How Citizen Attachment to Neighborhoods Helps to Improve Municipal Services and Public Spaces


Paper by Daniel O’Brien, Dietmar Offenhuber, Jessica Baldwin-Philippi, Melissa Sands, and Eric Gordon: “What motivates people to contact their local governments with reports about street light outages, potholes, graffiti, and other deteriorations in public spaces? Current efforts to improve government interactions with constituents operate on the premise that citizens who make such reports are motivated by broad civic values. In contrast, our recent research demonstrates that such citizens are primarily motivated by territoriality – that is, attachments to the spaces where they live. Our research focuses on Boston’s “311 system,” which provides telephone hotlines and web channels through which constituents can request non-emergency government services.

Although our study focuses on 311 users in Boston, it holds broader implications for more than 400 U.S. municipalities that administer similar systems. And our results encourage a closer look at the drivers of citizen participation in many “coproduction programs” – programs that involve people in the design and implementation of government services. Currently, 311 is just one example of government efforts to use technology to involve constituents in joint efforts.

Territorial Ties and Civic Engagement

The concept of territoriality originated in studies of animal behavior – such as bears marking trees in the forest or lions and hyenas fighting over a kill. Human beings also need to manage the ownership of objects and spaces, but social psychologists have demonstrated that human territoriality, whether at home, the workplace, or a neighborhood, entails more than the defense of objects or spaces against others. It includes maintenance and caretaking, and even extends to items shared with others….(More)”

The Ethics of Influence: Government in the Age of Behavioral Science


New book by Cass R. Sunstein: “In recent years, ‘Nudge Units’ or ‘Behavioral Insights Teams’ have been created in the United States, the United Kingdom, Germany, and other nations. All over the world, public officials are using the behavioral sciences to protect the environment, promote employment and economic growth, reduce poverty, and increase national security. In this book, Cass R. Sunstein, the eminent legal scholar and best-selling co-author of Nudge (2008), breaks new ground with a deep yet highly readable investigation into the ethical issues surrounding nudges, choice architecture, and mandates, addressing such issues as welfare, autonomy, self-government, dignity, manipulation, and the constraints and responsibilities of an ethical state. Complementing the ethical discussion, The Ethics of Influence: Government in the Age of Behavioral Science contains a wealth of new data on people’s attitudes towards a broad range of nudges, choice architecture, and mandates…(More)”

Designing Serious Games for Citizen Engagement in Public Service Processes


Paper by Nicolas Pflanzl , Tadeu Classe, Renata Araujo, and Gottfried Vossen: “One of the challenges envisioned for eGovernment is how to actively involve citizens in the improvement of public services, allowing governments to offer better services. However, citizen involvement in public service design through ICT is not an easy goal. Services have been deployed internally in public organizations, making it difficult to be leveraged by citizens, specifically those without an IT background. This research moves towards decreasing the gap between public services process opacity and complexity and citizens’ lack of interest or competencies to understand them. The paper discusses game design as an approach to motivate, engage and change citizens’ behavior with respect to public services improvement. The design of a sample serious game is proposed; benefits and challenges are discussed using a public service delivery scenario from Brazil….(More)”

Nudges That Fail


Paper by Cass R. Sunstein: “Why are some nudges ineffective, or at least less effective than choice architects hope and expect? Focusing primarily on default rules, this essay emphasizes two reasons. The first involves strong antecedent preferences on the part of choosers. The second involves successful “counternudges,” which persuade people to choose in a way that confounds the efforts of choice architects. Nudges might also be ineffective, and less effective than expected, for five other reasons. (1) Some nudges produce confusion on the part of the target audience. (2) Some nudges have only short-term effects. (3) Some nudges produce “reactance” (though this appears to be rare) (4) Some nudges are based on an inaccurate (though initially plausible) understanding on the part of choice architects of what kinds of choice architecture will move people in particular contexts. (5) Some nudges produce compensating behavior, resulting in no net effect. When a nudge turns out to be insufficiently effective, choice architects have three potential responses: (1) Do nothing; (2) nudge better (or different); and (3) fortify the effects of the nudge, perhaps through counter-counternudges, perhaps through incentives, mandates, or bans….(More)”.

Rethinking Nudge: Libertarian paternalism and classical utilitarianism


Hiroaki Itai, Akira Inoue, and Satoshi Kodama in Special Issue on Nudging of The Tocqueville Review/La revue Tocqueville: “Recently, libertarian paternalism has been intensely debated. It recommends us to employ policies and practices that “nudge” ordinary people to make better choices without forcing them to do so. Nudging policies and practices have penetrated our society, in cases like purchasing life insurance or a residence. They are also used for preventing people from addictive acts that may be harmful to them in the long run, such as having too much sugary or fatty food. In nudging people to act rationally, various kinds of cognitive effects impacting the consumers’ decision-making process should be considered, given the growing influence of consumer advertising. Since libertarian paternalism makes use of such effects in light of the recent development of behavioral economics and cognitive psychology in a principled manner, libertarian paternalism and its justification of nudges attract our attention as an approach providing a normative guidance for our action. 

