snacking between meals by not carrying cash or cards when in class. This was successful but problematic when they forgot and tried running errands. 2) Take a daily vitamin by placing the vitamins by their morning routine items. This embedded the habit successfully. 3) Follow a running training plan by creating an inspiration board near their running shoes to trigger daily exercise. This was also successful as it provided a needed trigger. The author found targeting their ability to snack was needed, while triggers worked for less difficult habits. They may next try more extreme environmental changes.
Declutter Your Desktop = Create More CalmDavid Ngo
Founding Partner of Simplicity Labs, David Ngo, shares how environments can change our behavior. He points out that individuals and companies primarily emphasize physical environment changes to shape behavior. Digital environments, such as desktop folders and phone wallpapers, are often neglected as hot points for behavior change.
This document discusses juvenile delinquency, including its definition, causes, characteristics, prevention, and legal measures. It notes that juvenile delinquency is conduct by juveniles that violates the law and is beyond parental control. Key causes discussed include family environment, peer influence, social/community factors, and individual risk factors like low intelligence. Prevention strategies covered are education, recreation, community involvement, and specialized programs. The role of schools, child guidance clinics, and legislation are also summarized.
Social media has impacted self-esteem in several ways. By allowing people to curate an idealized image of themselves and compare their lives to others', social media encourages social comparison that can be detrimental to self-esteem, especially for teens and those already prone to low self-esteem. However, social media does not need to be entirely harmful with moderation and by remembering that online images often do not reflect full realities.
The document discusses the Blue Brain project which aims to create the first virtual brain through highly advanced computer simulation. The Blue Brain would function similar to a human brain, allowing it to think, learn, remember, and process information. It would be created using supercomputers and neural networking to accurately mimic the structures and activity of the natural human brain. The goal of the Blue Brain project is to upload a person's memories, skills, and intelligence into a virtual brain platform that could exist indefinitely even after death.
The document discusses managing energy for peak performance. It argues that leaders should focus on managing energy rather than time, and that they inspire or demoralize others through their own energy management. It presents three choices for approaching life and work: as a marathon with no demand peaks, as a sprint with too much demand, or as a series of sprints with recovery periods. The key is balancing results with renewal of physical, intellectual, emotional and spiritual energies. It provides 10 simple strategies for renewal, such as power breathing, good sleep, daily rituals and exercise.
The document discusses metrics-driven design and highlights several key points:
1) It describes how Google tested 41 shades of blue to determine the optimal color and how testing small variations can have large impacts.
2) It contrasts intuition-driven and data-driven design, noting that while data-driven design removes subjectivity, it can also prevent daring decisions.
3) It emphasizes that metrics should measure the effectiveness of a business by tracking things like acquisition, conversion, engagement, and satisfaction over time.
The document provides a full unit report for SIT717 - ENTERPRISE BUSINESS INTELLIGENCE from the 2015 Trimester 2. It includes quantitative and qualitative feedback from 49 student responses out of 94 total students enrolled. For each of the 11 quantitative questions, the percentage of students who agreed or strongly agreed that the statement was true ranged from 92-98% for the unit, lower than the school, faculty, and university averages. In the qualitative comments, students noted the unit covered the basics of data mining and business intelligence, and that the unit chair provided helpful support, but some suggested releasing materials earlier or incorporating additional tools.
Examples of How Changing Your Environment Can Change Healthy BehaviorCristina Leos
The author aimed to change three personal behaviors by structuring their environment: 1) Stop snacking between meals by not carrying cash or cards when in class. This was successful but problematic when they forgot and tried running errands. 2) Take a daily vitamin by placing the vitamins by their morning routine items. This embedded the habit successfully. 3) Follow a running training plan by creating an inspiration board near their running shoes to trigger daily exercise. This was also successful as it provided a needed trigger. The author found targeting their ability to snack was needed, while triggers worked for less difficult habits. They may next try more extreme environmental changes.
Declutter Your Desktop = Create More CalmDavid Ngo
Founding Partner of Simplicity Labs, David Ngo, shares how environments can change our behavior. He points out that individuals and companies primarily emphasize physical environment changes to shape behavior. Digital environments, such as desktop folders and phone wallpapers, are often neglected as hot points for behavior change.
This document discusses juvenile delinquency, including its definition, causes, characteristics, prevention, and legal measures. It notes that juvenile delinquency is conduct by juveniles that violates the law and is beyond parental control. Key causes discussed include family environment, peer influence, social/community factors, and individual risk factors like low intelligence. Prevention strategies covered are education, recreation, community involvement, and specialized programs. The role of schools, child guidance clinics, and legislation are also summarized.
