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Design for the Mind Seven

Psychological Principles Of Persuasive


Design 1st Edition Victor S. Yocco
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Design for the Mind
ii
Design for the Mind
SEVEN PSYCHOLOGICAL PRINCIPLES OF PERSUASIVE DESIGN

VICTOR S. YOCCO

MANNING
SHELTER ISLAND
iv

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printed on paper that is at least 15 percent recycled and processed without elemental chlorine.

Manning Publications Co. Development editor: Helen Stergius


20 Baldwin Road Technical development editor: Ryan Elston
PO Box 761 Review editor: Ozren Harlovic
Shelter Island, NY 11964 Project editor: Tiffany Taylor
Copyeditor: Liz Welch
Proofreader: Elizabeth Martin
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Cover designer: Morgan Knepper

ISBN: 9781617292958
Printed in the United States of America
1 2 3 4 5 6 7 8 9 10 – EBM – 21 20 19 18 17 16
To Maxwell, Emily, and Eleanor Yocco
vi
brief contents
PART 1 INTRODUCING THE APPLICATION
OF PSYCHOLOGY TO DESIGN ........................................ 1
1 ■
Meeting users’ needs: including psychology in design 3

PART 2 WHY DO FOLKS ACT LIKE THAT? PRINCIPLES OF BEHAVIOR 13


2 ■
Designing for regular use: addressing planned behavior 15
3 ■
Risky decisions and mental shortcuts 41
4 ■
Motivation, ability, and trigger—boom! 70

PART 3 PRINCIPLES OF INFLUENCE AND PERSUASION:


NOT AS EVIL AS YOU’D THINK ..................................... 91
5 ■
Influence: getting people to like and use your design 93
6 ■
Using family, friends, and social networks to
influence users 118
7 ■
It’s not what you say; it’s how you say it! 141
8 ■
Persuasion: the deadliest art 160

PART 4 USER EXPERIENCE DESIGN: PUTTING IT ALL TOGETHER 179


9 ■
Case study: KidTech Design Co.’s Good Choice app 181
10 ■
The next step: getting up and running 195

vii
viii BRIEF CONTENTS
contents
preface xvii
acknowledgments xix
about this book xxi
Author Online xxv

PART 1 INTRODUCING THE APPLICATION


OF PSYCHOLOGY TO DESIGN ............................. 1

1 Meeting users’ needs: including psychology in design 3


1.1 Principles included in this book 4
Design to create and change behaviors 4 ■
Design for influence
and persuasion 4
1.2 Criteria for inclusion in this book 5
Taught in graduate school 5 Citations: a popularity

contest 5 Simplicity 5 Relevant to design 5


■ ■

1.3 Why you should read this book 6


You’ll gain knowledge 6 You’ll learn how to think like your

users 6 You’ll learn to communicate the needs of users 6


1.4 What this book won’t teach you 6


1.5 Addressing psychology enhances usability 7
What designing without psychology looks like 7 ■
What
designing with psychology looks like 8
1.6 And now, a passionate word on persuasion 9

ix
x CONTENTS

1.7 Talking the talk: conversations about psychology 11


1.8 Summary 11
1.9 Cheat sheet 12

PART 2 WHY DO FOLKS ACT LIKE THAT?


PRINCIPLES OF BEHAVIOR .............................. 13

2 Designing for regular use: addressing planned behavior


2.1 Introduction 16
15

Brief academic background 17


2.2 Key concepts of planned behavior 18
People want a positive outcome 19 People want to know what

others are doing 20 People want control 21 People often


■ ■

intend to engage in a behavior 22


2.3 How to design for users’ plans 23
Design for positive outcomes of using your design 23 Make ■

your design socially acceptable 26 Giving users control 28


Understanding who’s in charge of the behavior 30 Designing ■

for intention 32
2.4 Talking the talk: conversations about planned
behavior 33
2.5 Case study: Hotels.com 34
Hotels.com: behavior beliefs 34 Hotels.com: normative

beliefs 35 Hotels.com: control 36


2.6 End-of-chapter exercise: applying planned behavior


research to design 36
Scenario 37 Participants

37 ■
Data 37
Questions 39
2.7 Additional resources 39
2.8 Summary 40

3 Risky decisions and mental shortcuts


3.1 Introduction 43
41

Academic background 43
3.2 Key concepts of decision-making under risk 45
First, people go through editing 45 Next, people go through

evaluation 46 What impacts the evaluation of uncertain


decisions 47
CONTENTS xi

3.3 How to design for decisions under risk 49


Determine users’ reference point 49 Define and design for ■

users’ decision points 51 Design for loss aversion 53


Design for the certainty effect 54 Design for the disposition


effect 55 How to design for heuristics 57


3.4 Talking the talk: Conversations about decisions under risk


and users’ mental shortcuts 63
3.5 Case study: eBay 64
Reference point 64 The certainty effect and the scarcity

heuristic 65 The availability heuristic 65 The familiarity


■ ■

heuristic 66 Escalation of commitment 66 The scarcity


■ ■

heuristic 67
3.6 End-of-chapter exercise: Name that heuristic! and What’s
your product’s sticky behavior? 67
Name that heuristic 67 ■
Sticky behaviors 67
3.7 Additional resources 68
3.8 Summary 68

