Design with Intent: 101 patterns for influencing behaviour through design
http://www.danlockton.com/dwi/Main_Page
by Dan Lockton with David Harrison & Neville A. Stanton
Any trademarks and design rights to products shown in images are the property of their respective owners and are used here for representative illustration only.
This work is being published on a non-commercial basis.
UXLondon 2010: Design with Intent workshop presentationDan Lockton
Slides to accompany my workshops at UX London 2010:
http://2010.uxlondon.com/programme/2010-05-21/designwithintent/
Image credits are at http://research.danlockton.co.uk/UXLondon_photocredits.txt
API Simplicity == Speed; Designing APIs That are Easy and Fun to UseHarold Madsen
This hands-on presentation teaches participants how to design APIs that are simple and consistent to use. If your API is easy to use then it will be more likely to be adopted and will speed product delivery.
This presentation will be given at BYU during the FamilySearch Developers Conference 2014
UK UPA User experience for social changeDan Lockton
My slides from the UK UPA event 'User experience for social change', 19th May 2011.
This was quite a brief presentation and it centred mainly on the possibilities and consequences of using design to influence people's behaviour for social benefit, rather than the Design with Intent patterns.
Do have a look at some of the other presentations I have up here at Slideshare - a couple of them are actual slidecasts with audio. You'll notice a heavy dose of slide recycling too, for which I apologise. New material coming soon!
HRM 3rd module for 1 semester MBA at Kannur University, These slides are prepared as guideline for the students at Vimal Jyothi Institute of Management and Research, Chemperi
UXLondon 2010: Design with Intent workshop presentationDan Lockton
Slides to accompany my workshops at UX London 2010:
http://2010.uxlondon.com/programme/2010-05-21/designwithintent/
Image credits are at http://research.danlockton.co.uk/UXLondon_photocredits.txt
API Simplicity == Speed; Designing APIs That are Easy and Fun to UseHarold Madsen
This hands-on presentation teaches participants how to design APIs that are simple and consistent to use. If your API is easy to use then it will be more likely to be adopted and will speed product delivery.
This presentation will be given at BYU during the FamilySearch Developers Conference 2014
UK UPA User experience for social changeDan Lockton
My slides from the UK UPA event 'User experience for social change', 19th May 2011.
This was quite a brief presentation and it centred mainly on the possibilities and consequences of using design to influence people's behaviour for social benefit, rather than the Design with Intent patterns.
Do have a look at some of the other presentations I have up here at Slideshare - a couple of them are actual slidecasts with audio. You'll notice a heavy dose of slide recycling too, for which I apologise. New material coming soon!
HRM 3rd module for 1 semester MBA at Kannur University, These slides are prepared as guideline for the students at Vimal Jyothi Institute of Management and Research, Chemperi
Introduction to using SpecFlow tool for testing REST API. For beginners that are at least a bit familiar with test automation, and gives some details and hints.
Some of the theories are now certainly outdated and have little interest to a modern builder, but some contain still valid information about important goals of building, notably on the questions of functionality, construction, economy and ecology. While theory of design is intended to help design, it does not necessarily precede design. On the contrary, the first building where a new architectural style is exposed, is usually created intuitively, without the help of any theory, just by the skill of a brilliant architect. The design theory comes a little later, and even less brilliant architects can then base their work on it.
Theories can be seen as building-specific branches of the general goal-specific theories which pertain to all types of products and are listed in Paradigms Of Design Theory. Thematic or "analytic" theories are treatises which aim at the fulfilment of one principal goal of architecture. Theories of architectural synthesis are examples of theories which aim at fulfilling simultaneously several goals, usually all the goals that are known.
In present day, the design theory of architecture includes all that is presented in the handbooks of architects: legislation, norms and standards of building. All of them are intended to aid the work of the architect and improve its product -- the quality of buildings technology and production in general: proven theory helps designers to do their work better and more effectively. It occasionally even helps to do things that were believed to be impossible earlier on. As an old saying goes, there is nothing more practical than a good theory. The aesthetization of utilitarian ideas is the primacy of architecture as a vessel of life, accommodating the needs of human beings .
Throughout the history of computers we've been striving to shorten the gap between us and digital information, the gap between our physical world and the world in the screen where our imagination can go wild. And this gap has become shorter, shorter, and even shorter, and now this gap is shortened down to less than a millimeter, the thickness of a touch-screen glass, and the power of computing has become accessible to everyone.
But I wondered, what if there could be no boundary at all? I started to imagine what this would look like. First, I introduce this tool in below which penetrates into the digital space, so when you press it hard on the screen, it transfers its physical body into pixels. Designers can materialize their ideas directly in 3D, and surgeons can practice on virtual organs underneath the screen. So with this tool, this boundary has been broken.
Beyond – Collapsible Tools and Gestures for Computational Design
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. We present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment
WYSIWYF –“what you see is what you feel” :
The digital information reach us instead? I'm sure many of us have had the experience of buying and returning items online. But now you don't have to worry about it. What I got here is an online augmented fitting room. This is a view that you get from head-mounted or see-through display when the system understands the geometry of your body.
ZeroN: Mid-Air Tangible Interaction Enabled by Computer Controlled Magnetic Levitation:
ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will
UNIT III Navigation and Layout
Getting Around: Navigation, Signposts, and Wayfinding:
Signposts
Wayfinding
Navigation Types
Design Considerations
Navigational Models
Patterns.
Layout of Screen Elements:
Basics of Layout
Patterns
Introduction to using SpecFlow tool for testing REST API. For beginners that are at least a bit familiar with test automation, and gives some details and hints.
