Professional Documents
Culture Documents
Todays Session
A bit about us Overview of Persuasion, Emotion and Trust (PET) How PET works with User-Centered Design (UCD) A look at some PET techniques in detail Case study applying PET to a real world example The power of the Dark Side using UX for evil
Some background
Established in 1999 & still independently owned Current headcount of 55 people Delivering a mix of strategy, channel, UX, creative & technical Launched over 300 websites & online applications Won lots of awards for the work
Design
Design concepts
Implementation
Design walkthrough
Evaluation
User feedback
Audience research
Information architecture
Usability testing
User testing
Competitor review
Process engineering
KPI measurement
Expert review
Prototypes
Expert review
What is PET?
Rooted in social psychology & pioneered by Human Factors Inc A methodology for making user experiences more engaging, compelling, and effective 50+ techniques Complements classic usability & user experience best practice Adds a layer of psychology to gently nudge potential customers towards your stated goal Offline retailers have been using similar tools for years
alongside usability
Facilitates activities:
Usability
Browse Search Consume Comprehend Interact
Can Do
PET
Will Do
P.E.T.
Persuasion techniques relate to the mechanics; the triggers to an action Emotion techniques are about eliciting a desired emotional response during a process Trust techniques are for establishing credibility, providing assurances and removing risk
Evil Science?
Marketeers may notice some familiar concepts in here Psychologists probably consider it a bit Psych 101 Some concepts may sound cynical, manipulative or exploitative They could be used for evil purposes
(Well show you some of these later)
Analysis
Stakeholder research
Design
Design concepts
Implementation
Design walkthrough
Evaluation
User feedback
Audience research
Information architecture
Usability testing
User testing
Competitor review
Process engineering
KPI measurement
Expert review
Prototypes
Expert review
Site Goals
Use the toolkit to identify which PET principles fit with your stated goals and then look to implement in your definition work
PET Toolkit
Persuasion
The following summary describes some of the Persuasion techniques. Anchoring. When making decisions we rely too heavily on one piece of information or anchor. Authority. Use your authority and others will obey. Completion. We need to complete that which is started. Commitment. If we make a commitment, we often feel bound to follow through on it Consistency. We like to maintain consistency between what we think, say and do. Contrast. We notice and decide by difference between two things, not absolutes. Framing. Our perception is influenced by the information we are presented. Investment. If I have invested in something, I do not want to waste that investment. Reciprocation. If I give something to you, you are obliged to return the favour Repetition. If something happens often enough, I will eventually be persuaded. Scarcity. I want now what I may not be able to get in the future. Similarity. We trust people who are like us or who are similar to people we like. Social Proof. When uncertain we take cues other people
Consistency
Consistency
Ask someone to state a position, declare their intentions or show a small gesture of support Why? Because people dont like to be seen to change their mind People will generally act in a manner consistent with their first action And here's the stinger: this applies even if a subsequent request asks them to make a much larger commitment as long as it's consistent with their initial commitment
Then you ask them to commit & enter their details Repeat the amount throughout the process to remind them of their initial pledge
Contrast
When scanning visual information we are unconsciously drawn towards things which stand out from others
Contrast
What do you want people to focus on? Use colour, shapes and sizes to create visual contrast Subtle movements on an otherwise static page grab attention Contrast can also be applied to time
Regular vs. Intermittent/occasional email newsletters
Framing
Framing
For difficult or important concepts, wrapping the action in a story can make it easier to understand and more persuasive Framing subscriptions or regular payments as costing less than a cup of coffee a day can help people rationalise repeat payments
Scarcity
I want now what I may not be able to get in the future
Scarcity
We infer value in something that has limited availability or is promoted as being scarce Can apply to goods or time-based offers
Social Proof
People will do things that they see other people are doing
Emotion
The following summary describes some of the Emotion principles. Visceral processing. We immediately react to pleasing visual stimuli. Behavioural processing. We respond favourably to learned, expected behaviours. Aesthetic usability. Aesthetically pleasing designs are often perceived to be easier to use. Arousal. When aroused we are fully engaged and hence more likely to pay attention Social contagion. Our emotions are affected by the actions of those we see around us. Optimal level of challenge. We like to be challenged and tested, but not too much. Goal setting. We are compelled to strive to achieve a goal if it is achievable. Knowledge of results. We continue our actions if we are shown evidence of their success.
