Most design work asks someone to do something. Open an account, trust a recommendation, change a habit, understand an idea, participate, or simply pay attention.

That sounds obvious, but it changes how I think about the work. The question is no longer only whether an experience is clear, useful, or visually compelling. We also need to understand the behavior we are asking for, why someone may resist it, and what role design can reasonably play in helping them move forward.

Design influences attention and decision making whether we intend it to or not. Behavioral science gives us a more deliberate way to understand that influence and use it responsibly.

Start With Behavior

One useful starting point is the Fogg Behavior Model. It proposes that behavior occurs when motivation, ability, and a prompt come together at the same moment.

For designers, the value of the model is less about memorizing a formula and more about diagnosing why an intended behavior is not happening. Someone may care about the outcome but find the action too difficult. The action may be easy but feel irrelevant. In other situations, the person may simply never encounter a useful prompt at the right moment.

That gives us several places to look before assuming that the interface itself is the problem. We can make an action easier, make its value more relevant, or help someone recognize an appropriate moment to act.

Choice architecture and nudge theory offer another useful lens. The way choices are organized, explained, and presented can materially affect what people notice and what they eventually decide. Good design recognizes that reality without assuming that influence gives us permission to manipulate people.

Look For The Friction

In my experience, one of the more useful behavioral questions is simply: what is getting in the way?

People regularly intend to do things that they never actually do. They want to save more, exercise, complete an application, learn something new, make a difficult decision, or change an existing habit. The gap between intention and action often reveals a better design opportunity than starting with a feature idea.

Some recurring barriers are particularly useful when framing research and evaluating an experience.

Behavioral barrier What may be happening Possible design response
Procrastination The task feels difficult, distant, or easy to postpone Reduce the size of the first step and make progress visible
Inertia Doing nothing feels easier than making a change Reduce setup effort and make the path forward easier to understand
Fear of failure The person worries about making the wrong choice Explain consequences clearly and create opportunities to proceed with confidence
Choice overload Too many options make comparison difficult Organize choices around meaningful differences and provide useful guidance
Ambiguity The person does not understand what happens next Clarify the next action and what to expect after taking it
Present bias A distant benefit loses to a more immediate concern Make future value more tangible and provide useful feedback along the way
Low personal relevance The information feels generic or disconnected from the person’s situation Use context to make the experience more relevant
Low confidence The person lacks enough information or reassurance to act Provide evidence, explanation, and appropriate support

The table is not a recipe for choosing design tactics. Its value is in helping a team frame better questions about why behavior is occurring before deciding how the experience should change.

That distinction matters. A progress indicator is useful when uncertainty about progress is actually a barrier. Personalization is useful when relevance is the problem. Neither is inherently good design simply because behavioral science gives us a name for the mechanism.

Design Around The Decision

Once we understand the barrier, design can change the conditions surrounding a decision.

Duolingo makes an enormous learning goal feel manageable by reducing it into short lessons and showing progress over time. Nike Fit addressed uncertainty about purchasing the wrong shoe size by using technology and a focused interaction to give customers greater confidence. Campaigns such as WWF’s environmental work use visual storytelling to make an abstract consequence feel immediate and human.

The same thinking applies beyond products and interfaces. Environmental design can make a place feel inviting or confusing. Communication design can make an issue feel relevant or distant. An identity system can help people recognize themselves as part of something larger.

Different disciplines use different materials, but the behavioral question is often similar. What are we hoping someone will notice, understand, believe, or do, and what is currently making that difficult?

Behavior Is Not Just A Design Problem

Designers can influence behavior, but we rarely understand or shape it alone. The strongest work usually depends on people with different forms of evidence and expertise looking at the same problem.

Research can help us understand motivation and context. Analytics can reveal where actual behavior differs from what people say they intend to do. Product and business partners can clarify the outcome and constraints surrounding the experience, while technology determines what can be made possible at a particular moment.

Design has an important role because it can bring those inputs together and give a potential response form. A prototype, journey, story, or visual expression allows a team to see the implications of its assumptions and evaluate something more tangible than an abstract strategy.