Some of the theories are now certainly outdated and have little interest to a modern builder, but some contain still valid information about important goals of building, notably on the questions of functionality, construction, economy and ecology. While theory of design is intended to help design, it does not necessarily precede design. On the contrary, the first building where a new architectural style is exposed, is usually created intuitively, without the help of any theory, just by the skill of a brilliant architect. The design theory comes a little later, and even less brilliant architects can then base their work on it.
Theories can be seen as building-specific branches of the general goal-specific theories which pertain to all types of products and are listed in Paradigms Of Design Theory. Thematic or "analytic" theories are treatises which aim at the fulfilment of one principal goal of architecture. Theories of architectural synthesis are examples of theories which aim at fulfilling simultaneously several goals, usually all the goals that are known.
In present day, the design theory of architecture includes all that is presented in the handbooks of architects: legislation, norms and standards of building. All of them are intended to aid the work of the architect and improve its product -- the quality of buildings technology and production in general: proven theory helps designers to do their work better and more effectively. It occasionally even helps to do things that were believed to be impossible earlier on. As an old saying goes, there is nothing more practical than a good theory. The aesthetization of utilitarian ideas is the primacy of architecture as a vessel of life, accommodating the needs of human beings .
Throughout the history of computers we've been striving to shorten the gap between us and digital information, the gap between our physical world and the world in the screen where our imagination can go wild. And this gap has become shorter, shorter, and even shorter, and now this gap is shortened down to less than a millimeter, the thickness of a touch-screen glass, and the power of computing has become accessible to everyone.
But I wondered, what if there could be no boundary at all? I started to imagine what this would look like. First, I introduce this tool in below which penetrates into the digital space, so when you press it hard on the screen, it transfers its physical body into pixels. Designers can materialize their ideas directly in 3D, and surgeons can practice on virtual organs underneath the screen. So with this tool, this boundary has been broken.
Beyond – Collapsible Tools and Gestures for Computational Design
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. We present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment
WYSIWYF –“what you see is what you feel” :
The digital information reach us instead? I'm sure many of us have had the experience of buying and returning items online. But now you don't have to worry about it. What I got here is an online augmented fitting room. This is a view that you get from head-mounted or see-through display when the system understands the geometry of your body.
ZeroN: Mid-Air Tangible Interaction Enabled by Computer Controlled Magnetic Levitation:
ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will
UNIT III Navigation and Layout
Getting Around: Navigation, Signposts, and Wayfinding:
Signposts
Wayfinding
Navigation Types
Design Considerations
Navigational Models
Patterns.
Layout of Screen Elements:
Basics of Layout
Patterns
Will Robots Replace Designers? No. It's more like an exoskeleton for designers. Algorithm-driven design tools can help us to construct a UI, prepare assets and content, and personalize the user experience. In 2016 the technological foundations of these tools became easily accessible, and the design community got interested in algorithms, neural networks and artificial intelligence (AI). Now is the time to rethink the modern role of the designer.
There is certain topic discussed in every company: communication between departments.
As FE developers, we sit in between UX designers and BE developers.
Our apps must follow the guidelines from the UX, be compatible with the BE APIs while meeting the business requirements from our POs.
In this presentation I am addressing the relationship between UX and FE devs.
One way to collaborate better with our UX colleagues is to… learn a bit of UX and maybe share some Front End knowledge with them too.
Exploring Top Product Design Trends at Shalin DesignsShalin Designs
Discover 2023's top product design trends at Shalin Designs. From cutting-edge innovation to timeless aesthetics, stay ahead in the design game with our insightful guide. Elevate your creativity today! Check Now: https://shalindesigns.com/blog/product-design-trends/
Experience Lead, James Caruso, outlines a designer's journey from inception to interaction design, illustrating how Interaction Design (IxD) has the potential to affect all aspects of the entire experience for any project, and delight users while you're at it.
This data annotation tool is essential in determining the distance between an object to the vehicle by looking at the object's depth and detecting the size and location.
My design portfolio consists of thirteen works, which have theme interaction design, service and product design and graphic design.
The design project No One is a team work and awarded by a competition.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...
Design with Intent
1. Design
with
Intent
101 patterns for influencing
behaviour through design
1.0
Dan Lockton
with
&
David Harrison
Neville A. Stanton
2. Design with Intent:
101 patterns for influencing behaviour through design
Dan Lockton with David Harrison & Neville A. Stanton
Cleaner Electronics Research Group Transportation Research Grp
Brunel Design, Brunel University University of Southampton
ISBN 978-0-9565421-0-6 (printed cards)
ISBN 978-0-9565421-1-3 (ebook)
April 2010
Published by Windsor, Berkshire, UK
With the exception of certain images, the proprietors
and nature of which are identified on the introduction
card for each lens, this work is licensed by Dan Lockton
under the Creative Commons Attribution-Non-
commercial- Share Alike 3.0 licence, available at:
http://creativecommons.org/licenses/by-nc-sa/3.0
or by writing to: Creative Commons, 171 2nd Street,
Suite 300, San Francisco, California, 94105, USA
This is Tiresias Infofont, made available under the GNU General Public Licence
by the RNIB, and available from http://www.tiresias.org
Produced on Ubuntu (and Windows XP via Sun VirtualBox)
Your feedback is very welcome: dan@danlockton.co.uk
designwithintent.co.uk
3. Ar
A
Architectural Lens 3.ly/Arch
The Architectural Lens draws on techniques used to Image for Pave the Cowpaths is a
screenshot of an annotated Google Map
influence user behaviour in architecture, urban on Kittelson & Associates' website
planning and related disciplines such as traffic (http://prj.kittelson.com/tigardtrails)
management and crime prevention through All other photos by Dan Lockton
environmental design (see also the Security Lens).
