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UX Design + Persuasion:
  Reason Based Deliverables
          Robert J Neal
           agolne.com
• What is UX Design?
• What are traditional results (deliverables)?
• What are some applications of persuasive
      psychology?




agolne.com • Robert J Neal • robert@agolne.com   Overview
• User interface (UI) design
• Information architecture (IA)
• Interaction Design
• User-centered design
• Visual design
• Persuasive technology

agolne.com • Robert J Neal • robert@agolne.com   What is UX Design?
•     Strategy

•     Storyboards, sketches, & wireframes

•     Personas

•     Site diagrams and flows

•     Taxonomy & content inventory

•     Comps

•     Use cases

•     Annotations and functional requirements


agolne.com • Robert J Neal • robert@agolne.com   Typical Deliverables
UX Design + Persuasion
           What’s the Motivation?



agolne.com • Robert J Neal • robert@agolne.com   Ágolne’ Method
UX Design + Persuasion
                What’s the Upshot?



agolne.com • Robert J Neal • robert@agolne.com   Ágolne’ Method
“Traditional” UX Design
• Organization goals
• Competitive landscape
• Demographics
• Personas



agolne.com • Robert J Neal • robert@agolne.com   UX Strategy
• Ideation
• Information architecture
• UI patterns




agolne.com • Robert J Neal • robert@agolne.com   UX Design
agolne.com • Robert J Neal • robert@agolne.com   UX Design - Ideation
agolne.com • Robert J Neal • robert@agolne.com   UX Design - Information Architecture
agolne.com • Robert J Neal • robert@agolne.com   UX Design - UI Patterns
UX Design + Persuasion
• Personality types
• Influence patterns
• Persona motivation




agolne.com • Robert J Neal • robert@agolne.com   UX Design + Persuasion
• Methodical
• Humanistic
• Spontaneous
• Competitive



agolne.com • Robert J Neal • robert@agolne.com   UX Design + Persuasion - Personality Types
• Reciprocation
• Commitment & consistency
• Social proof
• Liking
• Authority
• Scarcity

agolne.com • Robert J Neal • robert@agolne.com   UX Design + Persuasion - Influence Patterns
• Tell people what you want
• Give them a reason




agolne.com • Robert J Neal • robert@agolne.com   UX Design + Persuasion - Influence Patterns
• social networking recognition (also social
      proof) a twofer!
• facebook gift giving apps
• buy now                 or add to cart for later

      (rejection then retreat or concession)




agolne.com • Robert J Neal • robert@agolne.com       Influence Patterns - Reciprocation
• People want to act consistently even if
      irrationally
• Once people commit to a belief or type of
      act they are more likely to rationalize other
      consistent acts




agolne.com • Robert J Neal • robert@agolne.com   Influence Patterns - Commitment & Consistency
• “we determine what is correct by finding
      out what other people think is
      correct” (Influence: Science and Practice)




agolne.com • Robert J Neal • robert@agolne.com   Influence Patterns - Social Proof
• Credibility
• Social proof for when you don’t trust your
      peers




agolne.com • Robert J Neal • robert@agolne.com   Influence Patterns - Authority
“opportunities seem more valuable to us
   when they are less available”




agolne.com • Robert J Neal • robert@agolne.com   Influence Patterns - Scarcity
Tupperware Parties Leverage
     • Reciprocity
     • Commitment
     • Social Proof
     • and...?


agolne.com • Robert J Neal • robert@agolne.com   Influence Patterns - Liking
Persona Motivation

• Motivation
• Ability
• Trigger
BJ’s “Behavior Model highlights three Core
  Motivators:
Sensation, Anticipation, and Social Cohesion.