4 Motivation, ability, and trigger—boom!


4.1 Introduction 72
70

Brief academic background 72


4.2 Key concepts of motivation, ability, and trigger 74
People need motivation to complete a task 75 People need the ■

ability to complete the task 76 People need triggers to engage in


the task 77
4.3 How to design for motivation, ability, and trigger 77
Increasing motivation 78 ■
Increasing ability 79
Presenting effective triggers 81 Mobile design increases

ability 83
4.4 Talking the talk: conversations about motivation, ability,
and trigger 84
4.5 Case study: Fitbit 85
4.6 End-of-chapter exercise: motivation, ability, and
trigger 86
Motivation, ability, or trigger 86 Design challenge: wearable

technology to achieve better health 87


4.7 Additional resources 88
4.8 Summary 88
xii CONTENTS

PART 3 PRINCIPLES OF INFLUENCE AND PERSUASION:


NOT AS EVIL AS YOU’D THINK ......................... 91

5 Influence: getting people to like and use your design


5.1 Introduction 94
93

Academic background 95
5.2 Key concepts of influence 96
Reciprocity 97 Commitment and consistency

98
Consultation 99 Visual influence 100

5.3 How to design for influence 101


Creating a sense of reciprocity 102 Activating commitment

and consistency 104 Facilitating consultation 105


Visual influence 106 Influence to stay away from 110


5.4 Talking the talk: Conversations about influence 112


5.5 Case study: LinkedIn 113
Reciprocity 113 Commitment and consistency

114
Consultation 114
5.6 End-of-chapter exercise: Applying the principle of
influence 115
5.7 Additional resources 116
5.8 Summary 116

6 Using family, friends, and social networks to influence users


6.1 Introduction 120
118

Brief academic background 120


6.2 Key concepts of social influence 121
Social Identity Theory 121 Social validation 123

Compliance 124 Conformity 124 Opinion leaders


■ ■
125
6.3 How to design for social influence 127
Users want to see what they have in common with others 127
Socially validating your design 129 Getting users to

comply 130 Encouraging users to conform 132


Harnessing the power of opinion leaders 134


6.4 Talking the talk: Conversations about social
influence 135
6.5 Case study: Drought shaming 135
Social Identity Theory and drought shaming 136 Social ■

validation 138 Compliance 138 Conformity 138


■ ■

Opinion leaders 138


CONTENTS xiii

6.6 End-of-chapter exercise 139


6.7 Additional resources 139
6.8 Summary 140

7 It’s not what you say; it’s how you say it!
7.1 Introduction 143
141

Brief academic background 143


7.2 Key concepts of framing communication 143
People need to understand the message 144 ■
People need to be
motivated by the message 144
7.3 How to design for framing communication 144
Identify what you want to communicate 145 User ■

research 145 Choose a framing technique 146


Choose your frame of communication 149 Create your ■

message 153 Test your message 154 Release your well-


■ ■

framed message 155


7.4 Talking the talk: Conversations about framing
communication 155
7.5 Case study: BeTobaccoFree.gov 156
A variety of frames: The buckshot approach 156 ■
Is the CDC’s
approach effective? 157
7.6 End-of-chapter exercise: Find a frame that works! 158
7.7 Additional resources 158
7.8 Summary 159

8 Persuasion: the deadliest art


8.1 Introduction 162
160

Academic background 162


8.2 Key concepts of persuasion 163
Determining if people pay attention: Capability and
relevancy 163 Central route processing 164 Peripheral
■ ■

route processing 165


8.3 How to design for persuasion 166
Getting users to pay close attention 166 Designing for users’

paying close attention 168 Designing for users with low


attention spans 171


8.4 Talking the talk: Conversations about persuasion 172
8.5 Case study: PayPal 173
Attention 173 ■
High attention 174 ■
Low attention 175
xiv CONTENTS

8.6 End-of-chapter exercise: Sexy chocolate bar persuasive


design activity 175
Personas 176 ■
Research 176
8.7 Additional resources 177
8.8 Summary 177

PART 4 USER EXPERIENCE DESIGN:


PUTTING IT ALL TOGETHER .......................... 179

9 Case study: KidTech Design Co.’s Good Choice app


9.1 Introduction 181
181

9.2 Using psychology to justify an idea 182


How would you use psychology to justify the Good Choice
app? 182 How KidTech used psychology to justify the Good

Choice app: Planned behavior 182 How KidTech extended


planned behavior into the design of their product 183


9.3 Nervous parents and uncertain outcomes 184
How would you reassure parents and address uncertainty? 184
How KidTech addressed reassuring parents and
uncertainty 184
9.4 Making it social 185
How would you make the Good Choice app social? 185
How KidTech made the app social 186
9.5 Speaking clearly to users 186
How would you recommend KidTech talk to users? 187
How KidTech designed their communication strategy 187
9.6 Long-term engagement 188
How would you make users want to keep using the app? 188
How KidTech facilitated long-term use of the app 188
9.7 Low use of app after download 189
How would you help KidTech increase use after download? 189
How KidTech addressed increasing use after download 189
9.8 A closer look at persuasion 190
How do you think the Good Choice app addresses the principle of
persuasion from chapter 8? 190 How KidTech’s app

addresses the principle of persuasion from chapter 8 190


9.9 Talking the talk: Conversations about psychological
principles 192
CONTENTS xv

9.10 End-of-chapter exercise: Critique KidTech 192


9.11 Summary 193

10 The next step: getting up and running


10.1 Part of the whole 196
195

Phase 1: Idea conceptualization 196 Phase 2: Design


conceptualization 196 Phase 3: Design iteration 197


Phase 4: Post shipment 197


10.2 Choosing the right principle 198
10.3 Making the case for psychology 199
10.4 UX research methods 199
10.5 Measuring impact 201
10.6 Talking the talk: your turn to discuss principles of
psychology 202
10.7 End-of-chapter exercise: which principle is best for your
design? 202
10.8 Additional resources 203
10.9 Summary 204

index 205
xvi CONTENTS
2 CHAPTER
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