While most of the techniques have been developed
in the built environment, many of the ideas can also
be applied in interaction and product design, even in
software or services; they are effectively about using
the '''structure of systems''' to influence behaviour.
Some of the patterns, such as Simplicity, Feature
deletion and Hiding things are really fundamental to
all kinds of design.
Design
with
Intent
4. Angles A
3.ly/Arch
Can you slant or
angle things so
some actions
are easier than
others?
Some cigarette bins are sold to
authorities using the sloping top as
a feature, discouraging people Design
with
leaving litter on top Intent
5. Converging & diverging Ar
A
3.ly/Arch
Can you channel
people so they
come together
(or split up)?
Gates (and gatehouses) channel
visitors through a narrow opening,
allowing a toll to be levied, or to Design
with
help control potential threats Intent
6. Conveyor belts Ar
A
3.ly/Arch
Can you bring a
feature to the
users, or move
the users to
where you want
them to be?
Moving walkways in airports help
travellers move more quickly, but
also prevent people blocking Design
with
corridors, especially in groups Intent
7. Feature deletion Ar
A
3.ly/Arch
What would
happen if you
simply took away
features you don’t
want people to use?
Various politicians have proposed
simply removing standby buttons
from consumer electronic Design
with
products, to reduce energy use Intent
8. Hiding things Ar
A
3.ly/Arch
Can you hide
functions or
elements you’d
prefer people
didn’t use?
These church hall heating controls
have been hidden (leaving only the
timer accessible) to reduce errors Design
with
by users unfamiliar with them Intent
9. Material properties Ar
A
3.ly/Arch
Can you use the
properties of
different materials
to make some
actions more
comfortable than
others?
Rough-textured paving can act as
a subtle barrier between cycle and
pedestrian tracks: stray over the Design
with
line on a bike and you’ll feel it Intent
10. Mazes Ar
A
3.ly/Arch
Can get people to
follow the path you
want them to, on
the way to reaching
something they
want?
Some store layouts route or
channel shoppers past ‘impulse
purchase’ items—often snacks—on Design
with
their way to the checkouts Intent
11. Pave the cowpaths Ar
A
3.ly/Arch
Can you recognise
the 'desire paths'
of some of your
users, and then
codify them into
your system, so
others follow too?
In Tigard, OR, residents marked
informal ‘neighbourhood trails’ they
used on a map, so the city could Design
with
prioritise ones to ‘formalise’ Intent
12. Positioning Ar
A
3.ly/Arch
Can you rearrange
things so people
interact with
them in the
locations you
want them to?
Positioning pedestrian crossing
push-button units on the right-hand
side (UK) makes it more likely that Design
with
users turn to notice oncoming traffic Intent
13. Roadblock Ar
A
3.ly/Arch
Can you put
things in users’
way, so they take
an alternative
route, or adjust
their speed?
‘Chicanes’ can slow down drivers,
pedestrians and cyclists; the
crossing chicane prevents running or Design
with
cycling straight across the road Intent
14. Segmentation & spacing Ar
A
3.ly/Arch
Can you divide
your system up
into parts, so
people only use
one bit at a time?
These individual seats replace a
bench on the Paris Métro – spaced
so that someone cannot lie down Design
with
or occupy more than one Intent
15. Simplicity Ar
A
3.ly/Arch
How simply can
you structure
things, to make
it easier for users
to do what you’d
like them to do?
EcoButton allows a user to put a
computer into a low-power state
with just one press, making it much Design
with
easier for users to save energy. Intent
16. E
Errorproofing Lens 3.ly/Erro
The Errorproofing Lens represents a worldview Images for Defaults, Did you mean? and
Opt-outs are screenshots of CIB PDF
treating deviations from the target behaviour as Brewer software, a Google search for
‘errors’ which design can help avoid, either by making ‘recursion’ and Yorkshire Building
it easier for users to work without making errors, or Society website respectively.
by making errors impossible in the first place. It’s All other photos by Dan Lockton
often found in ergonomics, health & safety-related
design, medical device design and manufacturing
engineering (as poka-yoke): where, as far as possible,
one really doesn’t want errors to occur at all.
A key difference between errorproofing and some
other views of influencing user behaviour which imply
attitude change leading to the target behaviour, is
that errorproofing doesn’t care whether or not the
user’s attitude changes, as long as the target
behaviour is met. Attitude change might be an effect
of the errorproofing, but it doesn’t have to be.
Design
with
Intent
17. Are you sure? E
3.ly/Erro
Can you design
an extra
‘confirmation’
step before an
action can be
performed?
Some British Rail train doors
require passengers to lower the
window to get access to the Design
with
handle, mounted on the outside Intent
18. Choice editing Ep
E
3.ly/Erro
Can you edit the
choices presented
to users so only
the ones you want
them to have are
available?
Choice editing can be driven by
legislation, e.g. leaded 4-star petrol
being phased out in the EU by 2000 Design
with
(when this photo was taken) Intent
19. Conditional warnings Ep
E
3.ly/Erro
Can you give
users warnings
based on
detecting the
error they’ve
made, or might be
about to make?
The parking brake warning light
on a car’s dashboard is a warning
to the driver: don’t drive off Design
with
without releasing the brake! Intent
20. Defaults Ep
E
3.ly/Erro
Can you make
the default
setting the
behaviour you’d
prefer users to
perform?
