Lecture 07 stages of behaviour change (craft) Flashcards

1
Q

(Rubicon) Motivation (Deliberation)

A

Pre-decisional phase, goal-setting,
Deliberating, weighing pros and cons
deliberative mindset

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2
Q

(Rubicon) Volition (Planning)

A

Pre-actional phase, goal-striving
Planning, when, where and how to act
Implemental mindset

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3
Q

(Rubicon) Volition (Action)

A

Actional phase, goal-striving
Acting, shielding the goal from distractions
Implemental mindset

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4
Q

(Rubicon) Motivation (Evaluation)

A

Post-actional phase, goal-setting
Evaluating, evaluation of goal-striving
Deliberative mindset

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5
Q

What should an intervention do?

A

The intervention should support users to perform/stop the actions
that contribute to the achievement of their desired outcome.

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6
Q

Cues

A
  • Suggest an action to the user
  • Consider using reminders or
    nudging when appropriate
    (e.g., reduce cognitive load)
  • Help the user to decide on If-Then-Contingencies for creating
    Implementation Intentions
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7
Q

Target cues

A
  • Go where the attention is
  • Align with people’s time
    and energy levels
  • Consider when the cue
    should be a priority
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8
Q

Reaction

A

Elicit positive feelings
* Remind people of their past
successes and good experiences
* Allow room for setbacks from the
beginning (avoid inducing feelings
of guilt)

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9
Q

Affective Shifting

A

Help people to repeatedly switch in between:
Imagining their ideal outcome & Thinking about the concrete steps to get there

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10
Q

WOOP

A

Wish - Find a concrete way to express your wish
Outcome - How would the outcome look if you get your wish?
Obstacle -What are the obstacles inside yourself that are in your way?
Plan - How can you overcome these obstacles?

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11
Q

Positive reaction

A

Leverage different types of social motivation
Some people like cooperation or simply having
company, other people enjoy competition.

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12
Q

Evaluation

A

Highlight and support existing motivations
Test out different types of motivators
Monitor the response (over time)

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13
Q

Long-term versus short-term experience

A

Do not only test for the experience in the beginning
Pay attention to long-term reactions
Sometimes the initial response is not indicative of long-term engagement

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14
Q

Temptation Bundling

A

Pair something tempting with something less instantly enjoyable. (E.g exercise with netflix on)

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15
Q

Ability

A

Remove unnecessary decision points

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16
Q

Control beliefs

A
  • Increase sense of feasibility and self-efficacy
  • Help users know they can succeed
  • Make sure the goal matches the training and abilities
  • Overcome learned helplessness
17
Q

Temporal Myopia

A

The inability to see or consider the long-term outcomes of an action that you are contemplating. (No sense of urgency)

18
Q

Motto Goals

A

When the timing is not right, consider formulating more abstract goals and associated images that you can safely remind a user of without inducing pressure in the wrong moment. (e.g., “I want to be strong like a tiger”)

19
Q

Experience

A
  • Use story editing
    Rewrite and reframe previous experiences.
    Acceptance of past failures and negative emotions helps us to reengage with goals and flourish.
20
Q

Social Support

A

When the problem is internal, the solution can still be external
Social support is a powerful tool to share and reevaluate experiences.