Evil by design interaction design to lead us into temptation

How to make customers feel good about doing what you want/ Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive technique...

Full description

Bibliographic Details
Main Author: Nodder, Chris
Format: eBook
Language:English
Published: Indianapolis, IN John Wiley & Sons 2013
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
LEADER 04523nmm a2200541 u 4500
001 EB001920157
003 EBX01000000000000001083059
005 00000000000000.0
007 cr|||||||||||||||||||||
008 210123 ||| eng
020 |a 1118452259 
020 |a 9781118452257 
050 4 |a QA76.76.I59 
100 1 |a Nodder, Chris 
245 0 0 |a Evil by design  |b interaction design to lead us into temptation  |c Chris Nodder 
260 |a Indianapolis, IN  |b John Wiley & Sons  |c 2013 
300 |a xv, 303 pages  |b illustrations 
505 0 |a Includes bibliographical references and index 
505 0 |a Pride. Misplaced pride causes cognitive dissonance ; Social proof : Using messages from friends to make it personal and emotional ; Closure : The appeal of completeness and desire for order ; Manipulating pride to change beliefs -- Sloth. Desire lines : From A to B with as few barriers as possible ; Reduced options and smart defaults smooth the decision process ; Sloth : Is it worth the effort? -- Gluttony. Deserving our rewards ; Escalating commitment : foot-in-the-door, door-in-the-face ; Invoking gluttony with scarcity and loss aversion ; Self-control : Gluttony's nemesis -- Anger. Avoiding anger ; Embracing anger ; Using anger safely in your products -- Envy. Manufacturing envy through desire and aspiration ; Status envy : demonstrating achievement and importance ; Manufacturing and maintaining envy in your products -- Lust. Creating lust : Using emotion to shape behavior ; Controlling lust : Using desire to get a commitment ; Lustful behavior -- Greed. Learning from casinos : Luck, probability, and partial reinforcement schedules ; Anchoring and arbitrary coherence ; Feeling greedy? -- Evil by Design. Should you feel bad about deception? ; Should you feel bad about using the principles in this book? ; Be purposefully persuasive -- The Persuasive Patterns Game 
653 |a COMPUTERS / Web / User Generated Content / bisacsh 
653 |a Multimédias interactifs 
653 |a Sites Web / Conception 
653 |a Web sites / Design / http://id.loc.gov/authorities/subjects/sh98000035 
653 |a Interactive multimedia / http://id.loc.gov/authorities/subjects/sh90004922 
653 |a Interactive multimedia / fast 
653 |a Website / gnd / http://d-nb.info/gnd/4596172-4 
653 |a Mensch-Maschine-Kommunikation / gnd / http://d-nb.info/gnd/4125909-9 
653 |a COMPUTERS / Interactive & Multimedia / bisacsh 
653 |a Web sites / Design / fast 
653 |a Benutzerfreundlichkeit / gnd / http://d-nb.info/gnd/4005541-3 
653 |a COMPUTERS / Digital Media / General / bisacsh 
653 |a COMPUTERS / Web / Site Design / bisacsh 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
015 |a GBB317641 
776 |z 9781118654811 
776 |z 9781118654972 
776 |z 1118422147 
776 |z 9781118422144 
776 |z 9781118452257 
776 |z 1118654811 
776 |z 1118452259 
776 |z 9781118452257 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781118654811/?ar  |x Verlag  |3 Volltext 
082 0 |a 006.7 
082 0 |a 302.231 
082 0 |a 745.4 
520 |a How to make customers feel good about doing what you want/ Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:/ ulliPride ' use social proof to position your product in line with your visitors' values/liliSloth ' build a path of least resistance that leads users where you want them to go/liliGluttony ' escalate customers' commitment and use loss aversion to keep them there/liliAnger ' understand the power of metaphysical arguments and anonymity/liliEnvy ' create a culture of status around your product and feed aspirational desires/liliLust ' turn desire into commitment by using emotion to defeat rational behavior/liliGreed ' keep customers engaged by reinforcing the behaviors you desire/li/ul Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use ' but will you use your new knowledge for good or evil' Learn more on the companion website, evilbydesign.info