In this software ‘nag’ screen, the
default button (pressed if the user
just hits ‘enter’) is information on Design
with
licensing rather than ‘I agree’ Intent
21. Did you mean? Ep
E
3.ly/Erro
Can you detect
and suggest a
better option to
users when it
looks like they’re
making an error?
Google’s suggestion algorithm is
continually evolving to take
account of search trends; it also Design
with
includes this nice ‘easter egg’! Intent
22. Interlock Ep
E
3.ly/Erro
Can you set
things up so one
action can’t be
performed until
another is
completed?
Most modern cash machines
don’t dispense cash until you
remove your card, making it less Design
with
likely you’ll leave it behind Intent
23. Matched affordances Ep
E
3.ly/Erro
Can you make
parts fit only
when the right
way round, or
only with the
products they
should do?
The bevelled corner on SIM cards,
memory cards and floppy disks
ensures that they can’t be inserted Design
the wrong way round with
Intent
24. Opt-outs Ep
E
3.ly/Erro
What happens if
you make an
option something
people opt out
of, rather than
opt in to?
This building society asks new
savers if they want to opt out of
donating part of their interest to Design
with
charity – by default it is donated Intent
25. Portions Ep
E
3.ly/Erro
Can you change
the size of the
portions or the
units of ‘stuff’
you give users?
‘Portion packs’ for snacks give
customers the ‘right’ amount of
food to eat in one go (sometimes a Design
with
particular amount of calories) Intent
26. Task lock-in/out Ep
E
3.ly/Erro
Can you keep a
task going that
needs to be, or
prevent one
being started
inadvertently?
To prevent accidentally engaging
reverse gear, most gearboxes
include a ‘gate’ over/under which Design
with
the stick must be lifted or pressed Intent
27. I
In
Interaction Lens 3.ly/Inte
All the patterns are really about interaction design in Images for Feedback through form,
Summary feedback and Tailoring are
one form or another, but the Interaction Lens brings taken from promotional videos/demos
together some of the most common design elements by Royal VKB, GreenPrint and Pam,
of interfaces where users' interactions with the available at
system affect how their behaviour is influenced. So http://shop.royalvkb.com/shopexd.asp?
id=423&menu=2,
there are some core Human-Computer Interaction http://www.printgreener.com and
patterns here, such as kinds of feedback, progress http://www.pam.com/indexc.php?demo=1
bars, and previews, and some currently less-used &f=1&ClientTZ=-60 respectively.
such as feedforward. Images for Partial completion, Peer
feedback, Progress bar, Simulation &
This lens also includes some patterns from the feedforward and Tunnelling & wizards
growing field of Persuasive Technology, where are screenshots of Amazon, Slashdot,
Digg, LinkedIn, Wikipedia, Yahoo!
computers, mobile phones and other systems with savings calculator and Foxit PDF reader.
interfaces are used to persuade users: changing
attitudes and so changing behaviour through Other photos by Dan Lockton
contextual information, advice and guidance. Among
these are kairos, tailoring and tunnelling, identified in
BJ Fogg's seminal book Persuasive Technology: Using Design
Computers to Change What We Think and Do. with
Intent
28. Feedback through form In
I
3.ly/Inte
Can you use the
form of your
object itself as a
kind of interface,
giving feedback
or suggestive
cues?
Royal VKB’s 100g/250g Balancing
Bowls are weighted so they tilt
noticeably and audibly when the Design
with
‘portion size’ is reached when filling Intent
29. Kairos In
I
3.ly/Inte
Can you give
users a
suggestion at
exactly the right
moment for
them to change
their behaviour?
Automatic warning signs can alert
drivers to upcoming dangers at the
right point for them to respond and Design
with
slow down accordingly Intent
30. Partial completion In
I
3.ly/Inte
Can you show that
the first stage of
a process has
been completed
already, to give
users confidence
to do the next?
Pre-filled details such as delivery
addresses can be an effective way of
speeding up an order process and red- Design
with
ucing ‘shopping cart abandonment’ Intent
31. Peer feedback In
I
3.ly/Inte
Can you give
users feedback on
their behaviour
from other users
of the system,
equal in status to
themselves?
Design
Peer feedback on comments and with
stories is central to sites such as Intent
Slashdot (‘karma’ scores) and Digg
(’digging’ and ‘burying’)
32. Progress bar In
I
3.ly/Inte
Can you let users
know their
progress towards
achieving a goal?
As demonstrated by examples from
LinkedIn and Wikipedia, progress
bars showing ‘nearly complete’ can Design
with
make a goal seem more achievable Intent
33. Real-time feedback I
3.ly/Inte
Can you let users
know how what
they’re doing is
affecting the
system?
Energy meters can allow house-
holders to see which appliances use
the most electricity, and how much Design
with
this is costing Intent
34. Simulation & feedforward In
I
3.ly/Inte
Can you give
users a preview
or simulation of
the results of
different actions
or choices?
Interactive savings / loan simulat-
ors such as this from Yahoo! are
increasingly common, and can Design
with
influence customer decisions Intent
35. Summary feedback I
In
3.ly/Inte
Can you give
users a report on
what they’ve
been doing, or
its effects?
GreenPrint, software that reduces
wasted prints through better usability,
provides users (and their bosses!) Design
with
with a summary of resources saved Intent
36. Tailoring I
In
3.ly/Inte
Could your
system adapt
what it offers to
match individual
users’ needs and
abilities?