This paper has two aims: the first is to examine whether libertarian paternalism can give an appropriate theoretical foundation to the idea and practice of nudges. The second is to show that utilitarianism, or, more precisely, the classical version of utilitarianism, treats nudges in a more consistent and plausible manner. To achieve these two aims, first of all, we dwell on how Cass Sunstein—one of the founder of libertarian paternalism—misconceives Mill’s harm principle, and that this may prompt us to see that utilitarianism can reasonably legitimate nudging policies (section one). We then point to two biases that embarrass libertarian paternalism (the scientism bias and the dominant-culture bias), which we believe stem from the fact that libertarian paternalism assumes the informed preference satisfaction view of welfare (section two). We finally argue that classical utilitarianism not only can overcome the two biases, but can also reasonably endorse any system monitoring a choice architect to discharge his or her responsibility (section three)….(More)”

The Four-Dimensional Human


Book by Laurence Scott: “You are a four-dimensional human.

Each of us exists in three-dimensional, physical space. But, as a constellation of everyday digital phenomena rewires our lives, we are increasingly coaxed from the containment of our predigital selves into a wonderful and eerie fourth dimension, a world of ceaseless communication, instant information, and global connection.

Our portals to this new world have been wedged open, and the silhouette of a figure is slowly taking shape. But what does it feel like to be four-dimensional? How do digital technologies influence the rhythms of our thoughts, the style and tilt of our consciousness? What new sensitivities and sensibilities are emerging with our exposure to the delights, sorrows, and anxieties of a networked world? And how do we live in public with these recoded private lives?

Laurence Scott—hailed as a “New Generation Thinker” by the Arts and Humanities Research Council and the BBC—shows how this four-dimensional life is dramatically changing us by redefining our social lives and extending the limits of our presence in the world. Blending tech-philosophy with insights on everything from Seinfeld to the fall of Gaddafi, Scott stands with a rising generation of social critics hoping to understand our new reality. His virtuosic debut is a revelatory and original exploration of life in the digital age….(More)”

Gamification of physical activity: Beat the Street and Pokémon Go


Katherine Knight at NESTA: “Since launching in the US on 6 July, Pokémon Go has become a global phenomenon with millions of downloads and more active users than Twitter. The game has been attributed with improving mental health, establishing augmented reality as mainstream and boosting traffic to local businesses.

Pokémon Go has also caused a massive spike in physical activity similar to that seen following New Year’s Resolutions. While the game’s main intention was not to transform the health of its players, it has clearly demonstrated the powerful potential of gamification as a means to get people active.

Gamified design has already been recognised by leading organisations in transport, nature, and the voluntary sector as a way to engage new audiences and change behaviour, but only recently have we come to understand how gamification can be used to dramatically increase physical activity and improve public health.

Changing habitual behaviours such as inactivity or driving to school and work has proven difficult via traditional health initiatives. Gamification provides new opportunities move people towards a more active lifestyle by providing positive incentives and rewards for players who get moving. In the case of Pokémon GO, the incentive to catch and collect as many Pokémon as possible is enough to nudge players to go outside and get active.

Gamification offers advantages over other types of physical activity campaigns due to its ability to bypass the perceived barriers to becoming active. Gamified design can deliver health through stealth by encouraging people to play a fun, free game rather than take part in a fitness scheme.

The impact of gamifying health can be clearly seen in Intelligent Health’s Beat the Street initiative which transforms communities into playable cities. At the heart of Beat the Street is a six-week game where residents are encouraged to explore their local area by tapping cards and fobs against special sensors – Beat Boxes – distributed across their town. Players are rewarded with points, can create teams and earn prizes depending on how far they run, walk or cycle….(More)”.

Set It and Forget It: How Default Settings Rule the World


Lena Groeger at ProPublica: “We’ve seen how design can keep us away from harm and save our lives. But there is a more subtle way that design influences our daily decisions and behavior – whether we know it or not. It’s not sexy or trendy or flashy in any way. I’m talking about defaults.

Defaults are the settings that come out of the box, the selections you make on your computer by hitting enter, the assumptions that people make unless you object, the options easily available to you because you haven’t changed them.

They might not seem like much, but defaults (and their designers) hold immense power – they make decisions for us that we’re not even aware of making. Consider the fact that most people never change the factory settings on their computer, the default ringtone on their phones, or the default temperature in their fridge. Someone, somewhere, decided what those defaults should be – and it probably wasn’t you.

Another example: In the U.S. when you register for your driver’s license, you’re asked whether or not you’d like to be an organ donor. We operate on an opt-in basis: that is, the default is that you are not an organ donor. If you want to donate your organs, you need to actively check a box on the DMV questionnaire. Only about 40 percent of the population is signed up to be an organ donor.

In other countries such as Spain, Portugal and Austria, the default is that you’re an organ donor unless you explicitly choose not to be. And in many of those countries over 99 percent of the population is registered. A recent study found that countries with opt-out or “presumed consent” policies don’t just have more people who sign up to be donors, they also have consistently higher numbers of transplants.