Social media has impacted self-esteem in several ways. By allowing people to curate an idealized image of themselves and compare their lives to others', social media encourages social comparison that can be detrimental to self-esteem, especially for teens and those already prone to low self-esteem. However, social media does not need to be entirely harmful with moderation and by remembering that online images often do not reflect full realities.
The document discusses the Blue Brain project which aims to create the first virtual brain through highly advanced computer simulation. The Blue Brain would function similar to a human brain, allowing it to think, learn, remember, and process information. It would be created using supercomputers and neural networking to accurately mimic the structures and activity of the natural human brain. The goal of the Blue Brain project is to upload a person's memories, skills, and intelligence into a virtual brain platform that could exist indefinitely even after death.
The document discusses the "Blue Brain" project, which aims to create a virtual human brain through advanced computing. Specifically, it discusses how IBM is developing a virtual brain called the Blue Brain that could function similarly to a human brain by taking decisions, thinking, responding, keeping memories, and having feelings. It also describes how nanobots may be used to scan a person's brain and upload the connectivity data to recreate their intelligence in the Blue Brain system, allowing one to essentially live on digitally after death. The document outlines some of the technical requirements and challenges of the Blue Brain project.
This document summarizes research into the psychology behind the selfie culture. It discusses what a selfie is and why people take them. An experiment was conducted where participants rated people based on either an unflattering or flattering selfie photo of the same individual. Those who saw the better photo rated the person as more confident, attractive and friendly, showing how first impressions from selfies can influence perceptions through cognitive biases like the halo effect. The research aims to understand selfie-taking behaviors and how online self-presentation relates to psychological concepts like exposure effect, looking glass self, and fulfilling belongingness needs through social media likes.
The document discusses promoting behavior change through describing theories of health behavior and interventions for change. It outlines the objectives of understanding behavior and barriers to change, as well as techniques like community and individual programs. National policies for tobacco control in Malaysia are evaluated, like the Framework Convention on Tobacco Control (FCTC) and national tobacco control program. Recommendations are made to further evaluate existing health strategies using theories and guidelines to promote behavioral change.
This document discusses environmental psychology and its focus on public spaces, virtual spaces, and patterns within these environments. It takes a critical stance and examines topics like friction, tension, conflict and dissent within spaces. Environmental psychology aims to be interdisciplinary, using multi-methods and analyzing environments on multiple levels.
This short power point presentation deals with the beginning, scope, domains, concepts, challenges and directions for future research in this relatively new sub-field of Applied Psychology.
Emotions and mood an environmental psychology perspectiveJenna Condie
This document provides an overview of a lecture on emotions and mood from an environmental psychology perspective. It begins by problematizing mainstream concepts of emotion and mood, discussing theories such as basic emotions theory and differential emotions theory. It explores the relationship between personality, affect, and environments, noting how environments can regulate mood. Specifically, it discusses how natural environments have restorative effects while cities and noise can cause stress. It also covers place attachment and identity, and how emotional bonds form toward places. The document aims to think critically about emotions and mood using an environmental psychology lens.
Environmental psychology is the study of how human behavior and mental processes are influenced by the environment. It emerged in the 1960s in response to growing environmental problems. One of the early pioneers was Kurt Lewin, who studied how the environment influences people's actions, reactions, and group organization. Environmental psychology views the environment and individual as an interconnected system, and considers how people can modify their surroundings.
This document discusses the Blue Brain project, which aims to create a virtual human brain through detailed biological simulations. It describes how the Blue Brain is being constructed by scanning brain tissue to measure neuronal properties, translating these into mathematical models, and running large-scale simulations. The Blue Brain would function similarly to a natural brain, processing inputs, interpreting them through neuronal states, and producing outputs. It could allow human intelligence and memory to be uploaded and stored digitally. The Blue Brain may one day help treat conditions like memory loss and allow life-like artificial intelligence.
Environmental psychology studies the interactions between people and their environments. It examines how the physical environment affects human thoughts and behaviors, and also how human actions impact the environment. Some topics studied include the negative effects of crowding, environmental stressors and risks, the influence of natural environments on human psychology, and how environmental design can shape human behavior. Environmental psychology also considers how to promote more sustainable human-environment relationships through areas like environmental attitudes, public policy, and community interventions.