The Pam personal activity monitor
suggests exercise regimes tailored
to the user—something approaching Design
with
the role of a ‘personal trainer’ Intent
37. Tunnelling & wizards I
In
3.ly/Inte
Can you offer
users a wizard to
‘tunnel’ them
through a decision
process in the way
you’d like?
This installation wizard tries to get
users to ‘choose’ to install additional
(and irrelevant) software by presenting Design
with
them as default parts of the process Intent
38. Lu
L
Ludic Lens 3.ly/Ludi
Games are great at engaging people for long Images for Collections are screenshots of
the University of Washington's UbiFit
periods of time, getting them involved, and, if software, developed in collaboration with
we put it bluntly, influencing people’s behaviour Intel Labs Seattle, available at
http://dub.washington.edu/projects/ubifit
through their very design. Yet this potential has
Images for Levels and Rewards are
(so far) been underexplored in application to screenshots of Facebook/FarmVille and
other kinds of situations outside ‘recreation’. KPT5 software.
Images for Playfulness and Role-playing
The Ludic Lens includes a number of techniques are promotional photos kindly supplied by
Steve Divnick
for influencing user behaviour that can be (http://www.spiralwishingwells.com) and
derived from games and other ‘playful’ Tim Holley (http://timholley.de)
interactions, ranging from basic social Image for Make it a meme is a
psychology mechanisms such as goal-setting via screenshot of Regretsy’s story on
Gooseontheloose's chicken ponchos
challenges & targets, to operant conditioning via (http://www.regretsy.com/2009/10/20/ke
unpredictable reinforcement and rewards, to ntucky-frilled-chicken)
common game elements such as scores, levels Other photos/images by Dan Lockton
and collections. Design
with
Intent
39. Challenges & targets L
3.ly/Ludi
What happens if
you set people a
challenge, or
give them a
target to reach
through what
they’re doing? Design
with
Intent
Whoever laid out this coffee tub as
a target for throwing coins knew a
lot about influencing people to
donate generously and enjoy it
40. Collections Lu
L
3.ly/Ludi
What happens if
you encourage
users to collect a
set of things
(friends, activities,
places, objects,
etc) through using
your system?
UbiFit Garden encourages users to
maintain a regular variety of
exercise activities, in order to Design
‘collect’ different types of flower with
Intent
41. Leave gaps to fill Lu
L
3.ly/Ludi
Can you leave
deliberate gaps (in
a design, message,
etc) which users
will want to fill,
becoming engaged
in the process?
Deliberate use of red links on
Wikipedia, signifying articles which
should be written, “encourage[s] new Design
contributors in useful directions” with
Intent
42. Levels Lu
L
3.ly/Ludi
Can you split
your system up
into achievable
levels which help
users feel like
they’re making
progress?
Easy-to-reach levels lower the
barriers to participation and
encourage continued engagement Design
for games such as FarmVille with
Intent
43. Make it a meme Lu
L
3.ly/Ludi
What happens if
you plan your
design to be
something people
want to spread,
and make it easy
for them to do so?
ShareThis and similar quick-
access social sharing services can
mean rapid ‘viral’ or ‘meme’ status Design
for interesting or amusing stories with
Intent
44. Playfulness Lu
L
3.ly/Ludi
Can you design
something which
‘plays’ with its
users, provoking
curiosity or making
interactions into
a game?
Spiral wishing wells turn giving
money to charity into something
actively fun for donors, and Design
provoke curiosity of passers-by with
Intent
45. Rewards Lu
L
3.ly/Ludi
Can you encourage
users to take up or
continue a
behaviour by
rewarding it,
through the design
of the system?
Kai’s Power Tools (pioneering
visual effects software) revealed
‘bonus functions’ to reward users Design
who developed their skill level with
Intent
46. Role-playing Lu
L
3.ly/Ludi
What happens if
your system gives
users particular
roles to play, or
makes them feel
like they’re playing
a role?
Tim Holley’s Tio encourages
children to become ‘energy
champions’ for their household, Design
influencing parental behaviour with
Intent
47. Scores Lu
L
3.ly/Ludi
Can you give
users feedback
on their actions
as a score or
rating allowing
comparison to a
reference point ?
The ‘Brain Age’ score given by Dr
Kawashima’s games for Nintendo
gives users a clear incentive to Design
keep using the software with
Intent
48. Storytelling Lu
L
3.ly/Ludi
Can you tell a
story via your
design, which
interests users
and keeps them
engaged?
Dyson uses narrative booklets
drawing customers (and potential
customers) into the story behind Design
the company and its technology with
Intent
49. Unpredictable reinforcement Lu
L
3.ly/Ludi
What happens if
you give rewards
or feedback on an
unpredictable
schedule, so users
keep playing or
interacting?
Arcade games such as this coin
pusher usually employ a strong
element of unpredictable reinforce- Design
ment, to keep users playing/paying with
Intent
50. Pe
P
Perceptual Lens 3.ly/Perc
The Perceptual Lens combines ideas from Images for Implied sequences and
Nakedness are from Sludgegulper's and
product semantics, semiotics, ecological ITDP-Europe's Flickr streams, CC-BY-SA
psychology and Gestalt psychology about how and CC-BY licensed respectively
(http://www.flickr.com/photos/sludgeulp
users perceive patterns and meanings as they er/4188746062 and
http://www.flickr.com/photos/38607288
interact with the systems around them, and puts @N03/3836906872)
them into forms which invite the designer to
Images for Metaphors, Mimicry &
think about how they might influence people's mirroring and Similarity are screenshots
behaviour. Most are predominantly visual, but of Tipjar.com from the Wayback Machine,
Eliza chatbot from http://nlp-addiction.com
they need not be: sounds, smells, textures and and a Microsoft Bing search
so on can all be used, individually or in
Other photos by Dan Lockton
combination.
