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Stupid Design
● Hard to follow (anti-patterns)
● Unclear what action is expected
● Sloppy or lazy (but with no ill intent)
● Simply broken (errors, missing steps, etc.)
Actual Fraud (illegal-ish*)
● Outright lying about product or features
● Ponzi or confidence schemes
● Deliberately misleading testimonials
● Deceptive terms of purchase
*Must prove: False statement, knowledge, intent, reliance, and injury.
Dark Side - Evil design
● Purposefully misleading
● Emotionally manipulative
● Disconnects actions from outcome
● Discourages critical thinking
●
Reducing friction is not evil
● Clear call to action on each page
● Simple, digestible steps
● Auto-fill forms & offer to save data
● Move “account creation” to the end
● Give an “out” that still gets you something
Fogg Behavior Model B.J. Fogg, 2007 behaviormodel.org
Hard Easy <- Ability ->
Hig
h Lo
w
<- M
otiv
atio
n ->
Line of action
Triggers succeed
Triggers fail
Fogg Behavior Model B.J. Fogg, 2007 behaviormodel.org
Hard Easy <- Ability ->
Hig
h Lo
w
<- M
otiv
atio
n ->
Interaction DesignMar
keti
ng/A
dver
tisi
ng
Fogg Behavior Model B.J. Fogg, 2007 behaviormodel.org
Hard Easy <- Ability ->
Hig
h Lo
w
<- M
otiv
atio
n ->
Persuasive Design
Evil (persuasive) design
● Purposefully misleading
● Emotionally manipulative
● Disconnects actions from outcome
● Discourages critical thinking
●
Purposefully misleading: Packaging design (General Mills)
Of the first 6 ingredients, 4 are just sugar.
Emotionally manipulative
● Create a problem(the more personal the better)
● Position your product as the solution
Emotionally manipulative
● Give a (meaningless) gift ● Create a sense of urgency● Humanize with a
conversational tone
Emotionally manipulative
● Discounted price ● Reassurance ● Urgency● Flattery● Visualization● Social Proof
Disconnect actions from outcome
● “Winning” vs buying (ebay)● Create a “token” economy● Focus on “rewards”● Incentivize investment● Leverage “sunk cost”
Disconnect actions from outcome
● Buy credits or redeem points● Gift cards and “breakage”
(unredeemed prepaid items)
● Refill your Starbucks card?
Disconnect actions from outcome
● Make users feel special● Anchor on the “reward”● Reinforce positive feelings● I too, am a sucker.
Discouraging critical thinking
● The Paradox of Choice(fewer options increase satisfaction)
● Maximizers vs. Satisficers
● Customers with a “sunk cost” create their own justifications
Discouraging critical thinking:The Paradox of Choice
Barry Schwartz, Social Psychologist https://www.youtube.com/watch?v=VO6XEQIsCoM
Sati
sfac
tion
Number of options
Discouraging critical thinking:The Paradox of Choice
● Lower confidence with 30 choices vs. 6
● More regretful and dissatisfied with choice
● More likely to defer to “expert opinion”
Discouraging critical thinking:
Maximizers● Exhaustively seek the best
● Second-guess decisions & compare with others
● Expend much more time and energy
● Unhappier with outcomes
Satisficers● Accept “good enough”
● Don’t obsess about other options
● Quickly move on after decisions
● Happier with outcomes
Overall maximizers were less satisfied, unhappier, & more stressed — despite the fact that they ended up with an average of $7,430 more in salary than the satisficers.
Sheena Iyengar, Social Psychologist http://blog.idonethis.com/satisficing/
Getting them to commit:
Maximizers● Money-back guarantee
● Testimonials & reviews
● Clear return policy
● Coupon or promo code
Satisficers● Clear “default choice”
● List popular options first
● Checklist of features
● Social sharing post conversion
1 2 3
Changing your vote doubles your oddshttp://www.mathwarehouse.com/monty-hall-simulation-online/ https://www.khanacademy.org/computer-programming/monty-hall-simulation/1121357698
Discouraging critical thinking:Monty Hall & the “Sunk Cost Fallacy”
● Mythbusters tested 20 people, all 20 kept “their” door (Episode 177, Wheel of Mythfortune)
● Once we’re emotionally or financially invested in something, it’s hard to reverse course
● We justify our actions in terms of loss-aversion“I’d feel worse if I changed my mind and was wrong.”
Farmville: 84 million dissatisfied users
● “Series of mindless chores… in an atmosphere of negativity, requiring unprecedented commitment… and encouraging users to exploit their friends.”- Game Developer Magazine
● “One of the 50 worst inventions” - Time Magazine
● Zynga’ revenues were over $1 Billion that year (2012)
Discouraging critical thinking:Leveraging “Sunk Cost” & fear of loss
● Make it easy to get started
● Tell people they’ve created something they’ll lose if they don’t continue
● Require regular interaction to avoid negative consequences
● Let people pay for more immediate gratification
Communicate accomplishment(even if people haven’t really done very much)
● Complete Profile vs. Create Profile
● Finish Your Order vs. Checkout
● Save & Return Later vs. Log out
● And provide early positive feedback to encourage feelings of mastery
“Choose wisely, you must… If you choose the quick and easy path — as Vader did — you will become an agent of evil.”
— Space Kermit
Wrapping it up● It’s our job to understand how to engage, motivate, and
retain paying, satisfied customers
● Over-use of manipulative conversion strategies creates mistrust and drives people away
● You will be pressured by sales, marketing, product, etc. to maximize short-term profits
● If you don’t believe your organization is consistently delivering real value, leave