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The Designer's Playbook for Persuasive Design - GSummit 2014

Matt Danna
June 12, 2014

The Designer's Playbook for Persuasive Design - GSummit 2014

Presented during Gamification Summit 2014 on Thursday, June 12th, 2014, 11:30-12pm, Concourse Exhibition Center, Main Stage.
http://sched.co/1n79ULf
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SESSION DESCRIPTION:

User interface design is no longer only about making apps usable and websites look pretty. Everyday you touch, tap, swipe, and click hundreds of interfaces that were carefully crafted with you in mind. Every interface is a potential experiment in persuading you to take certain actions or conform to prescribed behavior. While you’re usually cognizant of technology that attempts to modify your habits or change your behavior, there are an increasing number of products that are not behavior-changing technologies per se, but they have begun employing tactics on a micro-level to influence you and generally go unnoticed without your awareness. Through persuasive design, designers are building interfaces to meet business goals – goals that may not be aligned with your needs as a user.

This presentation is a practical deep dive on design tactics that harness the power of user persuasion in their products. Designers, product managers, and marketers: this one’s for you.

Matt Danna

June 12, 2014
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Transcript

  1. @mattdanna f f f f f K GAME PLAN Define

    “Persuasive Design” Review a Case Study Explore Design Patterns Examine Anti-Patterns Learn How to Apply Persuasive Design
  2. @mattdanna PERSUASIVE DESIGN is… Designing with the intent to: 1.

    Incite a new behavior, or 2. Modify existing behavior
  3. @mattdanna Can be done by either… 1. Increasing a user’s

    ability, or 2. Increasing a user’s desire PERSUASIVE DESIGN is…
  4. @mattdanna M M M M Macrosuasion Microsuasion SCOPE OF PERSUASION

    Service Product Feature Interface Component
  5. @mattdanna VALUE PROPOSITION CONVERSION SCOPE OF PERSUASION Service Product Feature

    Interface Component M M M M Macrosuasion Microsuasion
  6. @mattdanna SCOPE OF PERSUASION Service Product Feature Interface Component VALUE

    PROPOSITION CONVERSION M M M M Macrosuasion Microsuasion
  7. @mattdanna “Would you like to receive our emails?” Option 1

    Unchecked “We think you should receive our emails.” Option 2 Pre-checked
  8. @mattdanna “You are going to receive our emails but can

    opt-out later” “Would you like to receive our emails?” Option 1 Unchecked “We think you should receive our emails.” Option 2 Pre-checked Option 3 Disabled
  9. @mattdanna “You are going to receive our emails but can

    opt-out later” “Would you like to receive our emails?” Option 1 Option 4 “You don’t even know this, but you’re going to get our emails.” Unchecked “We think you should receive our emails.” Option 2 Pre-checked Option 3 Disabled Not Shown
  10. @mattdanna “You are going to receive our emails but can

    opt-out later” “Would you like to receive our emails?” Option 1 Option 4 “You don’t even know this, but you’re going to get our emails.” Unchecked “We think you should receive our emails.” Option 2 Pre-checked Option 3 Disabled Not Shown DECEPTIVE TRANSPARENT
  11. @mattdanna Sample size: 8.5MM User Sign-ups ’s Email Opt-in Rate

    at Sign-up Send me promotional updates from deviantART Unchecked Pre-checked Send me promotional updates from deviantART 42.4% opt-in 1.6% opt-in New TEXT Email me about the latest deviantART news, contests, and special offers. 48.5% opt-in
  12. @mattdanna Persuasion ! Transparent ! Upfront about intent ! “Nudging”

    Manipulation / Coercion ! Deceptive ! Disregards user interest ! “Shoving” WHITE HAT BLACK HAT
  13. @mattdanna • Your intent, methods of persuasion, and outcomes determine

    the ethics of your decisions. • You will get the behavior you incent • Be especially careful when it comes to user privacy, online identity, personal identifying information, commerce, and publishing DESIGN WITH CARE