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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Behaviour Design Sprint - Let's play a game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anne-Kathrine Kjaer Christensen</string-name>
          <email>anne@specifii.dk</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sandra Burri Gram-Hansen</string-name>
          <email>burri@hum.aau.dk</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Denis Damyanov</string-name>
          <email>denis.damyanov@gmail.com</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Communication and Psychology, Aalborg University</institution>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The SPECIFII® Behaviour Design Sprint is an iterative and engaging design process which enables practitioners, developers and others to reach conceptual design solutions in 5 days, through a distinct focus on not only usability and user experience but also on behaviour design. The structured 5-days design process involves end-users and discussion regarding potential ethical issues to help avoid these. To spice up the process and to ensure that participants establish a mutual understanding of behaviour design principles, the sprint is centred around a game, making it fun and engaging to address even the more tricky challenges. This workshop allows the participants to try the SPECIFII® behaviour design game.</p>
      </abstract>
      <kwd-group>
        <kwd>Behaviour design</kwd>
        <kwd>workshops</kwd>
        <kwd>participatory design</kwd>
        <kwd>Design sprints</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>In this workshop, we wish to introduce the behaviour design sprint and to explore the
potential as well as limitations of this approach to behaviour design. As such, we invite
workshop participants to join an engaging and interactive workshop experience, in
which they will get a chance to learn about the theoretical and methodological
underpinning of the behaviour design sprint, and to get first-hand experience with the game
and part of the process it supports. With this workshop we not only hope to share the
process with peers, we also look forward to an opportunity to discuss behaviour design
processes with practitioners as well as academic experts.</p>
      <p>The SPECIFII® behaviour design sprint is inspired by distinct challenges identified
both in academia and in practice – that behaviour design to some degree comprises an
invisible layer of a design process, and that it consequently can be a challenge to
actively engage practitioners in discussing this as part of a solution. Through years of
collaboration with a broad variety of industrial partners, Specifii founder
AnneKathrine Kjaer Christensen identified challenges in the design process and a distinct
challenge in aiming to apply behaviour design tools and drivers in practice. While
established methods facilitate users in discussing and contributing to the design of visual
interfaces and usability, it appeared that a mutual language for discussing behaviour
design was missing. Initial steps towards addressing this distinct challenge lead to the
development of the SPECIFII® Behaviour design game. The game is developed in
interdisciplinary cooperation between the award-winning game company Serious Games
Interactive and Specifii. The game is designed to introduce behaviour design tools in
an engaging way and to facilitate participants in relating these concepts to their own
practice and needs.</p>
      <p>In order to extend the game into a framework for behaviour design, the SPECIFII®
behaviour design sprint is developed in collaboration between founder of Specifii
Anne-Kathrine Kjaer Christensen and Assistant Professor, Sandra Gram-Hansen. The
behaviour design sprint extends the theoretical and methodological underpinning of the
design process, with the game comprising a central part of the activity. Consequently,
the behaviour design sprint aims to facilitate stakeholders in the design process, in
discussing and developing design concepts which are not only user friendly and attractive
but also impactful and efficient.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Organizers background</title>
      <p>Anne-Kathrine Kjaer Christensen is facilitating the workshop and founder of
SPECIFII®, SPECIFII® behaviour design sprint and SPECIFII® behaviour design
game. She is working with companies on improving the customer experience. She is
also a speaker at UX, CX and behaviour design meetups and conferences. She
graduated her Master degree in Persuasive Design (cum laude) from Aalborg University in
2008.</p>
      <p>Sandra Burri Gram-Hansen is Assistant professor at the Department of
Communication and Psychology, Aalborg University, and a member of E-Learning Lab, Center
for User-driven innovation. She is a behaviour design expert with several years of
experience in Persuasive technologies, Usability Engineering, and User Experience
Design. Areas of expertise include management and communication systems, designs for
energy conservation, climate communication and digital learning resources.</p>
      <p>Denis Damyanov is a Digital design expert and Information Architect who graduated
his Master degree from Aalborg University in 2019. During his time at AAU, he has
specialized in persuasive technologies and persuasive system design.</p>
    </sec>
    <sec id="sec-3">
      <title>Motivation</title>
      <p>
        While the Persuasive Technology field has produced a wide range of theoretical and
methodological approaches to designing behaviour changing technologies, it remains a
challenge that these methods often require the users to have a more in depth
understanding of persuasion in order to distinguish between persuasiveness and usability, and
between different approaches to behaviour design
        <xref ref-type="bibr" rid="ref2">(Gram-Hansen, 2016)</xref>
        . Persuasive
technologies - in our view – should strive towards not only designing for superficial
changes of behaviour, but to facilitate deeper rooted continuous changes of perspective
and identity of user. By this, Persuasive Technologies distinguished themselves from
e.g. Nudging, which targets a more automatic approach to behaviour Design
(GramHansen, 2016).
