Measurement Plan — Leading and Lagging
If you can’t show movement, you’re guessing — and when budget gets tight, guesses get cut.
The four types you need
| Type | Answers | Example | Frequency |
|---|---|---|---|
| Activity | Did we do what we said? | Sessions run, champions recruited | Weekly |
| Leading — behaviour | Are people doing the thing? | % of calls logged same-day | Weekly |
| Lagging — outcome | Did it deliver the benefit? | Forecast accuracy, cycle time | Monthly/quarterly |
| Health / counter | What are we breaking? | Team sentiment, error rate, attrition, overtime | Fortnightly |
⚠️ Activity metrics are not progress. “94% training completion” measures attendance. It is the most commonly reported change metric and the least informative. Report it if you must, but never as the headline.
⭐ The behaviour metric is the one that matters. It’s the earliest honest signal you’ll get, and it’s the one most programmes don’t have.
The plan
| # | Metric | Type | Source | Baseline | Target | By when | Owner | Cadence |
|---|---|---|---|---|---|---|---|---|
| 1 | ||||||||
| 2 | ||||||||
| 3 | ||||||||
| 4 | ||||||||
| 5 |
Four to six metrics maximum. More than that and nobody looks at any of them.
⚠️ Baselines must be captured before you start. Non-negotiable. Without a baseline you cannot demonstrate change and you will end up arguing about impressions with someone who has a different impression.
Designing a behaviour metric
Fill in
Behaviour: _______________
The countable event: _______________
Where it’s recorded: _______________
Denominator (% of what?): _______________
Can it be gamed? How? _______________
What we’ll also watch to catch gaming: _______________
Every behaviour metric can be gamed. Ask the question openly and design for it — a metric with a known gaming route and an unwatched counter-measure will be gamed, and the first you’ll hear of it is when the outcome doesn’t follow the behaviour numbers.
Prefer system-generated data. Self-reported adoption is optimistic by a wide margin, and asking people to report on their own compliance also signals distrust.
Counter-measures — pick at least two
The things that could quietly get worse while your headline number improves:
- Quality / error / rework rate
- Time taken per task ⭐ (always include this — “adoption up, everything takes 20% longer” is a real and common outcome)
- Team sentiment / short pulse
- Overtime or workload
- Customer-facing impact
- Attrition, especially of experienced people
- Volume of workarounds
Counter-measures protect you
If you report only your success metric, someone else will eventually produce the deterioration you didn’t mention — and it will land as concealment. Reporting your own counter-measures, including when they’re moving the wrong way, is the single most effective way to be trusted with the good numbers.
Reporting to leaders
One page. Every time. Same format.
┌──────────────────────────────────────────────────────┐
│ [Change name] — Week 6 │
│ │
│ BEHAVIOUR 34% ▲ from 11% (target 70% by wk12)│
│ OUTCOME too early │
│ HEALTH sentiment 3.2/5 ▼ from 3.6 │
│ │
│ What changed this week: │
│ • Cut form from 12 fields to 4 (raised by champions)│
│ │
│ What I need from you: │
│ • Decision on legacy switch-off date — by Friday │
│ │
│ What I'm worried about: │
│ • Northern region has no champion; adoption 9% │
└──────────────────────────────────────────────────────┘
The last two boxes are the point. A report with no ask and no worry reads as either complacent or evasive — and it invites no decision, which means it changes nothing.
Rules
- Report trends, not snapshots. A single low number is a stick; a rising line is a story.
- Never publish low compliance widely. It normalises the behaviour you’re trying to change. Social Norms and Influence
- Say what you don’t know. “Too early to tell” is a legitimate and credible answer.
- Attribute changes to the people who prompted them. It costs nothing and buys everything.
- Set the review dates now — including the Drift Check — 30 60 90 dates, before anyone disbands.
→ Change on a Page · Pilot Design and Experiment Card · Drift Check — 30 60 90
← Back to the Behavioural Change Toolkit