How to make customers feel good about doing what you want Learn how companies make us feel good about doing what theywant. Approaching persuasive design from the dark side, this bookmelds psychology, marketing, and design concepts to show whywe’re susceptible to certain persuasive techniques. Packedwith examples from every nook and cranny of the web, it provideseasily digestible and applicable patterns for putting these designtechniques to work. Organized by the seven deadly sins, itincludes: Pride — use social proof to position your product in linewith your visitors’ values Sloth — build a path of least resistance that leads userswhere you want them to go Gluttony — escalate customers’ commitment and useloss aversion to keep them there Anger — understand the power of metaphysical argumentsand anonymity Envy — create a culture of status around your product andfeed aspirational desires Lust — turn desire into commitment by using emotion todefeat rational behavior Greed — keep customers engaged by reinforcing thebehaviors you desire Now you too can leverage human fallibility to create powerfulpersuasive interfaces that people will love to use — but willyou use your new knowledge for good or evil? Learn more on thecompanion website, evilbydesign.info.
Changing Behaviour by Combining Persuasion Design with Information Design
Author: Aaron Marcus
Mobile Persuasion Design presents ten conceptual design projects (or ‘Machines’) for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people’s behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people’s wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna.
The Fight for a Human Future at the New Frontier of Power
Author: Shoshana Zuboff
Publisher: Profile Books
THE TOP 10 SUNDAY TIMES BESTSELLER 'Everyone needs to read this book as an act of digital self-defense.' -- Naomi Klein, Author of No Logo, the Shock Doctrine, This Changes Everything and No is Not Enough The challenges to humanity posed by the digital future, the first detailed examination of the unprecedented form of power called "surveillance capitalism," and the quest by powerful corporations to predict and control us. The heady optimism of the Internet's early days is gone. Technologies that were meant to liberate us have deepened inequality and stoked divisions. Tech companies gather our information online and sell it to the highest bidder, whether government or retailer. Profits now depend not only on predicting our behaviour but modifying it too. How will this fusion of capitalism and the digital shape our values and define our future? Shoshana Zuboff shows that we are at a crossroads. We still have the power to decide what kind of world we want to live in, and what we decide now will shape the rest of the century. Our choices: allow technology to enrich the few and impoverish the many, or harness it and distribute its benefits. The Age of Surveillance Capitalism is a deeply-reasoned examination of the threat of unprecedented power free from democratic oversight. As it explores this new capitalism's impact on society, politics, business, and technology, it exposes the struggles that will decide both the next chapter of capitalism and the meaning of information civilization. Most critically, it shows how we can protect ourselves and our communities and ensure we are the masters of the digital rather than its slaves.
A new wave of products is helping people change their behavior and daily routines, whether it’s exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals. Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes. Learn the three main strategies to help people change behavior Identify your target audience and the behaviors they seek to change Extract user stories and identify obstacles to behavior change Develop effective interface designs that are enjoyable to use Measure your product’s impact and learn ways to improve it Use practical examples from products like Nest, Fitbit, and Opower