Of course, there are plenty of other factors that influence the success of organ donation systems, but the opt-in versus opt-out choice seems to have a real effect on our collective behavior. An effect that could potentially make the difference between someone getting a life-saving transplant or not.

Behavioral economist Richard Thaler and legal scholar Cass Sunstein pretty much wrote the book on the implications of defaults on human behavior. Nudge: Improving Decisions About Health, Wealth, and Happiness is full of ways in which default options can steer human choices, even if we have no idea it’s happening. Besides organ donation, the list of potential “nudges” include everything from changing the order of menu itemsto encourage people to pick certain dishes to changing the default temperature of office thermostats to save on energy.

But my favorite has to do with getting kids to eat their vegetables.

What if I told you there was one simple change you could make in a school cafeteria to get children to eat more salad? It doesn’t cost anything, force anyone to eat anything they don’t want, and it takes only a few minutes to fix. And it happened in real life: a middle school in New York moved their salad bar away from its default location against a walland put it smack in the middle of the room (and prominently in front of the two cash registers, as seen in the diagram below). Salad sales more than tripled….(More)”

Nudging patients into clinical trials


Bradley J. Fikes in the San Diego Union Tribune: “The modern era’s dramatic advances in medical care relies on more than scientists, doctors and biomedical companies. None of it could come to fruition without patients willing to risk trying experimental therapies to see if they are safe and effective.

More than 220,000 clinical trials are taking place worldwide, with more than 81,000 of them in the United States, according to the federal government’s registry, clinicaltrials.gov. That poses a huge challenge for recruitment.

Companies are offering a variety of inducements to coax patients into taking part. Some rely on that good old standby, cash. Others remove obstacles. Axovant Sciences, which is preparing to test an Alzheimer’s drug, is offering patients transportation from the ridesharing service Lyft.

In addition, non-cash rewards such as iPads, opt-out enrollment in low-risk trials or even guaranteeing patients they will be informed about the clinical trial results should be considered, say a group of researchers who suggest testing these incentives scientifically.

In an article published Wednesday in Science Translational Medicine, the researchers present a matrix of these options, their benefits, and potential drawbacks. They urge companies to track the outcomes of these incentives to find out what works best.

The goal, the article states, is to “nudge” patients into participating, but not so far as to turn the nudge into a coercive shove. Go to j.mp/nudgeclin for the article.

For a nudge, the researchers suggest the wording of a consent form could include options such as a choice of preferred appointment times, such as “Yes, morning appointments,” with a number of similarly worded statements. That wording would “imply that enrollment is normative,” or customary, the article stated.

Researchers could go so far as to vary the offers to patients in a single clinical trial and measure which incentives produce the best responses, said Eric M. Van Epps, one of the researchers. In effect, that would provide a clinical trial of clinical trial incentives.

As part of that tracking, companies need to gain insight into why some patients are reluctant to take part, and those reasons vary, said Van Epps, of the Michael J. Crescenz Veterans Affairs Medical Center in Philadelphia.

“Sometimes they’re not made aware of the clinical trials, they might not understand how clinical trials work, they might want more control over their medication regimen or how they’re going to proceed,” Van Epps said.

At other times, patients may be overwhelmed by the volume of paperwork required. Some paperwork is necessary for legal and ethical reasons. Patients must be informed about the trial’s purpose, how it might help them, and what harm might happen. However, it could be possible to simplify the informed consent paperwork to make it more understandable and less intimidating….(More)”

How A Videogame Can Be A Source For Innovation


Jiwon Kim at PSFK: “The nonprofit Games For Change has a mission to utilize games to change the world. More specifically, it’s to facilitate “the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.”….PSFK decided to explore the three finalists up to win the award for the most innovative game of 2016:

1. Life is Strange: This game is comprised of five episodes that allow the gamer to turn back the time and change a chain of events. The gamers follow the protagonist, Maxine, as she uses her power to rewind time to save her friends and her town. This game is innovative in the sense that gamers intimately interact with this intricate plot while exploring important issues such as suicide, substance issues and relationships. The game is like a beautiful animated movie with great music, except the gamer decides the ending.

2. That Dragon, Cancer: The game’s creator, Ryan Green, is a programmer who wanted to share his experience of raising a young son struggling with cancer. The narrative video game retells how Ryan’s son and the rest of his family went on an emotional roller coaster ride that lasted years. Unfortunately, his son passed away but the Green family hopes that this game provides a deep insight into this difficult journey and dealing with feelings of hope and loss. The game brings in a new perspective and a new medium for intimate stories to be shared.

3. Lumino City: This game is entirely handcrafted with paper, miniature lights and motors. Lumino City is a beautiful 10-foot high city that serves as the setting of an exciting adventure. Gamers get to be Lumi, the protagonist, as she goes off on a journey to find her grandfather. Everything about this game is innovative in the sense that the creators fuse the digital world and traditional arts and crafts together….(More).