Two Things You Should Know About Recent Research in Behavior-Change

I’ve been on the road a lot lately, making frequent trips out of state to visit family.  These long multi-hour drives can get boring but thank goodness for podcasts. One of my favorite podcasts is Freakonomics.  The reason I love Freakonomics so much is that they often take the most pedestrian topic and make it interesting.  A recent episode, titled How Goes the Behavior-Change Revolution? (Ep. 382) was quite interesting and featured some of the brightest minds in psychology to explore humans and behavior change. No matter what your occupation, you have to deal with people in some capacity.  Here are two takeaways I had from recent research and how you can apply it to learning and development.

Making the simple too complex

No bones about it, Laurie Santos loves dogs.  Santos says dogs are like humans because we have socialized them to be like us.  Let’s explore her study, Dogs do not demonstrate a human-like bias to defer to communicative cues.  Here’s what she had to say: 

"In one study we focused on a particular phenomenon that researchers call “overimitation,” which as you might guess is imitating too much. Here’s the phenomenon in humans. Imagine I show you some crazy puzzle box, you don’t know how it works. And I say, “I’m going to explain to you how it works.” I’m going to tap this thing on the top. I’m going to do all these steps and I open the puzzle box and I give it to you. If it was some hard-to-figure-out puzzle box, you might just copy me.
But imagine I give you a really easy puzzle box, just a completely transparent box. Nothing on it. It just had a door that you could open to get food out. But you watch me do all these crazy steps, I tap on the side, I spin it around a few times, I do all these things. You might hope that humans are smart enough to say, “That was a really dumb way to open the box. Give it to me, I’m going to open the door.”
But it turns out that’s not what humans do. Humans will follow slavishly all these dumb steps that they see someone else do, just in case. And we thought the same dumb copying behaviors that we see humans do, we should probably see in dogs as well.
Here’s how we set it up. We made a dog-friendly puzzle box, easy enough for the dogs to understand. So it was a transparent box with a lid that was really obvious, and if you flip the lid up you could get inside and get a piece of food. But we added this extraneous lever on the side of the box, and we showed dogs, “Hey here’s how you open it.” You have to move the lever back and forth, it takes a really long time, lever, lever, lever, lever, and then at that point you can open the box. Now in theory if we did this with a human they would say, “I don’t really understand.” Then lever, lever, lever, lever, lever, lever, open the box. That’s actually what humans four-year-olds do, there’s some wonderful videos online where you can see this. And what do the dogs do? Ran over, lifted the lid, and got the food. What this is telling us is that we’ve created this species that learns from us a ton. They follow our cues all the time. But they’re actually smarter at learning from us than we are at learning from ourselves."

What Does This Mean for Us in Learning and Development?

How often have you evaluated your own department’s processes and “tribal knowledge”?  Do you go through all these complicated steps in order to build a learning product?  Do you assume everything is supposed to be an eLearning?  

It’s easy to fall into these pitfalls, especially when you are new or have a “Sarge in charge” kind of manager or culture that doesn’t embrace innovation.  Yes those managers and workplaces are out there so if you don’t work in one of these situations, count your blessings.  How can you check to see that the way you manage your projects is effective?  How do you know your process is right?  The answer is experimentation.  Try something new, measure the effectiveness, and learn and grow.  

Taruna Goel shared this gem on Twitter about the importance of *gasp* focusing on the end user.  If we create clunkly learning products that are cumbersome for the end user, we are part of the problem.  To do clean and simple correctly IS difficult for a reason, we WANT to overcomplicate things.  Resist the tempatation!

The Opposite of Nudge is Sludge

Richard Thaler defines a nudge as some small — possibly small — feature of the environment that influences our choices but still allows us to do anything we want.”  That’s easy enough to understand, so what is sludge?  Here is how he explained it: 

"Nudges typically work by making something easy, like automatically signing you up for the retirement plan. Sludge is the gunk that comes out as a byproduct. And I’m using it for stuff that slows you down in ways that make you worse off. So for example, suppose that there is a subscription and, they automatically renew your subscription. But to unsubscribe you have to call. And I had this experience. The first review of my book Misbehaving: The Making of Behavioral Economics came out in the Times of London. My editor sent me an email excitedly telling me this and sending me the link. And I log on and there’s this paywall. And I said, “Oh, I can’t read it.” But there’s a trial subscription for one pound for a month. And I said, “Oh well, I’m willing to pay a pound to read the first review of my book.” But then I start reading the fine print and in order to quit, you have to call London, during London business hours, not on a toll-free line, and you have to give them two weeks’ notice. That is sludge."

What Does This Mean for us in Learning and Development?

Sometimes I feel like we are sludge factories.  We create all of these learning products but then hide them behind systems where you have to log in via two-factor authetnications.  Or we create things that aren’t optimized for tablets and phones.  Or we make people contact us for a certificate of completion (this too still happens)!  Mike Taylor asked during one of his keynotes hw many people log into their LMS daily to see what new offerings there are.  In a room full of learning and development professionals, not a single hand raised.  