This document discusses conceptualizing health and the environment. It defines health as complete physical, mental and social well-being, and not just the absence of disease. The environment is an important factor that interacts with the host and agent in influencing health outcomes. The environment includes physical, biological, and psychosocial factors that can impact human health.
A gene is the fundamental physical and functional unit of heredity that is responsible for an organism's physical and inheritable characteristics. Genetic engineering involves manipulating or altering the structure of genes to create desired traits in an organism. If genetic material from another species is added, the resulting organism is called transgenic. Genetic engineering can also remove genetic material, creating a knock out organism.
This document is a presentation on self-esteem that was compiled from various scholars. It defines key terms related to self-esteem such as self-concept and self-efficacy. It discusses what self-esteem is and is not, factors that influence it such as relationships and accomplishments, how it develops, its importance for confidence and happiness, effects of high and low self-esteem, and tips for building and improving self-esteem such as focusing on strengths and being assertive. The presentation provides an overview of research and perspectives on understanding and enhancing self-esteem.
This document discusses artificial brains and recent developments in creating artificial intelligence that mimics the human brain. It describes projects like the Blue Brain Project, which aims to simulate the human brain down to the molecular level using a supercomputer. Another project discussed is the CAM Brain Machine, which uses artificial neurons on a parallel platform. The document also compares key differences between the human brain and artificial brains currently in development, such as the number of neurons (1014 in the human brain vs. around 40,000 in current AI systems) and speed of processing. Overall the goal of creating an artificial brain is to develop a machine with general human-level intelligence that can solve real-world problems.
Low self-esteem affects the way you see yourself, do your job, and relate with the people around you. Learn to overcome it with these quick tips.
More themed slides: https://slideshop.com/Themed-Slides
Why technology is destroying our willpower, making us permanently distracted, and what I've been building to help us get some back. Read more at http://www.kpkaiser.com/
Being in control of How we eat is a super habit, that can save us a lot of extra pounds, and help us stay focused during periods of Stress. Mindful Eating, although it might helpful to some, may not be the easiest start for most of us. Find out an easier way to start taking control of How you eat.
This document discusses how the context of learning has changed in the 21st century due to abundance of information, tools, and connectivity. It argues that schools need to focus less on content delivery and more on developing skills like creativity, collaboration, communication and critical thinking. An example is given of a school project where students designed water purification devices for people in Haiti. The document suggests new requirements for schools, teachers, and students that focus on authentic work, transparency, self-direction, literacy and networks. It emphasizes starting by focusing on learners rather than teachers in times of rapid change.
This document outlines plans for developing an interactive mobile app called "Magic" for kids ages 2-6 to watch and engage with Nick Jr. shows and characters. It discusses research finding that kids desire interactivity beyond passive video watching. The proposed app would include interactive elements, games, exploration, and hidden content to position kids as heroes and give them power over the experience. Details are provided on user profiles, authentication, monetization through sponsorship rather than ads, and marketing strategies to launch the new app.
The document discusses various tools and techniques for ideation and creative problem solving, including group brainstorming methods like divergent and convergent thinking. It describes tools for each phase like brainstorming, dot voting, thinking hats, effect maps, and emphasizes the importance of prototyping ideas through trial and error. The goal is to provide a toolkit to help groups generate innovative solutions.
The document discusses the "Blue Brain" project, which aims to create a virtual human brain through advanced computing. Specifically, it discusses how IBM is developing a virtual brain called the Blue Brain that could function similarly to a human brain by taking decisions, thinking, responding, keeping memories, and having feelings. It also describes how nanobots may be used to scan a person's brain and upload the connectivity data to recreate their intelligence in the Blue Brain system, allowing one to essentially live on digitally after death. The document outlines some of the technical requirements and challenges of the Blue Brain project.
This document summarizes research into the psychology behind the selfie culture. It discusses what a selfie is and why people take them. An experiment was conducted where participants rated people based on either an unflattering or flattering selfie photo of the same individual. Those who saw the better photo rated the person as more confident, attractive and friendly, showing how first impressions from selfies can influence perceptions through cognitive biases like the halo effect. The research aims to understand selfie-taking behaviors and how online self-presentation relates to psychological concepts like exposure effect, looking glass self, and fulfilling belongingness needs through social media likes.
The document discusses promoting behavior change through describing theories of health behavior and interventions for change. It outlines the objectives of understanding behavior and barriers to change, as well as techniques like community and individual programs. National policies for tobacco control in Malaysia are evaluated, like the Framework Convention on Tobacco Control (FCTC) and national tobacco control program. Recommendations are made to further evaluate existing health strategies using theories and guidelines to promote behavioral change.