Visceral processing
We immediately react to pleasing visual stimuli
Visceral processing
Add surprise, delight and playful elements to create an emotional bond with your audience Find subtle ways to add illustrative imagery, interactions, visual cues and visual feedback These can brighten up routine tasks and feel like rewards when discovered Can reinforce Framing
Behavioral processing
We respond favourably to learned, expected behaviours
Behavioral processing
If it works like something we already know, it feels easier and we like it more Learning how to use something new shouldnt be hard work One of the useful side-effects of Facebooks ubiquity
Facebook, Amazon and eBay have set expectations for complex interactions such as image uploading, rating, liking, commenting Learned interactions you can re-use
Creates self-confidence and a sense of accomplishment Increased adoption, usage rates & satisfaction due to familiarity
Aesthetic usability
Aesthetic usability
Attractive things work better Or at least we perceive them to be easier to use Opinions based on visual stimuli happen very quickly This first impression can shape your perceptions
The halo effect
Trust
Trust is influenced by a combination of factors which act as Trust Markers. Design quality. We perceive value in the things we see. Current content. Up-to-date content indicates freshness and responsiveness. Extensive quality content. We trust an authority that is plentiful with knowledgeable. Links. We judge other based on their recommendations and affiliations. Certifications. We trust established, certified organisations and trademarks. Testimonials. We trust organisations who trust and value their customers opinions Famous people and common people. I trust people like me, and celebrities I admire. Peer advice. We trust our peers more than we do official marketing bumf. Argue against self interest. We trust recommendations that are not in self interest. Technology. We always expect technology to work, trust is damaged if it does not.
Certications
Security messaging
Technology
Case Study
First TransPennine Express
Year One
Year Two
Year Three
Year Four
By-line the wording draws the user in, creating engagement, DRIVE FULFILLMENT, FRAMING and FEEL GOOD. It also uses elements of OVERSTATING THE NEGATIVE IMPACT of not doing something
Official event logo adds VISUAL APPEAL and CONTRAST, and serves as a TRUST MARKER
Example of typical savings allows the brain to calculate the worth and value of the price
Change the branded imagery using people adds FRAMING (and elements of SOCIAL PROOF) and builds on VISCERAL PROCESSING
Show the offers expiry date compliments the call to action and the savings message to reinforce SCARCITY and LIMITED DURATION
The original
Evil by design
Theres a difference between BAD UX and EVIL UX Bad UX can be down to poor attention to detail, laziness, lack of understanding of the web Evil UX (boo hiss!) is completely the opposite
Evil UX
Its done by people who sit in chairs like this
No, honestly!
Evil UX is deliberately crafted with loving care Utilises an understanding of human nature and psychology Specifically designed to fool, trick or exploit users Examples of this exist on the web, in software and even in the real world
Travel insurance
The box around this content uses a technique called Uniform Connectedness
Note how the instructions for removing insurance are OPT OUT, convoluted and located AFTER the option
And placing this optional extra in with compulsory passenger information is a technique called Proximity
In Summary
Facilitates activities:
Usability
Browse Search Consume Comprehend Interact
Can Do
PET
Will Do
Further Reading
Human Factors International pioneers of PET http://www.humanfactors.com/ Mental Notes Persuasion reference cards http://getmentalnotes.com/ Changing Minds Persuasion principles http://changingminds.org/principles/principles.htm What makes them click? http://www.whatmakesthemclick.net Dark Patterns Examples of Evil UX in the wild http://wiki.darkpatterns.org/
Thank you
Any questions?