These techniques are often applied by
interaction designers in the course of doing a job
without necessarily considering how they can
influence user behaviour. Design
with
Intent
51. (A)symmetry Pe
P
3.ly/Perc
Can you use
symmetry to make
elements look
related, or
asymmetry to show
difference and
focus attention?
The symmetrical holes on this
lifebuoy, even without the text,
suggest that it should be gripped Design
with both hands simultaneously with
Intent
52. Colour associations Pe
P
3.ly/Perc
Can you use
colour to suggest
associations
between particular
behaviours and
outcomes?
This racecourse bookmaker’s key-
board has a detailed language of
colour-coded groups of functions, Design
to aid rapid action-taking with
Intent
53. Contrast P
3.ly/Perc
Can you create an
obvious contrast
between parts of
your design or the
context in which
it's used?
In 2004, Britain’s Royal Mail
switched to using red rubber bands
for bundling post, to make them easier Design
to spot if dropped accidentally with
Intent
54. Fake affordances Pe
P
3.ly/Perc
Is there anything
to be gained from
making something
look like it works
one way, while
actually doing
something else
(or nothing at all)?
Many elevator/lift ‘door close’
buttons are reputedly ‘placebo
buttons’, giving an illusion of control Design
but not speeding up the process with
Intent
55. Implied sequences Pe
P
3.ly/Perc
Can you make it
look like there’s
a sequence for
users to follow,
through the
layout of
elements?
This East German rail ticket
machine makes very clear the
order in which the interface should Design
be used, with a sequential layout with
Intent
56. Metaphors P
Pe
3.ly/Perc
Can you employ a
metaphor / analogy
of something
familiar, so people
understand or use
your system the
same way?
Tipjar.com, launched in the late
1990s, was one of the first simple
micropayment systems, using the Design
familiar metaphor of a tip jar with
Intent
57. Mimicry & mirroring Pe
P
3.ly/Perc
Can your system
mirror or mimic a
user’s behaviour
or mood in some
way, to increase
the engagement a
user feels?
Chatbots have evolved beyond the
classic ELIZA, and are being used in
social engineering attacks to extract Design
information and deliver malware with
Intent
58. Mood Pe
P
3.ly/Perc
Can you use colour,
images or other
sensory stimuli to
set a particular
mood for a user’s
interaction with
your system?
Changes in hue, saturation and
brightness can set moods: which
room would you choose to stay in? Design
(assuming the bed was made!) with
Intent
59. Nakedness Pe
P
3.ly/Perc
Can you remove
cues that people
take for granted, to
get them to think
more about what
they’re doing?
‘Naked roads’ with signage and
markings removed can encourage
pedestrians, cyclists and drivers to be Design
more aware of each other’s presence with
Intent
60. Perceived affordances Pe
P
3.ly/Perc
Can you design
the form of your
system to suggest
particular actions
(or constraints on
action) to users?
Reshaping the holes on bins to
match the ‘form’ of different types
of waste has been shown to increase Design
recycling levels significantly with
Intent
61. Possibility trees Pe
P
3.ly/Perc
Can you give
people a ‘map’ of
the routes or
choices they can
use to achieve
different goals?
Presenting a simplified set of poss-
ibilities, transport maps can influence Design
with
users’ perceptions of geography, and Intent
promote certain routes over others
62. Prominence Pe
P
3.ly/Perc
Can you direct your
users’ attention to
what you want, by
making it more
prominent, obvious
or exaggerated?
The ‘big red button’ is a common
way of making a control prominent.
Here on London’s DLR, it is recessed Design
to help avoid accidental presses with
Intent
63. Proximity & grouping Pe
P
3.ly/Perc
Can you group
elements so that
users perceive
they have similar
functions or should
be used together?
This power supply has controls
often used in pairs (coarse & fine
voltage adjustment, and output Design
terminals) explicitly grouped with
Intent
64. Seductive atmospherics Pe
P
3.ly/Perc
Can you use
ambient sensory
effects (sound,
light, smell, etc) to
encourage users to
interact or behave
in the way you’d like?
The distinctive ‘Subway smell’ may
only be a by-product of baking, but
intentional ‘scent branding’ is incr- Design
easingly common in retail design with
Intent
65. Similarity Pe
P
3.ly/Perc
Can you make
elements look
similar so users
perceive them to
share characteristics,
or that they should
be used together?
Paid-for links on Microsoft’s
Bing look very similar to the real
search results, to increase the Design
chance of users clicking them with
Intent
66. Transparency Pe
P
3.ly/Perc
Can you (perhaps
selectively) reveal
what’s going on
under the surface,
to influence users’
perceptions and
behaviour?
Dyson’s transparent dust container
both demonstrates the vacuum
cleaner’s effectiveness, and makes Design
it likely to be emptied more often with
Intent
67. Watermarking Pe
P
3.ly/Perc
Can you make a
user feel like he
or she (or
someone else)
‘owns’ or has
responsibility for
something?