This document discusses environmental psychology and its focus on public spaces, virtual spaces, and patterns within these environments. It takes a critical stance and examines topics like friction, tension, conflict and dissent within spaces. Environmental psychology aims to be interdisciplinary, using multi-methods and analyzing environments on multiple levels.
This short power point presentation deals with the beginning, scope, domains, concepts, challenges and directions for future research in this relatively new sub-field of Applied Psychology.
Emotions and mood an environmental psychology perspectiveJenna Condie
This document provides an overview of a lecture on emotions and mood from an environmental psychology perspective. It begins by problematizing mainstream concepts of emotion and mood, discussing theories such as basic emotions theory and differential emotions theory. It explores the relationship between personality, affect, and environments, noting how environments can regulate mood. Specifically, it discusses how natural environments have restorative effects while cities and noise can cause stress. It also covers place attachment and identity, and how emotional bonds form toward places. The document aims to think critically about emotions and mood using an environmental psychology lens.
Environmental psychology is the study of how human behavior and mental processes are influenced by the environment. It emerged in the 1960s in response to growing environmental problems. One of the early pioneers was Kurt Lewin, who studied how the environment influences people's actions, reactions, and group organization. Environmental psychology views the environment and individual as an interconnected system, and considers how people can modify their surroundings.
This document discusses the Blue Brain project, which aims to create a virtual human brain through detailed biological simulations. It describes how the Blue Brain is being constructed by scanning brain tissue to measure neuronal properties, translating these into mathematical models, and running large-scale simulations. The Blue Brain would function similarly to a natural brain, processing inputs, interpreting them through neuronal states, and producing outputs. It could allow human intelligence and memory to be uploaded and stored digitally. The Blue Brain may one day help treat conditions like memory loss and allow life-like artificial intelligence.
Environmental psychology studies the interactions between people and their environments. It examines how the physical environment affects human thoughts and behaviors, and also how human actions impact the environment. Some topics studied include the negative effects of crowding, environmental stressors and risks, the influence of natural environments on human psychology, and how environmental design can shape human behavior. Environmental psychology also considers how to promote more sustainable human-environment relationships through areas like environmental attitudes, public policy, and community interventions.
This document discusses conceptualizing health and the environment. It defines health as complete physical, mental and social well-being, and not just the absence of disease. The environment is an important factor that interacts with the host and agent in influencing health outcomes. The environment includes physical, biological, and psychosocial factors that can impact human health.
A gene is the fundamental physical and functional unit of heredity that is responsible for an organism's physical and inheritable characteristics. Genetic engineering involves manipulating or altering the structure of genes to create desired traits in an organism. If genetic material from another species is added, the resulting organism is called transgenic. Genetic engineering can also remove genetic material, creating a knock out organism.
This document is a presentation on self-esteem that was compiled from various scholars. It defines key terms related to self-esteem such as self-concept and self-efficacy. It discusses what self-esteem is and is not, factors that influence it such as relationships and accomplishments, how it develops, its importance for confidence and happiness, effects of high and low self-esteem, and tips for building and improving self-esteem such as focusing on strengths and being assertive. The presentation provides an overview of research and perspectives on understanding and enhancing self-esteem.
This document discusses artificial brains and recent developments in creating artificial intelligence that mimics the human brain. It describes projects like the Blue Brain Project, which aims to simulate the human brain down to the molecular level using a supercomputer. Another project discussed is the CAM Brain Machine, which uses artificial neurons on a parallel platform. The document also compares key differences between the human brain and artificial brains currently in development, such as the number of neurons (1014 in the human brain vs. around 40,000 in current AI systems) and speed of processing. Overall the goal of creating an artificial brain is to develop a machine with general human-level intelligence that can solve real-world problems.
Low self-esteem affects the way you see yourself, do your job, and relate with the people around you. Learn to overcome it with these quick tips.
More themed slides: https://slideshop.com/Themed-Slides
Why technology is destroying our willpower, making us permanently distracted, and what I've been building to help us get some back. Read more at http://www.kpkaiser.com/
Being in control of How we eat is a super habit, that can save us a lot of extra pounds, and help us stay focused during periods of Stress. Mindful Eating, although it might helpful to some, may not be the easiest start for most of us. Find out an easier way to start taking control of How you eat.
