My talk for dsgnday 2015, Amsterdam
Stephen Hay, dsgnday Amsterdam
THOUGH TS ON DE CE PTIO N I N WE B DESIGN
–DARW IN ORTIZ
“People tend to see what they expect to see.”
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People who stand to gain something
from you have motive to deceive.
I ♥ Deception
Principles, Techniques, and Ethics of Stage
Magic and Their Application to Human
Bruce “Tog” Tognazzini (1993)
–BRU CE “ TOG” TOGNAZZI NI
“A trash can instead of a dialog requesting track and sector
identiﬁcation for zero-overwrite is simulation.”
Benevolent Deception in Human
Eytan Adar (University of Michigan),
Desney S. Tan (Microsoft Research), Jaime Teevan (Microsoft Research), 2013
Deception can be found in UIs
all around us.
Good vs Evil
“Bait & Switch”
Why people use dark patterns
Rather than deceiving users, enable
them to do what you’d like them to do.
Deceit is the low-hanging fruit
“By focusing on simplicity of the target behavior,
you increase Ability.”
A behavior model for persuasive design:
–DARW IN ORTIZ
“The audience must never be made to work.”
1. Use fewer props
Add only the necessary to your UI
2. Use a memory hook
3. Visually clarify the props
Make it clear what everything does
“Don't stand in the elevator
when sheets of paper are ﬂying around
to the side of the elevator.”
4. Visually clarify the layout
(That says it all)
5. Make the hidden visible
If it needs to be there, put it there.
We make cars.
SCROLL DOWN PAST THIS MODERN VARIATION OF A FLASH INTRO TO FIND SOME ACTUAL CONTENT.
6. Eliminate time lags
Design for performance
7. Eliminate interruptions
Avoid distractions from the task at hand
8. Procedural directness
Design ﬂuid procedures
Delight vs Frustration
–HENNING N EL MS, M AGIC AND SH OWM AN SH IP
“…some deceptions are permissable, others are unforgivable. No
one expects a poker player to tell the truth about the cards he
holds. However, if you try to deceive by dealing from the bottom
of the deck, you may got shot and will certainly be shunned.”