| With the development of the Internet and the rise of the nationwide learning enthusiasm,the mobile has become the main carrier for people to study.The mobile phone satisfies the needs of users’ fragmented learning with its own special mobile portability,operation simplicity and scene.At the same time,online learning products have also extended many other types,such as some of the main knowledge-paid learning products generated by people’s awareness of property rights:dedao app,Netease cloud classroom app,etc.This paper takes mobile-based knowledge-paid products as the carrier.On the theoretical level,analyzes the characteristics of users’ learning behaviors,and studies how to use behavioral design theory and incentive theory to optimize behavioral design models.On the practical level,how to optimize the functional design of mobile-based knowledge-paid APP,improve the learning ability and learning enthusiasm of target users.Based on Fogg behavior model,Fogg Behavior Wizard and other relevant theories in behavioral design theory,combined with the user motivation theory under different dimensions,this paper takes the experience and user behavior of mobile knowledge-based products as the research object,the following studies were conducted with high-quality groups of undergraduate and above between 18-30 years old:(1)This paper uses the literature method to expound and supplement the Fogg behavior model,and expands the Fogg behavior model in combination with the design methodology,and proposes the Fogg-E model.(2)Research on different types of products under the knowledge-paid,get the user’s learning behavior path;Analyze the functional process and operation cost of the existing APP,clarify how to improve the user’s ability to use the product and enhance the user’s learning motivation;The closed loop is the goal to study the existence and use of existing product notes;Research the existence and use of existing product notes with the goal to form a learning loop.Using the three elements of Fogg model as the framework,using semi-structured interview method to explore the pain points and the factors affecting users’ learning behavior in the scenario,8 factors that influence the motivation of users’ learning,15 factors of learning ability and 6 factors that trigger learning are included;the factors are statistically ranked,the core factors of these influencing factors are explored by using AHP.This paper is based on the users’ behaviors and core influencing factors of pain points,the knowledge-paying products are designed based on the path of learning behavior:(1)Pre-learning:"Functional and logical" is the core factor affecting the user’s learning ability,combining the user’s existence to find the target course is difficult,design the "series course"through the shortest path and enhancing the user’s cognitive strategy under the Fogg-E ability element.(2)During the learning process:"Easy and fast operation" is a secondary factor affecting the user’s learning cost.The interview learned that the user often uses the function operation of fast retreating and fast forward during the learning process,so reduces the user’s costs by using a strategy of redefining the operation gesture.(3)Pre-learning and learning process:"self-demand"and "emotion to product" are the core factors affecting user motivation,using strategies such as emotions and prey rewards by Fogg-E motivation to increase investment,increase input costs and promote the generation of internal learning motivation.(4)Pre-learning and learning process:"urgency" is the core influencing factor that triggers the user’s learning behavior.The threat incentive strategy is used to encourage users to have an appropriate sense of urgency for the course and help the user to formulate and complete the learning plan.(5)Improve the learning loop and design the strong demand for recording notes.At the level of note content generation,the notes are enriched by increasing the source of the notes.At the visual presentation level of the notes,the display form of the card is used to reduce the user’s cognitive cost.At the note function operation level,the function of defining notes is made by using the left-slide right-sliding interactive gesture to help the user to quickly review the knowledge and increase the fun of the operation.This paper focuses on the design of the above functions,selects the solution through the availability method such as QUIS,combined with the obtained Fogg-E model to finalize the functional interaction details of the product,a mobile-based online learning knowledge-paid product based on behavioral design theory was produced.At the same time,through the analysis of the user data under the design scheme,strategies such as the shortest behavior path under behavioral design are optimized. |