Shikakeology: Designing Triggers for Behavior Change: Papers from the 2013 AAAI Spring Symposium [THIS SPACE MUSTBE KEPT BLA Understanding and Applying Trigger Piggybacking for Persuasive Technologies Ashutosh Priyadarshy, Duylam Nguyen-Ngo EEMe labs {ashutosh, duylam}@eemelabs.com Abstract An archetypal Shikake is the use of the shrine symbol, in Japan, to prevent people from public urination, spitting, and other crude acts. The principle is simple. Shrines symbolize holiness; upon seeing this symbol people are compelled to behaviors congruent with their ideas of holiness. For many, public urination and spitting are obviously excluded from any set of holy behaviors. Figure 1 shows an example of such a shrine symbol. The low design expertise required in creating this persuasive “technology” is apparent as the symbol can be painted anywhere a designer desires. Being placed in a public place, it readily triggers anyone who understands the cultural significance of a shrine; this is a very low barrier to trigger comprehension. The trigger achieves long-term behavior change in two ways. First, by always being present in the same location it triggers behaviors congruent with holiness every time a person sees it. Second, the trigger only reminds viewers of the concept of holiness. By piggybacking on a cultural or social value, the trigger augments the viewer’s motivation to be holy. This increase in motivation drives the viewer past the behavior activation threshold. Unlike other triggers, like those in the Fogg Behavior Model, that are designed to compensate for a lack in either motivation or ability the shrine trigger acts by pushing motivation levels up thus causing intrinsically-motivated behaviors (Fogg 2009). Examples of Shikake are abundant and diverse. Another classic example is the placement of curious objects in public places that draw the attention of people and bring them closer to reading a sign or performing some action (Matsumura 2007). Even simpler is the example of a piece of tape on the spine of a book that spans diagonally across a row of books on a bookshelf. When placing books on the shelf people simply complete the “puzzle” of tape and avoid dealing with the alphabetization of the books. Such Shikake are effective but starkly different from the shrine example. This paper presents a new methodology for designing motivation-augmenting products along with two example cases. Like the tiny habits methodology, trigger piggybacking builds upon the Fogg Behavior Model but unlike the tiny habits methodology it incorporates a Shikakelogical approach to behavior change. Trigger piggybacking claims that a trigger rooted in a value system will produce longterm continuous behavior change. By embodying a relevant value system, the trigger reinforces values and leaves itself open to interpretation. This openness is the key to driving a user’s desire to perform a behavior. Trigger piggybacking adds to the toolkit of those that design persuasive technologies. Background and Motivation for Trigger Piggybacking Shikake is the Japanese term for a specific class of behavior triggers. A trigger deemed to be a Shikake combines the following features: low design expertise, wide range of target users, long term continuous behavior changes, and spontaneous behavior activation. Several archetypal Shikake are timeless, physical manifestations capable of activating desired behaviors simply by being seen. These analog archetypes inspire new Shikakeological perspectives on captology and captology design methodologies. In applying Shikakeological principles to captology, we introduce the concept of Trigger Piggybacking. A particularly potent Shikake apt for transition into digital form. In understanding Trigger Piggybacking we provide background and historical examples of archetypal Shikake, definitions and advantages of Trigger Piggybacking, examples of current technologies that use Trigger Piggybacking, design tradeoffs in comparison to other persuasive design techniques, and finally a methodology for using Trigger Piggybacking. Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. 79 observer the freedom and autonomy to act as they wish; freedom and autonomy in choosing behaviors are cornerstones of Shikake. The interpretation of a value system ties the first and second effect together; it is possible that the trigger carries no meaning for the observer or that he acts upon that trigger in a way that is dissimilar to the designer’s interpretation. Tradeoffs are inherent in any design. In the case of trigger piggybacking the transaction is between a single deliberate, desirable action and the potential for a multiplicity of selfmotivated, desirable actions. Associating a trigger with a value system and in the case of digital mediums causes the observer to interact with the digital medium as if the rules, norms, and values of the real world apply in the digital one. An alternative interpretation is that trigger piggybacking compels observers to express their motivations and values via behaviors that would be otherwise suppressed for any number of reasons. The shrine gate example is a clear illustration of an analog trigger piggyback. Before proceeding to a design methodology we illustrate an example of Digital Trigger Piggybacking. Figure 1: Shrine Gate trigger to prevent vandalism The shrine Shikake has potential to be more persuasive due to two key differences. First, subjects are left to their own interpretation of the symbol and its meaning and social implications. Second, the Shikake does not pigeonhole the subject into a single action or behavior but into a set of behaviors that are congruent with the individual’s interpretation of the trigger. Such triggers can effectively translocate value systems from real-world into the digital realm because subjects create and associate values, social and cultural norms with the sight of the trigger. Finally, evidence in captology and social psychology that humans perceive computers as social entities indicates promise