Designing for behaviour change

At a Glance



Hubbub + Loughborough University


Will Downard


Design for behaviour change, HMW generation, Ideation, Remote experience testing, Storyboarding, UI design


Feburary 2021
2 Weeks worth of work
Conducted during UK C-19 Lockdown


This project focused on how to design for behaviour change within the context of the Hubbub 'Green is the new black' brief researched in my user research greenspace project.

View Research Project

Driving Insights

The insights found during my previous project were used to form the basis of finding an opportunity to create a positive behavioural change in 18-25 year-olds nature interactions in regard to personal productivity.

HMW Generation

Using my four key insights as inspiration, HMW questions were created to establish possible opportunities. To aid in the generation of these HMW's a Venn matrix was used to think about each insight independently as well as in connection with others.

HMW Potential Synthesis

The generated HMW questions were then contextually mapped with knowledge gained from my earlier literature review and user research in terms of their potential to change problematic behaviour and improve the user experience.

High Potential HMW Questions

Opportunity Statement

How might we allow users to distract themselves from their work via interacting with local green space while still enabling their time spent to feel immediately meaningful as well as impactful on their long term productivity?


From the initial opportunity statement, three similar opportunity statements were then formatted, each with a focus on a fundamental behaviour change method. These allowed a broad range of ideas to be created while still referring to established behaviour change strategies.

Vision Statement

There is an opportunity to provide a meaningful behaviour change and user experience in the form of combining regular, pre-existing user errands and habits together to form a green habit plan that uses persuasive technology to automate users habits to include green space interaction as well as using behaviour steering in the form of geo-locking enriching audio content such as exclusive podcasts, audiobooks, and music playlists in order to attract users to and distract them in green space while still feeling like their time has been spent productively.

Remote Experience Testing


Using a selection and custom setup of existing apps I was able to roughly prototype the base user scenario set out in the vision statement.

Remote Experience

Custom concept boards were created in order to improve explanation of the concept in user interviews. A POP by Marvel prototype was created from the UI sketches.

Remote User
Prototype Pitches

Remote video interviews were conducted with four participants that were involved in the previous research phase.


Exploration with errands

Todai is an app for young, working from home professionals looking to interact with nature during their daily, working week lives.

It makes use of persuasive technology and behaviour steering techniques to enable improved frequency and experiences of local natural spaces.

By allowing users to manage all tasks in their life, be either for side projects or for work, todai automatically selects errands to ‘greenify’ and creates seamless green errand trips for users to follow.

The combination of tying existing habits and tasks to green space interaction, as well as additional audio friction design enables behaviour change for not only more nature interaction but enhanced interaction.

Core Experience

Further Interactions

Key Improvements made from testing

The app's focus was expanded to be a full lifestyle task manager in order to improve adoption and reliance - resulting in better behaviour change potential due to user investment.
The app design was altered to include smart natural language detection. This allows the app to help suggest task categorisation for users as well as automatically sort tasks in the calendar section.
The app concept was updated to allow users to edit and preview routes before setting off. The idea of feedback was also introduced, allowing users to inform the app of areas they enjoyed or not.

Key Touchpoints

Todai will create naturally flowing errand task trips autonomously however, the user can at any point adjust and edit the trip, giving them key control over the app.

Easy and seamless task automation via generated time estimations and limits including smart routing between tasks -e.g Todai will place a task where you collect and carry an item, last.

Independently saved and locked audio media positions and save states. Audio accompaniments for trips are tied to the Todai app giving people distractions as well as incentives to keep using.

Third party audio prevention. In order to tie unique audio distraction content to Todai, while the app is running other audio playback services cannot be used.

Key Design Strategies

The use of audio while on generated green errand trips is entirely optional to the user.

Todai acts as a total, life wide task manager like other apps such as Todoist so that users can invest in the app and are therefore more likely to take advantage of the automated green trips

Todai automatically scans and filters green trip suitable tasks and errands into a specific section for the user. Removing the need for users to learn the limitations of the green task guidance.

Smart task ordering - Todai will not only intelligently order tasks in each trip but also react to deadlines and dates set by the user to correctly order and time green errand trips throughout the working week.