This document discusses how the context of learning has changed in the 21st century due to abundance of information, tools, and connectivity. It argues that schools need to focus less on content delivery and more on developing skills like creativity, collaboration, communication and critical thinking. An example is given of a school project where students designed water purification devices for people in Haiti. The document suggests new requirements for schools, teachers, and students that focus on authentic work, transparency, self-direction, literacy and networks. It emphasizes starting by focusing on learners rather than teachers in times of rapid change.
This document outlines plans for developing an interactive mobile app called "Magic" for kids ages 2-6 to watch and engage with Nick Jr. shows and characters. It discusses research finding that kids desire interactivity beyond passive video watching. The proposed app would include interactive elements, games, exploration, and hidden content to position kids as heroes and give them power over the experience. Details are provided on user profiles, authentication, monetization through sponsorship rather than ads, and marketing strategies to launch the new app.
The document discusses various tools and techniques for ideation and creative problem solving, including group brainstorming methods like divergent and convergent thinking. It describes tools for each phase like brainstorming, dot voting, thinking hats, effect maps, and emphasizes the importance of prototyping ideas through trial and error. The goal is to provide a toolkit to help groups generate innovative solutions.
Calling Voyager: Interface Design for NASA’s Deep Space NetworkFITC
Krys Blackwood
NASA Jet Propulsion Laboratory
Overview
NASA’s Deep Space Network (DSN) is one of its oldest and longest running projects. Without the DSN, we can’t talk to the legendary Voyager Spacecraft, or even Curiosity on Mars. The DSN is monitored and controlled by a steadfast group of unsung heroes who face situational awareness and vigilance challenges every day, and for whom change always introduces risk. Krys will talk about the DSN itself, and describe how the JPL Human Interface Group is using participatory and ethnographically inspired methodology to approach the challenges of innovation in a risk-averse, well-established culture.
Objective
This talk will introduce you to the Deep Space Network and its operators, and share techniques NASA JPL is using for user centered design, as well as design for change-resistant users.
Target Audience
People interested in innovation at NASA, or in gentle design for change-resistant users.
Five Things Audience Members Will Learn
What the DSN is
What type of people run the DSN
Some of the design techniques NASA uses for Situational Awareness
Some of the design techniques NASA uses for Vigilance Tasks
Techniques for designing for change-resistant users
Semelhante a Changing Digital Environment to Change Your Health Behaviors (7)
These are 3 gifts of Behavior Design that I'm giving away to my readers and subscribers to show my appreciation and gratitude for your support in my work. I apply all 3 principles / frameworks in my own life.
Behavior Designing for Expedia Customers: Buy Sooner & with More ConfidenceDavid Ngo
The document discusses a design challenge for Expedia to shift users' buying habits. It proposes a solution involving monitoring flight searches and automatically purchasing flights when they meet certain criteria. User research found that people lack trust in third parties and find buying flights a painful experience. The proposed prototype would help users buy tickets with more confidence by removing some control and "doing it for them" based on their initial searches.
Behavior Designing for Community & Communication: SlideshareDavid Ngo
Even having ~40,000 views in 3 days, my slides only received 3 comments. Communication among members is what creates a sense of community. Community is what grounds most of the things that we use. So I talked with slideshare founder Amit and designed a layout that focuses on the behavior of commenting. For more go to: www.behaviordesigns.com
Basic Behavior Design Breakdown for Highlight AppDavid Ngo
The document provides feedback on improving the design of the Highlight app. It notes that the current design of not requiring work from users is effective. However, it could be improved by triggering users to open the app more frequently beyond just notifications when someone is nearby. Suggestions include informing users of what others are doing at their current location to create need and reinforce the behavior of opening the app. The current design has not created a habit for users to regularly open the app, likely contributing to its drop off rate, so new triggers are needed to improve this.
Design and Decline of Dancing as a Social NormDavid Ngo
The document discusses the decline of dance as a social norm. It argues that there was a shift from being a participant in dance to being a spectator of dance. This was caused by having too many dance options available and other forms of entertainment becoming easier. The document also discusses three factors that can strengthen or weaken social norms: outcome expectations, group identity, and ego involvement. It analyzes how these factors contributed to the decline of dance as a social norm from the pre-1980 period to the post-1980 period.
Sally receives text messages with walking missions that play to her strengths, such as a mission requiring her to walk. When Sally completes her first mission and a follow up text asks if she wants another mission the next day, she responds yes. Sally then receives and completes a second consecutive mission, walking for the 5th day in a row as part of a sequence of walking missions assigned through text.