in designing triggers that migrate values and norms from real world to digital world (Fogg 2002, Fogg et al. 2009, Nass et al. 1994, Takeuchi et al. 2000). In particular, studies in reciprocity relationships show that human actors are more likely to be persuaded by computer actors that share something in common with them (Takeuchi et al.) From this motivating example we can define Trigger Piggybacking. Trigger Piggybacking is a persuasive design technique and methodology in which a highly observable trigger is designed and placed to remind an observer of a particular set of values or norms that tend to alter the observer’s behavior. In particular, we focus on Trigger Piggybacking that, in a digital medium, reminds an observer of values that exist in their ‘analog’ existence. The central difference in a piggybacked trigger and a traditional trigger, such as those expounded in the Fogg Behavior Model, is that instead of “[associating] the trigger with the target behavior” the trigger is associated with a target value system (Fogg 2009). Association with a target value system results in the following effects: persuading various behaviors, less predictability in passing activity threshold, and a blending of media and self managed behavior change. Discussion of the shrine symbol illustrates the effect of various behaviors. The trigger represents a concept leaving the Analysis and Application To facilitate the addition of the trigger piggybacking technique into a designer’s toolbox we detail example usages, tradeoffs, a three-step design process and an educational example. Fitbit: Translating Values from Analog to Digital The Fitbit is a wireless activity tracker worn unobtrusively throughout the day. It monitors several fitness metrics like steps taken, distance walked, caloric output, and sleep cycles. The Fitbit is packed with bleeding edge technology to capture, monitor and interpret fitness and health data. The key user experience element is a digital flower that correlates with a user’s fitness level shown below in Figure 2. High activity levels cause the flower to grow whereas low activity levels cause it to shrink. The digital flower’s simplicity is a classic Shikake. The growth of the flower is a powerful trigger that creates an association with well-being and health. Due to this association the Fitbit flower is able to unlock the potential of persuading multiple behaviors instead of a single behavior. As explained above this trigger also does not result in the predictability of an alarm clock or other timed trigger. The designer cannot predict how much and with what intensity a user will perform behaviors that improve their well-being (and flower’s wellbeing). Finally, users tend towards a blend of media and self managed behavior change because the flower does not explicitly demand an intentional action. 80 spontaneity and creativity on behalf of the user. In trigger piggybacking there is no guarantee of when and how a user will act. The scope of behaviors varies between the two methodologies. Tiny habits focuses on accomplishing a single habit that develops into a single behavior. By nature of Shikake, trigger piggybacking allows for the interpretation of the trigger thus a set of behaviors is realizable, not just a single action or behavior. For example, someone who follows Tiny Habits might start flossing everyday but someone who experiences a well-designed piggybacked trigger would feel compelled to brush, floss, rinse, avoid candy or any other behavior that falls within the scope of the value of dental hygiene. The characteristics of the methodologies affect the behavior adoption time. By focusing on small, low hanging accomplishments, tiny habit users easily begin practicing the behavior and over time, the tiny habit grows and becomes fully developed. There is a vertical path to achieving and adopting the behavior making design issues apparent, quickly. Thus, behavior adoption time is shortened greatly. Trigger piggybacking focuses more on values and organically amplifying latent behaviors and motivations; different perspectives then generate different interpretations. The openness means variance in trigger interpretation, which leads the user to choose within a set of behaviors. With the freedom, users have the ability to reassess an interpretation and re-frame the presented trigger and follow the path to a new set of behaviors. Since Trigger Piggybacking is value based and not timing based a designer cannot predict the adoption time of a behavior. The designer uses the constant interaction with the trigger as a way of augmenting the user’s desire to perform behaviors that express latent motivations. This is conducive for long-term continuous behavior change. There is not a right or wrong methodology; the optimal methodology is defined by the designer’s goals. If there is a clear short-to-medium term single behavior, then tiny habits could be the best fit. If long-term continuous behavior change is the goal, then trigger piggybacking could be the best fit. Figure 2: Fitbit device Comparison of Existing Frameworks & Methodologies Several frameworks and design methodologies exist for creating persuasive technologies. To illustrate the advantages and disadvantages of the Trigger Piggybacking concept we compare it to the popular “Tiny Habits” methodology. “Tiny Habits” is a habit-forming process developed by B.J. Fogg that builds upon the Fogg Behavior Model. The concept is as follows. First, the desired behavior is reduced to the smallest possible behavior so it is easily and quickly accomplished. Users with varying degrees of motivation are now able to cross the activity threshold. Second, the new tiny habit is positioned to fit easily into a routine. A signal or reminder in the routine then functions as a trigger for the habit. Mental constructs are easily adapted when the habit is triggered within the context of a routine. Finally, the cycle is repeated until it becomes automated. At this point the habit is developed. The classic