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The science of persuasive design Capturing emo.onal triggers that transform explora.on into ac.on Kath Straub Usability.ORG Arno Bublitz Human Factors Interna8onal

The science of persuasive design | Capturing emotional triggers that transform exploration into action

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The science of persuasive design Capturing  emo.onal  triggers  that  transform  explora.on  into  ac.on

Kath  StraubUsability.ORG

Arno  Bublitz  Human  Factors  Interna8onal

Designing  persuasive  content  is  a  2  step  process1.  Learn  your  user’s  mo.va.ons  and  barriers  to  commitment  2.  Apply  social  psych  principles  of  influence  to  amplify  mo.va.ons  and  reduce/remove  barriers

consumer information ecosystem

3

Friendsand  Family

Internet

Domain  Professionals(Bricks  and  mortar)

What’s persuasive? circa 2000

Media

Website credibility circa 2000

Fogg,  et.  al.,  2000

Credibility  Enhancers

Quick  response  to  ques.onsPhysical  addressContact  informa.onRecently  updatedProfessionally  designedArrangement  makes  sense...  Has  ads  that  match  the  topicRequires  you  to  register

Credibility  Killers

Slow  downloadHas  ads  TyposBroken  links..Hard  to  navigateHas  popup  adsNo  updates.Hard  to  tell  ads  from  content

Website credibility circa 2000

Technology Focus

Credibility  Enhancers

Credibility  Killers

Early evolution of information consumers

2002

Quick  response  to  ques.onsPhysical  addressContact  informa.onRecently  updatedProfessionally  designedArrangement  makes  sense...  Has  ads  that  match  the  topicRequires  you  to  register

Design  lookInforma.on  structure..Usefulness  of  informa.on.Func.onalityCustomer  ServiceIden.ty  of  sponsor.ReadabilityAffilia.ons

2004

Credibility  EnhancersFogg,  et.  al.,  2003

Early evolution of information consumers

2002

Quick  response  to  ques.onsPhysical  addressContact  informa.onRecently  updatedProfessionally  designedArrangement  makes  sense...  Has  ads  that  match  the  topicRequires  you  to  register

Design  lookInforma.on  structure..Usefullness  of  informa.on.Func.onalityCustomer  ServiceIden.ty  of  sponsor.ReadabilityAfillia.ons

2004

Credibility  Enhancers

2004

Credibility  Enhancers

Usability Focus

Consumers use different cues than professionals (2003)

Professionals

Name/Affilia.onInforma.on  sourceBusiness  mo.veInforma.on  focusAdver.singDesign  lookInforma.on  biasInforma.on  designWri.ng  toneInforma.on  Accuracy

Fogg,  et.  al.,  2003

Non-­‐professionals

Design  lookInforma.on  focusInforma.on  designAdver.singCompany  mo.veReputa.on/Affilia.onInforma.on  biasInforma.on  accuracyWri.ng  toneInforma.on  source

Credibility  Enhancers

Design  lookInforma.on  focusInforma.on  designAdver.singCompany  mo.veReputa.on/Affilia.onInforma.on  biasInforma.on  accuracyWri.ng  toneInforma.on  source2

13

consumer information ecosystem

9

Friendsand  Family

Internet

Domain  Professionals(Bricks  and  mortar)

What’s persuasive? circa 2000

Media

Consumers cues converge toward professional’s (2007)

Professionals

Name/Affilia.onInforma.on  sourceBusiness  mo.veInforma.on  focusAdver.singDesign  lookInforma.on  biasInforma.on  designWri.ng  toneInforma.on  Accuracy

Crawford  &  Straub,  (2008)

Non-­‐professionals

Site  reputa.onSource  reputa.onContent  qualityContent  accuracyContent  usefulness

Credibility  Enhancers

Non-­‐professionals

Site  reputa.onSource  reputa.onContent  qualityContent  accuracyContent  usefulness

Consumers cues converge toward professional’s (2007)

Crawford  &  Straub,  (2008) Credibility  Enhancers

Content Focus

1.  Consumers  have  become  more  sophis.cated  users

2.  Design  is  becoming  more  about

CONTENT

consumer information ecosystem

13

Friendsand  Family

Internet

Domain  Professionals

(Bricks  and  mortar)

What’s persuasive? circa today

Media

The  internet  is  may  be  your  

first  (and  last)  chance  to  engage  a  new  customer.

Modifiedbelief  or  behavior

Exis*ngbelief  or  behavior

===  Website  ===

Motivation

The  goal  of  a  website  is  to  change  a  set  of  

beliefs  and  behaviors,  driving  target  ac.ons.

Modifiedbelief  or  behavior

Motivation

Commitment barrier

Exis*ngbelief  or  behavior

Commitment barrier

Commitment barrier

Commitment barrier

Commitment barrier

Commitment barrier

===  Website  ===

The  goal  is  o^en  thwarted  by  consumers’  barriers  to  commitment.

