

Earning Influence, Part 2: Design as Behaviour Change
What if the problem isn’t the interface, but that nobody can clearly say what behaviour the work is meant to change?
In Part 2 of Earning Influence, we’ll move one step earlier. Before we can explain the value of the work, we need a clear idea of the change we are betting on. You’ll turn a current project into a simple, testable behavioural hypothesis: what should change, for whom, and what evidence would show that the idea is wrong.
Dan Whelan has spent 20 years leading design at companies including Intuit and CommBank, working on some of Australia’s most complex financial products. Her work focuses on decision quality and behavioural design, helping strong design work actually influence the room.
We’ll start with a 30-minute talk, followed by a 60-minute practical workshop. Bring one non-confidential project and a behaviour or decision you want to influence.
Want the complete mini-course? Start with Part 1: The Translation Problem: https://luma.com/exwm9kko
Part 1 is useful, but not required.
A big thank you to Dovetail for generously sharing their space with the IxDF Sydney community.