VALUE FOR YOUR PRESENTATION: getting your audience to do a healthy-related ac...David Ngo
This document provides suggestions for health-related presenters to get their audience members to take a healthy action after a presentation. It recommends creating 5 easy, specific healthy behavior options for the audience to choose from that day. It also suggests triggering an actionable commitment immediately at the end of the presentation by directing the audience to a website. Testing the addition of sharing a memory hack at the end is also proposed. The overall goal is to get the audience to practice what was taught in the presentation that same day and potentially turn it into a long-term habit.
I get assistants in various locations to encourage their bosses to eat 3 healthy snacks before 3 PM each weekday. Through brainstorming different approaches, priority mapping identified effective behaviors for the assistant to adopt, such as placing snacks in convenient locations to trigger the boss to eat, or scheduling snack times on the boss's calendar. Both typical ideas and more unusual suggestions were considered, as unexpected approaches may work best at changing behaviors.
The document outlines 9 ways that people can recognize when they are experiencing motivation waves to walk for 30 minutes. The waves include: 1) Already having walking as a habit, 2) being requested by an authority figure or friend, 3) needing to walk for survival reasons, 4) walking being a social norm in a given context, 5) experiencing rare weather or environments, 6) having a period of prolonged inactivity, 7) experiencing extreme emotions, 8) having a self-reflection or realization, and 9) experiencing imaginary judgement by comparing oneself to others. The document provides examples for each motivation wave.
Behavior Design: 3 minute Hack to Sharpen Your Focus throughout CollegeDavid Ngo
1. The document describes a 4 step process to sharpen focus in college: move everything from your desk to your bed except monitors and speakers, work on one task so you can't see your bed, you'll want to nap but can't because of stuff on your bed, organize the stuff so you can't sleep.
2. An uncluttered desk improves focus by making it quicker to find things, allowing you to focus on one task at a time, and providing physical and mental clarity.
3. A photo shows the author's uncluttered desk from senior year at Stanford.
Behavior Design: 3 Environment Changes that Uncluttered my Mind and LifeDavid Ngo
The document discusses 3 environment changes that can unclutter one's mind and life: 1) Taking everything off one's desk to sharpen focus on the current task, 2) Maintaining simplicity at home to transition positively from work, and 3) Cleaning smartphone icons to improve task efficiency and user experience when opening the phone. The author also provides his contact information and links to further information on applying behavior design.
Homework 2 for BJ Fogg's 2012 class 'Behavior Design for Better Health.'
Rapid Interviews for Walking patterns
Starfishing how to skateboard at a decent level via behavior design
The document is a proposal from David Ngo for an Individually Designed Major (IDM) in Behavior Design at Stanford University. [1] It outlines David's motivation and goals for the IDM, which are to optimize his Stanford experience and help spearhead the new field of Behavior Design. [2] The proposed courses cover areas like Computer Science, Entrepreneurship, Psychology, Design Thinking, and Communication to bridge various disciplines and allow hands-on application of Behavior Design principles. [3] David believes this combination is uniquely suited to achieve his aims compared to existing majors like CS, Psychology, or Product Design.
Top Daily Goal: Helping friends prioritize & achieve their goalsDavid Ngo
This document discusses insights from a 3-day trial of a daily goal program. It recommends varying the questions asked each day to keep users engaged and providing structure when creating new behaviors. While offering multiple ways for people to engage can seem convenient, it is initially confusing and counterproductive. The document also notes that people have many goals and potential for achievement.
This document summarizes personas for ambitious, healthy, and financially-conscious elite college students. It describes their goals of spending less money, budgeting better, and being more conscious of their financial and personal wellbeing. Their needs include keeping track of money and developing habits to log expenses in an app with prompts. Suggestions include inputting a daily budget into the app and tracking all purchases to stay within budget.
Muktapishti is a traditional Ayurvedic preparation made from Shoditha Mukta (Purified Pearl), is believed to help regulate thyroid function and reduce symptoms of hyperthyroidism due to its cooling and balancing properties. Clinical evidence on its efficacy remains limited, necessitating further research to validate its therapeutic benefits.