One UK shopkeeper writes custom-
ers’ names on the packaging of
snacks they buy, discouraging litter- Design
ing through ‘taking ownership’ with
Intent
68. Cg
C
Cognitive Lens 3.ly/Cogn
The Cognitive Lens draws on research in Images for Desire for Order and
Personality are promotional photos from
behavioural economics and cognitive psychology the Interactive Institute’s AWARE project
looking at how people make decisions, and how (http://www.tii.se/aware/designConcept.h
tml) and Philips robotics
this is affected by ‘heuristics’ and ‘biases’. If (http://www.research.philips.com/technol
ogies/projects/robotics.html)
designers understand how users make
interaction decisions, that knowledge can be Images for Decoys, Do as you’re told,
Provoke empathy, Rephrasing &
used to influence interaction behaviour. Equally, renaming and Social proof are
where users often make poor decisions, design screenshots of Magazines.com, the US
DHS ESTA website, Twitterfall.com,
can help counter this, although this may lead to Twitter.com and Amazon.co.uk
a ‘we know what’s best for you’ attitude. respectively.
Other photos by Dan Lockton
Dozens of cognitive biases and heuristics have
been identified which could potentially be
applied to design. The patterns detailed below
are some of the most commonly used; this
selection draws heavily on the work of Robert Design
Cialdini, Richard Thaler and Cass Sunstein. with
Intent
69. Assuaging guilt C
3.ly/Cogn
Can you influence
users by helping
them reduce
feelings of guilt
about their
behaviour?
This message both implies that one
should feel bad about the ethics of
coffee production, and offers an Design
easy way to take away the guilt with
Intent
70. Commitment & consistency Cg
C
3.ly/Cogn
Can you get users
to commit to an
idea or goal, so
they feel they
should behave
consistently with
this commitment?
In a 1976 study, householders
sent a ‘We are saving oil’ sticker
subsequently used 10% less heating Design
oil than groups not sent the sticker with
Intent
71. Decoys Cg
C
3.ly/Cogn
Can you add
‘decoy’ choices,
making the
others (which you
want people to
pick) look better in
comparison?
Would you choose the $79.88
option here, when the other two
offer you a free gift AND save you Design
slightly more money? with
Intent
72. Desire for order Cg
C
3.ly/Cogn
Can you use
people’s desire
for tidiness to
influence them to
rearrange elements
or take actions
you want them to?
The AWARE Puzzle Switch, a light
switch design by Loove Broms and
Karin Ehrnberger, is visibly ‘disordered’ Design
when in the ‘on’ position with
Intent
73. Do as you’re told Cg
C
3.ly/Cogn
Can you use an
authority figure
or authoritative
instruction to
tell users what
they should (or
should not) do?
Impenetrable ‘agreements’ such
as this often make heavy use of
authority (and threats) to reinforce Design
their message: do as you’re told with
Intent
74. Emotional engagement Cg
C
3.ly/Cogn
Can you design
your system to
engage people’s
emotions, or make
them emotionally
connected to their
behaviour?
The open beak of these ‘baby bird’
litter bins at a city farm (visited by
lots of children) suggests that they Design
are hungry and would like to be fed with
Intent
75. Expert choice Cg
C
3.ly/Cogn
Is it possible to
show users the
choices that an
expert or authority
figure would make
when in the same
situation they’re in?
Endorsements where the celebrity
is an ‘expert’ (such as chef Heston
Blumenthal in this Waitrose Design
campaign) can lend credibility with
Intent
76. Framing Cg
C
3.ly/Cogn
Can you selectively
present choices
in a way which
frames the range
available in a more
positive light?
Starbucks’ drink sizes start with
‘tall’, framing the range further up
the scale and avoiding any mediocre Design
implications of ‘small’ or ‘medium’ with
Intent
77. Habits Cg
C
3.ly/Cogn
Can you make it
easy for a new
behaviour to
become habitual,
by building it into
an existing routine?
Simply choosing to take the stairs
rather than the lift / elevator can
quickly become part of a daily Design
routine at home or work with
Intent
78. Personality Cg
C
3.ly/Cogn
Can you give your
system a
personality or
character that
engages users,
becoming a
‘social actor’?
Dutch researchers have used Philips’
iCat robot to influence users’ decision-
making with washing machines, Design
advising and expressing opinions with
Intent
79. Provoke empathy Cg
C
3.ly/Cogn
Can you help users
see other people’s
perspectives and
thought processes,
by revealing them
through the design
of your system?
Twitter, Facebook et al allow us to Design
see at any moment the problems with
Intent
and concerns of millions of others just
like us (or not) all over the world
80. Reciprocation Cg
C
3.ly/Cogn
Can you make users
feel they’ve been
done a favour (by
the system, or by
other users) and
want to return it?
This busker’s postcards may be
‘free’, but the social norms of
reciprocation mean most people Design
will give him some tip in return with
Intent
81. Rephrasing & renaming Cg
C
3.ly/Cogn
Can you rephrase
or rename what
you’d like users to
do, so it aligns
better with what
they already want
to do?
Twitter changed the name of the
‘Devices’ tab to the more easily
understandable ‘Mobile’ to encourage Design
more users to set up their phones with
Intent
82. Scarcity Cg
C
3.ly/Cogn
Can you emphasise
that a resource is
valuable, limited in
quantity, or
running out (or
actually limit it
artificially)?
We’re used to retailers emphasising
that ‘everything must go’ and then
not actually closing; in this case, Design
however, the shop did close down with
Intent
83. Social proof Cg
C
3.ly/Cogn
Can you show
people what other
users like them are
doing in this
situation, and
which choices are
most popular?