Human  to  human  interac.ons  are  

different  from  reading  web  content  because  

face  to  face  interac.ons  support  empathy  &  message  tuning  real  .me

Modifiedbelief  or  behavior

Motivation

Commitment barrier

Exis*ngbelief  or  behavior

Commitment barrier

Commitment barrier

Commitment barrier

Commitment barrier

Commitment barrier

===  Website  ===

To  make  content  persuasive....

IncreaseMo.va.on

Increasing  mo.va.onis  one  way  to  make  content  persuasive.

Modifiedbelief  or  behavior

Motivation

Commitment barrier

Exis*ngbelief  or  behavior

Commitment barrier

Commitment barrier

Commitment barrier

Commitment barrier

Commitment barrier

===  Website  ===

To  make  content  persuasive....

Reduce/remove                            barriers

IncreaseMo.va.on

Reducing/removing  barriers  is  another.

Designing  persuasive  content  is  a  2  step  process1.  Learn  your  user’s  mo.va.ons  and  barriers  to  commitment  2.  Apply  social  psych  principles  of  influence  to  amplify  mo.va.ons  and  reduce/remove  barriers

PERSUASIVE  CONTENT  INTERVIEWS      1.  Are  about  topics  not  tasks      2.  Are  (guided)  free  form      3.  Take  longer        4.  Typically  require  some  laddering*

You  will•  listen  for  mo.va.ons  and  barriers  to  commitment•  watch  for  body  language  /  fidge.ng  that  indicates  emo.onal  change

*Having  some  therapeu3c  training  helps

How  is  it  working

What  I  am  feeling

Most  people  are  comfortable  here

What  I  am  doing

Usability  tes3ngwants  this  level  

of  descrip3on

         Empathe3c  content  interviews  need  to  tap  into  this

PERSUASIVE  CONTENT  DESIGN                              applies  the  social  psychology  of  influence  to                    amplify  mo.va.ons  and  reduce/remove  barriersΨ  

Scarcity  Authority  ConsistencyContrastDissonance  WriNen  commitmentReciprocitySocial  ProofSocial  Valida8onLoss  AversionImpression  ManagementFraming

Ψ   A  few  of  the  principles  of  of  INFLUENCE

Mapping Influence Principles to Design

Want to keep number

Painful to change

Phone plans are too

complex

Uncertain of choice

Cost to change

Save $$ Want to understand

Want to appear consistent

This  is  just  an  example  of  using  good  marke8ng.  9¢/minute.  No  maNer  what.  Simple.  Simple.Simple.

Mapping Influence Principles to Design

Save $$ Want to understand

Want to keep number

Painful to change

Phone plans are too

complex

Uncertain of choice

Cost to change

Want to appear consistent

Simyo  has  a  help  system  that  takes  in  personal  account  info  and  helps  you  kill/end  other  accounts  simply  ...  even  if  the  process  is  challenging.  The  link  is  prominent  on  the  homepage.  

Mapping Influence Principles to Design

Social Proof(People like me)Want to keep

number

Painful to change

Phone plans are too

complex

Uncertain of choice

Cost to change

Save $$ Want to understand

Want to appear consistent

Customer  tes8monials  ...  hundreds  ....  by  real  customers  ...  these  are  not  marke8ng  photos.  Surely  someone  in  here  looks  like  you  ...

Mapping Influence Principles to Design

Social Proof?

Want to keep number

Painful to change

Phone plans are too

complex

Uncertain of choice

Cost to change

Save $$ Want to understand

Want to appear consistent

Can  you  iden8fy  with  this  guy?

Mapping Influence Principles to Design

Potential SubscribersVisible Commitment(Dissonance)

Want to keep number

Painful to change

Phone plans are too

complex

Uncertain of choice

Cost to change

Save $$ Want to understand

Want to appear consistent

If  you  tell  them  when  your  current  contract  ends,  they  will  nudge  you  to  remind  you  that  simyo  is  there.  WriNen  commitment  +  reciprocity.

reciprocity

Mapping Influence Principles to Design

Current SubscribersVisible Commitment(Dissonance)

Want to keep number

Painful to change

Phone plans are too

complex

Uncertain of choice

Cost to change

Save $$ Want to understand

Want to appear consistent

Current  customers  provide  support  to  new  customers.  This  public  tes8monia  is  a  form  of  public  commitment  -­‐-­‐  this  8me  to  deepen  rela8onships  with  current  customers.

PERSUASIVE  CONTENT  DESIGN1.  Learn  your  user’s  mo.va.ons  and  barriers  to  commitment  2.  Apply  social  psych  principles  of  influence  to  amplify  mo.va.ons  and  reduce/remove  barriers

Kath  Straub

[email protected]

Arno  Bublitz

[email protected]

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