- Video recording of this lecture in English language: https://youtu.be/kqbnxVAZs-0
- Video recording of this lecture in Arabic language: https://youtu.be/SINlygW1Mpc
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
These lecture slides, by Dr Sidra Arshad, offer a quick overview of the physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar lead (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
6. Describe the flow of current around the heart during the cardiac cycle
7. Discuss the placement and polarity of the leads of electrocardiograph
8. Describe the normal electrocardiograms recorded from the limb leads and explain the physiological basis of the different records that are obtained
9. Define mean electrical vector (axis) of the heart and give the normal range
10. Define the mean QRS vector
11. Describe the axes of leads (hexagonal reference system)
12. Comprehend the vectorial analysis of the normal ECG
13. Determine the mean electrical axis of the ventricular QRS and appreciate the mean axis deviation
14. Explain the concepts of current of injury, J point, and their significance
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. Chapter 3, Cardiology Explained, https://www.ncbi.nlm.nih.gov/books/NBK2214/
7. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
Osteoporosis - Definition , Evaluation and Management .pdfJim Jacob Roy
Osteoporosis is an increasing cause of morbidity among the elderly.
In this document , a brief outline of osteoporosis is given , including the risk factors of osteoporosis fractures , the indications for testing bone mineral density and the management of osteoporosis
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
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Changing Digital Environment to Change Your Health Behaviors
1. BEHAVIOR DESIGN
EXPERT FOCUS:
CHANGING CHANGING
DIGITAL = YOUR
ENVIRONMENT HEALTH
DAVID NGO | dngo11@stanford.edu | @dngoo
Sunday, December 16, 12
2. “There are 3 ways to
change behavior in the
BJ Fogg, PhD
Director, Behavior Design Lab
Stanford University
longterm...”
1.
2.
3.
Sunday, December 16, 12
3. “There are 3 ways to
change behavior in the
BJ Fogg, PhD
Director, Behavior Design Lab
Stanford University
longterm...”
1. Have an epiphany
2.
3.
Sunday, December 16, 12
4. “There are 3 ways to
change behavior in the
BJ Fogg, PhD
Director, Behavior Design Lab
Stanford University
longterm...”
1. Have an epiphany
2. Change your environment
3.
Sunday, December 16, 12
5. “There are 3 ways to
change behavior in the
BJ Fogg, PhD
Director, Behavior Design Lab
Stanford University
longterm...”
1. Have an epiphany
2. Change your environment
3. Take baby steps
Sunday, December 16, 12
6. I focused on #2.
Changing your environment
Sunday, December 16, 12
7. Specifically,
the environment
on your phone.
Sunday, December 16, 12
8. More specifically,
your wallpaper on
your phone.
Sunday, December 16, 12
9. My expert focus is on
changing your digital
environment via your
phone’s wallpaper to
change your health
behavior.
Sunday, December 16, 12
10. Changing Changing
wallpaper = health
WHAT?!
Sunday, December 16, 12
11. Often times we only think of
environment being the physical...
Sunday, December 16, 12
12. But, what are we always
carrying with us?
Sunday, December 16, 12
13. But, what are we always
carrying with us?
Sunday, December 16, 12
14. We do different behaviors on each device.
But each device has similar set of
environment attributes we can change.
wallpapers icon brightness music volume
organization
Sunday, December 16, 12
15. This means that this
behavior design on digital
environments can be
applied across platforms.
(of course certain devices work for better for certain behaviors)
Sunday, December 16, 12
16. This slide deck will focus on
changing visual-digital
environment to change
health behavior
Sunday, December 16, 12
17. Changing Changing
wallpaper = health
Sunday, December 16, 12
18. Changing Changing
wallpaper = health
Please don’t believe me.
Believe yourself.
Try it :).
Sunday, December 16, 12
19. Changing Changing
wallpaper = health
First, I’ll give you
the STEPS.
Then, I’ll give you
the RESULTS &
INSIGHTS.
Sunday, December 16, 12
20. Changing Changing
wallpaper = health
Step 1. Choose behavior
To help, here are some popular examples:
Sunday, December 16, 12
21. Changing Changing
wallpaper = health
Step 1. Choose behavior
To help, here are some examples:
drink more water.
eat vitamins daily.
go to the gym.
sit less when working.
Sunday, December 16, 12
22. Changing Changing
wallpaper = health
Step 1. Choose behavior
To help, here are some examples:
drink more water. sit up straight
eat vitamins daily. use nasal spray
go to the gym. bring medication.
sit less when working. eat more fruit.
Sunday, December 16, 12
23. Changing Changing
wallpaper = health
Step 1. Choose behavior
Step 2. Change wallpaper
Sunday, December 16, 12
24. Step 2. Change wallpaper
Click SETTINGS
Choose a WALLPAPER
SET BOTH SCREENS
tip! The more related the wallpaper is to health
behavior, the more effective this is on your brain.
Sunday, December 16, 12
25. Step 2. Change wallpaper
(example)
“Drink more water.” Chosen wallpaper
=
Sunday, December 16, 12
27. Step 3. Associate 1 = 2
WHILE... looking at your wallpaper,
SAY OUT LOUD...