This is one reason I have become increasingly interested in behavioral science as part of design leadership. It gives multidisciplinary teams a shared way to talk about the human side of a problem without reducing that problem to usability alone.

From Behavioral Insight To Design Choices

There are many ways behavioral understanding can influence an experience, and the right choice depends on the problem. A few familiar examples show how differently the same underlying thinking can appear in practice.

WWF – “The Hidden Cost”

Challenge:
Emotional detachment from environmental issues.

Behavioral Lever:
Emotional storytelling to drive belief.

Design Tactic:
Used metaphor and simplicity to make abstract problems feel urgent and personally relevant.

Credit: Nikolaj Lykke Viborg, WWF (Denmark)

Headspace – Gamified Meditation Learning

Barrier to Overcome:
Inertia, present bias, lack of time.

Behavior Lever:
Act and remember.

Design Tactic:
Set a weekly goal during sign up, personalized daily nudges, visual streaks and badges for momentum.

Nike Fit – AR Sizing Experience

Challenge:
Inertia and fear of buying the wrong size online.

Behavioral Lever:
Trust-building through simplicity.

Design Response:
Deployed an AR scan and clean, minimal UI to reduce friction and instill purchase confidence.

MIT Media Lab Identity

Challenge:
Lack of shared identity across decentralized teams.

Behavioral Lever:
Visual cohesion combined with team individuality.

Design Tactic:
Created a grid-based generative identity system that balanced consistency with creative expression.

Questions I Use With Teams

When I work with teams, I find a few questions particularly useful for getting underneath an experience problem. They force us to move beyond discussing screens and features and examine what we actually expect to change for the person using what we create.

What are we asking someone to do?
The desired behavior should be explicit enough that a team can discuss it and challenge whether it is appropriate.

Why might someone not do it?
Look for evidence of uncertainty, effort, fear, competing priorities, habit, or a lack of relevance before deciding on a solution.

What evidence supports our explanation?
Observed behavior is especially valuable when it contradicts what people tell us they intend to do.

What would make the decision easier to understand?
The answer may involve reducing effort, changing the information available, clarifying consequences, or reconsidering the experience entirely.

Are we helping the person or merely improving our metric?
Behavior change deserves more scrutiny when the organization’s desired action and the person’s interests are not clearly aligned.

Those questions are useful well before detailed design begins. They can influence research, opportunity framing, prioritization, and the way a team defines success.

Influence Comes With Responsibility

The ability to influence behavior creates an ethical responsibility for designers and product leaders. Many of the same techniques that can help someone follow through on a beneficial action can also be used to create urgency, obscure choices, or encourage behavior that primarily benefits the organization.

I do not think the answer is to avoid behavioral design. Every choice about defaults, hierarchy, language, timing, and information already affects the experience, whether we acknowledge that influence or not.

The better standard is to use that influence with intention. People should understand meaningful choices, retain agency, and receive value from the behavior we are encouraging.

This becomes particularly important as personalization and AI make experiences more adaptive. Greater knowledge about a person’s circumstances can create much more useful experiences, but it also increases the responsibility to be thoughtful about what we ask of them and why.

Designing With Intention

The lens I keep coming back to is simple: what are we asking someone to do, and what is making that harder than it needs to be? That question moves the conversation beyond whether an experience looks good or functions correctly and toward the effect the design is actually having on people.

Behavioral science gives designers another way to answer it. It does not replace judgment or craft. It helps us understand why good intentions so often fail to become action and where design can remove barriers while still respecting the person making the decision.

That is what designing with intention means to me. The work begins by understanding the behavior, but the responsibility is ultimately to create an experience that helps people make clearer, more confident decisions for themselves.

About Gavin Cooper

Gavin Cooper is a UX executive and strategic advisor with over 20 years of experience helping product and design teams deliver meaningful digital experiences. He speaks regularly to executive leaders and university programs about UX strategy, AI, and organizational design.

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