Regardless of how you got into this profession, I know and you know you did it for the nudge and not the sludge.  You enjoy seeing someone win at work, you enjoy seeing the “lightbulbs” pop up above folk’s heads, you just enjoy being part of helping people do their jobs better and grow.  Sludge doesn’t do this.  Sludge is why so many people hate eLearning, presentations, all of it.  Fight the sludge, advocate for the end users!

So what about you?  Do you listen to podcasts outside of L&D that provide some food for thought?  Share them in the comments below.  Also if you’d like to listen to this full episode (which I highly recommend), you can find it here:

 

According
to
the
Occupational
Outlook
Handbook,
the
job
outlook
for
learning
and
developmen
t
specialists
will
grow
by
11%
from
2016-2026
Click
HERE
to
view
source
(US
Bureau
of
Labor
Statistics,
2018)
.
With
training
being
a
constan
t
scapegoa
t
to
corporate
disasters
and
poor
behavior,
it
is
clear
that
instruc
tional
designers
are
high
in
demand
for
many
reasons.
Many
companies
turn
to
training
programs
for
legal
defensibili
ty
in
some
situations
and
others
use
it
as
a
punitive
option
for
bad
behavior
on
the
job.
Regardless
of
the
reason,
there
are
many
job
openings
in
corporate
learning and de
velopmen
t that require a vast arr
ay of skills.
To
organize
this
analysis
of
corporate
job
postings,
we
used
the
Associa
tion
for
Talent
and
Developmen
t’s
(ATD)
training
and
developmen
t
competency
model
and
its
componen
ts
to
classif
y
each
job
posting.
The
Associa
tion
for
Talent
and
Developmen
t
is
a
professional
developmen
t
organiza
tion
for
learning
and
developmen
t
professionals.
In
addition
to
the
national
chapter
and
local
chapters,
the
organiza
tion
also
has
a
credentialing
body
where
learning
and
developmen
t
professionals
can
become
a
Certified
Professional
in
Learning
Performanc
e
(CPLP).
The
knowledge
test
for
the
CPLP
is
made
up
of
questions
from
each
area
of
the
ATD
Compe
tency
Model
Figure
1.1.
Each
portion
of
the
competency
model
has
substa
tes
that
explain
more
about
the
piece
of
the
model.
The
pieces
of
the
model
are
performanc
e
improvement,
change
managemen
t,
knowledge
managemen
t,
coaching,
integrated
talent
managemen
t,
manag
ing
learning
programs,
evaluating
learning
impac
t,
learning
technolog
ies,
training
delivery,
and
instruc
tional
design.
The
founda
tional
competencies
of
the
model
will
also
be
explored but w
ere not a driving f
orce of this anal
ysis

 

According
to
the
Occupational
Outlook
Handbook,
the
job
outlook
for
learning
and
developmen
t
specialists
will
grow
by
11%
from
2016-2026
Click
HERE
to
view
source
(US
Bureau
of
Labor
Statistics,
2018)
.
With
training
being
a
constan
t
scapegoa
t
to
corporate
disasters
and
poor
behavior,
it
is
clear
that
instruc
tional
designers
are
high
in
demand
for
many
reasons.
Many
companies
turn
to
training
programs
for
legal
defensibili
ty
in
some
situations
and
others
use
it
as
a
punitive
option
for
bad
behavior
on
the
job.
Regardless
of
the
reason,
there
are
many
job
openings
in
corporate
learning and de
velopmen
t that require a vast arr
ay of skills.
To
organize
this
analysis
of
corporate
job
postings,
we
used
the
Associa
tion
for
Talent
and
Developmen
t’s
(ATD)
training
and
developmen
t
competency
model
and
its
componen
ts
to
classif
y
each
job
posting.
The
Associa
tion
for
Talent
and
Developmen
t
is
a
professional
developmen
t
organiza
tion
for
learning
and
developmen
t
professionals.
In
addition
to
the
national
chapter
and
local
chapters,
the
organiza
tion
also
has
a
credentialing
body
where
learning
and
developmen
t
professionals
can
become
a
Certified
Professional
in
Learning
Performanc
e
(CPLP).
The
knowledge
test
for
the
CPLP
is
made
up
of
questions
from
each
area
of
the
ATD
Compe
tency
Model
Figure
1.1.
Each
portion
of
the
competency
model
has
substa
tes
that
explain
more
about
the
piece
of
the
model.
The
pieces
of
the
model
are
performanc
e
improvement,
change
managemen
t,
knowledge
managemen
t,
coaching,
integrated
talent
managemen
t,
manag
ing
learning
programs,
evaluating
learning
impac
t,
learning
technolog
ies,
training
delivery,
and
instruc
tional
design.
The
founda
tional
competencies
of
the
model
will
also
be
explored but w
ere not a driving f
orce of this anal
ysis

comments

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