“I will...
[health behavior] + [specificity]”
example -->
Sunday, December 16, 12
28. Step 3. Associate 1 = 2
(example)
“I will... [health behavior] + [specificity]”
“I will drink water on every hour.”
“I will take 1 deep breath when I
see my new wallpaper.”
“I will use my nasal spray right
before going to bed.”
“I will stand up/stretch when I’ve
been sitting for more than 45
minutes.”
Sunday, December 16, 12
32. Why digital environments?
&
How do you know this?
Sunday, December 16, 12
33. Why digital environments?
&
How do you know this?
Sunday, December 16, 12
34. Why digital environments?
Designing digital environments is an
important area in health behavior change.
Sunday, December 16, 12
35. Why digital environments?
What most people don’t realize is
your digital environment can be
harnessed to change your behavior.
Sunday, December 16, 12
36. How do you know this?
I know this because I tested with 15
people and it changed their behavior,
way of thinking, or both.
Sunday, December 16, 12
37. How do you know this?
I know this because I tested with 15
people and it changed their behavior,
way of thinking, or both.
And these were the
results and insights.
Sunday, December 16, 12
38. results:
drink more water.
bring medication.
eat vitamins daily.
sit up straight
use nasal spray
go to the gym.
sit less when working.
Sunday, December 16, 12
39. results: insight:
The following
drink more water. target
bring medication. behaviors
eat vitamins daily. were ALL
sit up straight thought of,
every time
use nasal spray
people
go to the gym. checked their
sit less when working. phones
Sunday, December 16, 12
40. insights:
The wallpaper environment change will 100%
get you to think about the original association
every time you look at your phone. period.
Sunday, December 16, 12
41. insights:
The wallpaper environment change will 100%
get you to think about the original association
every time you look at your phone. period.
This design is most effective for behaviors
that can be done anytime in <10 seconds.
Sunday, December 16, 12
42. insights:
The wallpaper environment change will 100%
get you to think about the original association
every time you look at your phone. period.
This design is most effective for behaviors
that can be done anytime in <10 seconds.
If the wallpaper change doesn’t work, then
the target behavior needs to corrected to
at least 1 step before the current behavior.
ex) If one doesn’t actually drink more water, then that means it needs to be one one of the bolded steps.
put water bottle next to sink <- fill up water bottle <- pack water bottle in bag <- drink water
Sunday, December 16, 12
44. summary:
My expert focus is on changing your
digital environment via your phone’s
wallpaper to change your health behavior.
Designing digital environments is an
important area in health behavior change.
Changing wallpaper = Changing health
Step 1. Choose behavior
Step 2. Change wallpaper
Step 3. Associate “1 = 2”
Sunday, December 16, 12
45. insights:
The wallpaper environment change will
100% get you to think about the original
association. period.
This design is most effective for behaviors
that can be done anytime in <10 seconds.
If the wallpaper change doesn’t work, then
the target behavior needs to corrected to
at least 1 step before the current behavior.
ex) If one doesn’t actually drink more water, then that means it needs to be one one of the bolded steps.
put water bottle next to sink <- fill up water bottle <- pack water bottle in bag <- drink water
Sunday, December 16, 12
46. next iterations:
how specificity affects success rate?
how to design for target behaviors during times when people
don’t interact with their phones? (get up when working over 1 hr)
if seen enough times, will the person eventually get ‘tipped
over’ and do the behavior?
what’s the efficacy of other visual-digital environment changes
(organization of icons, brightness, etc)
what about sound? (music/alarms/sounds, volume)
Sunday, December 16, 12
47. WHAT BEHAVIOR DID
YOU ASSOCIATE WITH
YOUR WALLPAPER?
COMMENT BELOW :).
Sunday, December 16, 12
48. dngo11@stanford.edu
Hey everyone, CLICK BELOW
I’m David Ngo and I created TO SEE OTHER
Stanford’s first Behavior Design
major with the help of amazing SLIDES OF MINE:
advisors: Dr. BJ Fogg, Jeremy
Bailenson, Cliff Nass, and Carol Link to my Stanford’s
Dweck.
Behavior Design
I love applying behavior design to Major Proposal
solve any problem.
Link to How 3 Environment
But one of lasting passion has
Changes Uncluttered my
been designing for habits of
Mind/Life
productivity, lifestyle, and goal-
achievement.
Click to Follow
me on Twitter
Sunday, December 16, 12