      </p>
      <p>
        Design sprints have become a popular approach to creating and testing design
concepts fast to solve problems
        <xref ref-type="bibr" rid="ref1">(Knapp et. al 2016)</xref>
        . The SPECIFII® behaviour design
sprint is inspired by established methods but distinguishes itself in several ways.
1.The game comprises an essential element of the design sprint and is revisited
multiple times throughout the process. The play based approach focuses not solely on
making design choices but also on establishing a behaviour strategy and mutual
understanding of different approaches to behaviour design - thereby facilitating
participants in choosing the right approach to solve their distinct challenge.
2. The SPECIFII® behaviour design toolbox is included in exercises and drivers from
psychology, behavioural economics and rhetoric opens up for innovative ideas and
at the end strength the design concepts and design discussion to reach the target
behaviour.
3.The SPECIFII® behaviour design sprint is influenced by a participatory mindset,
and fundamentally recognizes the different types of expertise brought into the
process by the participants.
4.The facilitator is not neutral, but a behaviour design expert who with the game
challenges and provides feedback for the participants in building the behaviour strategy
and exploiting the tools from the SPECIFII® behaviour design toolbox.
5.With its focus on transparency in combination with a participatory mindset, the
sprint also aims to incorporate ethics constructively throughout the design process
in order to ensure that solutions are not manipulative or deceptive
        <xref ref-type="bibr" rid="ref2 ref3">(Gram-Hansen,
2016 and Stibe &amp; Cugelman, 2016)</xref>
        Behaviour research and a selection of drivers help uncover new opportunities and create
new ideas to help the user reach the target behaviour. The facilitated structured design
process is a way to seek to bridge the gap between theoretical framework and design
exercise to develop more transparent, affective and valuable design concepts.
      </p>
      <p>With the Behaviour Design Sprint and through this workshop, we aim to not only
facilitate design processes in a playful and thought provoking manner, we also strive to
facilitate workshop participants in establishing a mutual understanding of designing for
behaviour change and a vocabulary which enable them engage in discussions
concerning persuasion, without necessarily possessing a deeper theoretical of the concept. The
sprint is based on a participatory approach to design and as such has a fundamental
focus on incorporating different levels of expertise and recognizing the values of
different stakeholder contributions.</p>
    </sec>
    <sec id="sec-4">
      <title>Workshop format</title>
      <p>The workshop for Persuasive 2020 is designed to cover one morning or afternoon of
introduction to the structured behaviour design sprint process, and an engaging and fun
opportunity to try the SPECIFII® behaviour design game in practice.</p>
      <p>The process can be applied for different domains. In this workshop, we introduce a
case. We define target behaviour, the person, the situation and other fundamental
information to start building a behaviour strategy to reach the target behaviour. In the
process participants define the target behaviour, define the problem, select drivers
based on an expert analyses, brainstorm and sketch concepts exploiting the drivers to
reach the target behaviour. This is a fast edition of the first 3 days in the SPECIFII®
behaviour design sprint.
The game includes more than 70 drivers from psychology, behavioural economics
and rhetoric. The participants will create new ideas and apply a selection of the drivers
in sketches as part of structured ideation process to end up with design concepts to
reach the target behaviour. How the drivers are selected and the facilitator role will be
topics for discussion.</p>
      <p>The game and the application of drivers such as reward will strive to make the
workshop fun and help the participants engage more in the process, encourage teamwork
and address even the more tricky challenges.</p>
      <p>On our part, we welcome the opportunity to apply the Behaviour Design Sprint as a
springboard into a more general discussion about methodological possibilities and
limitation when designing for behaviour change.</p>
    </sec>
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</article>