Each of these has two sides:
pleasure/pain, hope/fear, acceptance/rejection.”




 agolne.com • Robert J Neal • robert@agolne.com   Persona Motivation - Motivation
“Ability is the correct general term in the
  model, but in practice Simplicity is what
  persuasion designers should seek. By
  focusing on Simplicity of the target
  behavior you increase Ability.”




agolne.com • Robert J Neal • robert@agolne.com   Persona Motivation - Ability
BJ’s “Behavior Model names three types of
  triggers: Facilitator, Signal, and Spark. Those
  designing for persuasion should use the
  Trigger type that matches their target user’s
  context, which combines motivation and
  ability.”




agolne.com • Robert J Neal • robert@agolne.com   Persona Motivation - Ability
Principles in Action


• Obama uses twitter...
UX Design + Persuasion:
  Reason Based Deliverables
          Robert J Neal
           agolne.com

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UX Design And The Mind (UX Design + Persuasion)

  • 1. UX Design + Persuasion: Reason Based Deliverables Robert J Neal agolne.com
  • 2. • What is UX Design? • What are traditional results (deliverables)? • What are some applications of persuasive psychology? agolne.com • Robert J Neal • robert@agolne.com Overview
  • 3. • User interface (UI) design • Information architecture (IA) • Interaction Design • User-centered design • Visual design • Persuasive technology agolne.com • Robert J Neal • robert@agolne.com What is UX Design?
  • 4. Strategy • Storyboards, sketches, & wireframes • Personas • Site diagrams and flows • Taxonomy & content inventory • Comps • Use cases • Annotations and functional requirements agolne.com • Robert J Neal • robert@agolne.com Typical Deliverables
  • 5. UX Design + Persuasion What’s the Motivation? agolne.com • Robert J Neal • robert@agolne.com Ágolne’ Method
  • 6. UX Design + Persuasion What’s the Upshot? agolne.com • Robert J Neal • robert@agolne.com Ágolne’ Method
  • 8. • Organization goals • Competitive landscape • Demographics • Personas agolne.com • Robert J Neal • robert@agolne.com UX Strategy
  • 9. • Ideation • Information architecture • UI patterns agolne.com • Robert J Neal • robert@agolne.com UX Design
  • 10. agolne.com • Robert J Neal • robert@agolne.com UX Design - Ideation
  • 11. agolne.com • Robert J Neal • robert@agolne.com UX Design - Information Architecture
  • 12. agolne.com • Robert J Neal • robert@agolne.com UX Design - UI Patterns
  • 13. UX Design + Persuasion
  • 14. • Personality types • Influence patterns • Persona motivation agolne.com • Robert J Neal • robert@agolne.com UX Design + Persuasion
  • 15. • Methodical • Humanistic • Spontaneous • Competitive agolne.com • Robert J Neal • robert@agolne.com UX Design + Persuasion - Personality Types
  • 16.
  • 17.
  • 18.
  • 19. • Reciprocation • Commitment & consistency • Social proof • Liking • Authority • Scarcity agolne.com • Robert J Neal • robert@agolne.com UX Design + Persuasion - Influence Patterns
  • 20. • Tell people what you want • Give them a reason agolne.com • Robert J Neal • robert@agolne.com UX Design + Persuasion - Influence Patterns
  • 21.
  • 22.
  • 23.
  • 24. • social networking recognition (also social proof) a twofer! • facebook gift giving apps • buy now or add to cart for later (rejection then retreat or concession) agolne.com • Robert J Neal • robert@agolne.com Influence Patterns - Reciprocation
  • 25.
  • 26.
  • 27.
  • 28. • People want to act consistently even if irrationally • Once people commit to a belief or type of act they are more likely to rationalize other consistent acts agolne.com • Robert J Neal • robert@agolne.com Influence Patterns - Commitment & Consistency
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35. • “we determine what is correct by finding out what other people think is correct” (Influence: Science and Practice) agolne.com • Robert J Neal • robert@agolne.com Influence Patterns - Social Proof
  • 36.
  • 37. • Credibility • Social proof for when you don’t trust your peers agolne.com • Robert J Neal • robert@agolne.com Influence Patterns - Authority
  • 38.
  • 39.
  • 40. “opportunities seem more valuable to us when they are less available” agolne.com • Robert J Neal • robert@agolne.com Influence Patterns - Scarcity
  • 41.
  • 42.
  • 43. Tupperware Parties Leverage • Reciprocity • Commitment • Social Proof • and...? agolne.com • Robert J Neal • robert@agolne.com Influence Patterns - Liking
  • 44.
  • 46. BJ’s “Behavior Model highlights three Core Motivators: Sensation, Anticipation, and Social Cohesion. Each of these has two sides: pleasure/pain, hope/fear, acceptance/rejection.” agolne.com • Robert J Neal • robert@agolne.com Persona Motivation - Motivation
  • 47. “Ability is the correct general term in the model, but in practice Simplicity is what persuasion designers should seek. By focusing on Simplicity of the target behavior you increase Ability.” agolne.com • Robert J Neal • robert@agolne.com Persona Motivation - Ability
  • 48. BJ’s “Behavior Model names three types of triggers: Facilitator, Signal, and Spark. Those designing for persuasion should use the Trigger type that matches their target user’s context, which combines motivation and ability.” agolne.com • Robert J Neal • robert@agolne.com Persona Motivation - Ability
  • 49. Principles in Action • Obama uses twitter...
  • 50. UX Design + Persuasion: Reason Based Deliverables Robert J Neal agolne.com

