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Operant conditioning is an associative learning process that guides an individual to desired behavior through the use of positive and negative reinforcement. Positive reinforcement is the addition of something that rewards or punishes an action. Negative reinforcement is the subtraction of something that rewards or punishes an action.
Example:
A social media app wants users to post more content.
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Shaping is the reinforcement of different and successive approximations towards a targeted behavior. Employ a shaping strategy when a targeted behavior is complex or a difficult sell.
Example:
A VR editing app wants users to buy pre-built components.
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Classical conditioning is a subconscious association technique that pairs a neutral stimulus with a desirable stimulus to create an associated trigger. After many successive pairings throughout time, the neutral stimulus can elicit a positive response without the desirable stimulus present.
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3 conditioning techniques designers use to influence behavior. These methods are widespread and employed in almost every successful app
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Thorndike’s Law of Effect led B.F. Skinner to the study of instrumental conditioning, where behaviour could be manipulated by applying rewards and punishments.
To describe this paradigm, some terminology is useful since they are often confused in popular discussions:
‘If, then’ rewards or conditional rewards are when we promise to give something to an individual when they complete a certain task.
These rewards can have a negative impact on motivation as the employees lose the will to work on that task for the sake of working.
It is essential to identify the employee's strengths, weaknesses, and potential trouble areas to give an idea of how to provide positive and critical feedback, and to what extent.
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