example is flossing. If you don't floss regularly, the task of flossing all of your teeth (approximately thirty-two teeth!) takes a lot of effort. Instead, it is made easier by shrinking the habit to a ridiculously simple task - flossing one tooth. Then you just floss it at a convenient time - in the morning after you brush your teeth. The completion of brushing is the timed trigger for flossing. Over time, you repeat this and eventually you move up to two teeth, then five, then twelve, and eventually all thirty-two. There are three main differences between the tiny habits and trigger piggybacking methodologies: deliberateness, scope, and behavior adoption time. In the Tiny Habits methodology the behavior and behavior forming cycle are focused and deliberate. Designers reduce the needed ability level and place the trigger at a specific time and request the completion of a simple task. The cycle starts at a designated time and ends just as promptly. The algorithmic approach to timing and task removes any 3 Step Design Process for Trigger Piggybacking Previously, we illustrated and defined trigger piggybacking through various examples and comparisons to other design methodologies. In this section, we present a generalized 3step process for designing a trigger piggybacking system. The process described was built through insights gained through case study. To concretize the process and provide an example, we applied the steps to an example case: encouraging students to be accountable for each other’s safety when walking home alone. 81 Figure 3 illustrates a way to visualize the Trigger piggybacking methodology. The box labeled “Value” is the initial value system inherent to the problem and the trigger; the box labeled “Desired Value” is the value that the designer wishes to impart upon the user. The lines at the topmost of the chart are the set of triggers that can connect the two value systems. The lines at the bottommost of the chart are the set of behaviors that are triggered and connect the two value systems. The bold arrows represent the desired trigger and behavior. The trigger initializes the feedback loop and cues the desired behavior to be performed. reached home. Step Three - create trigger: Finally we need to create the trigger. The trigger should embody the value system defined in step two. This is the most difficult and creativity-intensive step in the process. Example continued: There are several triggers that can represent friendship. In our example we choose bumping fists or shaking hands, both viable gestures and triggers of friendship. Bumping phones could proxy for bumping fists and act as a mechanism for connecting to mobile phone through the popular bump libraries for smartphones. With this trigger we successfully transfer the concept of friendship from analog to digital world and as designers expect user’s to treat in-app friends with the care and concern as they treat real friends. Such a trigger sets in motion the multiplicity of desired behaviors and trigger feedback discussed in Figure 3. Conclusion The power of triggers that encapsulate value systems is that they encourage a gamut of desirable behaviors. Instead of causing only a behavior these triggers activate the intrinsic motivations of the individual and allow them to express their philosophies via behaviors. Over the long term, triggers that allow individuals express these philosophies also augment them. In general, Shikake principles should be applied when users have a latent value or philosophy that can be piggybacked on. Because of the social nature of digital interactions, trigger piggybacking is an effective method for migrating value from the real world to the digital world. Figure 3: Behavior Multiplicity and Trigger Feedback Step One - Problem Definition: To effectively change behavior, the various dimensions of the problem must be well defined. Key steps are: identification of offending behavior and the enabling behaviors, understanding user(s) in the realm of the problem and social context (culture), and evaluating the value systems underpinning the problem. Example: For the example case, an offending behavior would be the lack of proactive communication between a pair of friends. This behavior stems from different behaviors unique to each individual; laziness, invincibility, apathy. A characteristic of the student is eagerness for social acceptance, or cherishing friendship. Step Two - Define target behavior & value system: Next the designer defines and selects the target value system, which are likely to compel users to engage in desirable behaviors. Here the designer requires an understanding of the user group to predict whether user behavior in response to the target value system is desirable. References Fogg, B.J. 2002. Computers as Social Actors. Ubiquity 2002(12): 89-120. Fogg, B.J., Cuellar, G., and Danielson, D. 2002. The humancomputer interaction handbook: fundamentals, evolving technologies and emerging application: Motivating, Influencing, and Persuading Users. Hillsdale, New J.: CRC Press Fogg, B.J. 2009. A Behavior Model for Persuasive Design. In Proceedings of the Fourth International Conference on Persuasive Technology, Article 4. New York, New York: ACM. Naohiro Matsumura. 2007. Field Mining: Reconstructing Relations between Human, Objects, and Environment, Proc. First International Symposium on Universal Communication, 153-156. Nass, C., Steuer, J., and Tauber, Ellen. 1994. Computers are Social Actors. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 72-78, New York, New York: ACM. Takeuchi, Y., Katagiri, Y., Nass, C., and Fogg, B.J. 2000. A Cultural Perspective in Social Interface. In Proceedings of the CHI 2000 Conference (submitted). Example continued: Having identified friendship as the key value, we would like our students to be accountable and responsible to one another. Assuming the product is a mobile application, we want the students to view the other friend’s location via the mobile application and check for when the other has 82