Editor's Notes

  1. Practical reasoning theories consider how we ought to act based on weighing all of our reasons correctly and concluding the best act based on those reasons. People don’t reason that way and this has been a major problem for AI research. People take shortcuts.
  2. How many of you have presented your wireframes, site maps, or comps to your client only to be told that they think something should be different? (give concrete examples) The aim of, what I call, Reason Based Deliverables is to build trust and provide substantive discussions about the deliverables. (explain how that works)
  3. I want to talk about taking an interdisciplinary approach. Instead of us trying to build on UX Design from within the interactive community, draw on approaches people in other, related fields are working out.
  4. Once the UX strategy is done, ideation starts. Often ideation will incubate in strategy.
  5. Site maps, wireframes, user flows
  6. http://quince.infragistics.com
  7. 76% are methodical, they also know what a homepage is. Make it easy for them to dive in. There are clear and pertinent links in the navigation as well as decision making “tabs” on the homepage. - methodical Free! Get started here - spontaneous Why our user love mint - humanistic “best”, “top pick”, endorsed by the press, “understand your money” - competitive
  8. I want to show how it work on a company website on the homepage and interior page.
  9. Cognitive shortcuts vs reasoning through each decision.
  10. I want to start out with a basic story from Ellen Langer illustrating the effect of influence patterns...(copying machine) “...because I’m in a rush” 94% compliance, no reason 60% compliance, “...because I need to make copies” 93% compliance
  11. Netflix has some copy at the bottom for credibility. That’s great.
  12. Notice that ebay tells you why they need your telephone number and also gives you some reassurance on the email address.
  13. The best example is Yahoo! which has the reason in the title and then adds detail on focus. They don’t say they’re not gonna spam you.
  14. rejection then retreat: boy scout offered $5 tickets to annual boy scouts circus, Cialdini responded “no”, then boy scout offered $1 candy bar, so Cialdini bought candy bars and he doesn’t even like chocolate
  15. If the user does something for you, give them something. Why take my own ticket? Because I can show all my friends that I did something in support of what I think it right. How did I get here? I saw it in a friends feed (social proof). That’s another reason to do it.
  16. Anybody see the problem? What is reciprocity? Look at the lost opportunity for reciprocation. Instead, the focus is on friends that gave to other friends. To increase use of the application, stress that someone gave the user currently using the application a drink so that they reciprocate that act.
  17. and retreat
  18. Wait, free trial and then you ask me which price point to commit to? This makes me a little uneasy. What’s a better workflow?
  19. Look, they remind you of the commitment with the “Thanks for choosing Basecamp!” messaging.
  20. social proof is usually an accurate and beneficial cognitive shortcut. the obvious social proof
  21. It sells
  22. Credibility icons.
  23. Simplicity is a function of your scarcest resource at that moment. Think about time as a resource, If you don’t have 10 minutes to spend, and the target behavior requires 10 minutes, then it’s not simple. Money is another resource. If you don’t have $1, and the behavior requires $1, then it’s not simple.
  24. An effective Trigger for a small behavior can lead people to perform harder behaviors. For example, if I can trigger someone to walk for 10 minutes a day, that person may then buy some walking shoes without any external triggering or intervention. That’s elegant persuasion because the walker doesn’t feel like she’s being persuaded to buy shoes.
  25. questions?