Amazon’s recommendations can
be helpful to buyers by expanding
the scope of their knowledge, while Design
increasing sales for Amazon with
Intent
84. Mv
M
Machiavellian Lens 3.ly/Mach
The Machiavellian Lens comprises design Image for Antifeatures & crippleware is
from Orin Zebest's Flickr stream,
patterns which, while diverse, all embody an ‘end CC-BY-SA licensed
justifies the means’ approach of the kind (http://www.flickr.com/photos/orinrobertj
ohn/68106611)
associated with Niccolò Machiavelli. These will
often be considered unethical, but nevertheless Images for First one free, Forced
dichotomy and Slow/no response are
are commonly used to control and influence screenshots of Bill Moggridge’s
consumers through pricing structures, planned ‘Designing Interactions’ website
(http://www.designinginteractions.com/b
obsolescence, lock-ins and so on, and are central ook), an example survey built using
to work by authors such as Vance Packard and surveymonkey.com, and a registration
form on the Univadis website
Douglas Rushkoff, revealing the ‘hidden’ (http://www.univadis.co.uk/medical_and_
structures which shape our everyday behaviour. more/Registration?locale=en_GB)
respectively.
In technology contexts, Benjamin Mako Hill and
Chris Nodder have both done great work Other photos by Dan Lockton
exploring this area.
Elements of game theory are present in some of
the patterns, and this is worth further investigation. Design
with
Intent
85. Anchoring Mv
M
3.ly/Mach
Can you affect
users’ expectations
or assumptions
by controlling the
reference points
they have?
Restaurant menus may use
‘anchor’ items: prominently placed,
higher-priced dishes, raising what Design
customers expect to be paying with
Intent
86. Antifeatures & crippleware Mv
M
3.ly/Mach
Can you deliberately
disable some
functions even
though they’re still
present, to drive
users to upgrade,
or to allow price
discrimination?
Sony’s cheaper 60-minute MiniDiscs
were identical to the 74-minute ones
except for a pre-written portion of Design
code preventing full use of the space with
Intent
87. Bundling Mv
M
3.ly/Mach
Can you include
something you
want users to do,
along with
something they
want to do, so both
get done?
Crushing up pills or tablets in a
spoonful of peanut butter can be a
good way to get dogs to take medi- Design
cines they would otherwise refuse with
Intent
88. Degrading performance Mv
M
3.ly/Mach
Can you degrade
the performance
of a product or
system until users
comply with some
behaviour change
you want?
Some Nokia phones allegedly
sense when a 3rd-party battery is
used and switch into a high-power Design
mode so it runs out more quickly with
Intent
89. First one free Mv
M
3.ly/Mach
Can you give
something away
which gets people
interested or
addicted, so they
come back and
pay for more?
Offering one chapter (often the
introduction) free has become
increasingly common as a way of Design
promoting new books more widely with
Intent
90. Forced dichotomy Mv
M
3.ly/Mach
Can you configure
a system so there
is no ‘middle
ground’ possible,
and users must
make a choice one
way or the other?
An even-numbered (e.g. four-
point) rating scale does not allow a
‘middle’ value: it forces respondents Design
into making a ‘good or bad?’ choice with
Intent
91. Format lock-in/out M
3.ly/Mach
Can you design
your system so
users become
committed to a
particular format
or way of doing
things?
Panasonic cameras include a
‘battery authentication’ system,
which prevents using cheaper Design
non-Panasonic replacements with
Intent
92. Functional obsolescence Mv
M
3.ly/Mach
Can you design
things to become
technologically
superseded (or
even wear out)
quickly, so people
replace them?
While new models do bring real
technological advances, Apple has
managed to create an ‘upgrade Design
treadmill’ for iPhone buyers with
Intent
93. I cut, you choose Mv
M
3.ly/Mach
Can you structure
a system so that
no one user can
get an advantage
over others
simply by being
first to act?
If person 1 cuts a cake into halves,
and person 2 chooses the half he or
she wants, there is no advantage in Design
person 1 cutting the cake unfairly with
Intent
94. Poison pill Mv
M
3.ly/Mach
Can you arrange
things so that an
otherwise attractive
option has an
unpleasant, self-
defeating deterrent
side-effect?
Security ink tags release indelible
ink if removed incorrectly, in an
attempt to make it simply not Design
worth stealing the clothes with
Intent
95. Serving suggestion Mv
M
3.ly/Mach
Can you direct
users to use a
product or system
in a particular way
through examples
or demonstrations?
Alka-Seltzer reputedly introduced
the ‘two tablets per dose’ direction
to users as part of a 1960s TV ad; Design
before that, only one was taken with
Intent
96. Slow / no response Mv
M
3.ly/Mach
Can you get users
to try different
actions or repeat a
behaviour by
making the system
respond or give
feedback slowly?
Duplicate orders can be a problem
where web forms are slow to submit
and users click multiple times: this Design
kind of instruction is common with
Intent
97. Style obsolescence Mv
M
3.ly/Mach
Can you design
things to become
unfashionable or
undesirable quickly,
to spur the desire
for replacement or
upgrades?
Fashions and trends are obvious in
high-street retailing, but are also
prevalent (and can be deliberately Design
created) in other fields with
Intent
98. Worry resolution Mv
M
3.ly/Mach
Can you help
users overcome
worry about their
behaviour (perhaps
after having
suggested it in
the first place)?
The term ‘halitosis’ was allegedly
introduced in a 1921 Listerine ad, part of
a series making people worried about Design
bad breath, then offering a solution with
Intent
99. S
Se
Security Lens 3.ly/Secu
The Security Lens represents a ‘security’ Image for Sousveillance is a screenshot
of TheyWorkForYou
worldview, i.e. that undesired user behaviour is (http://www.theyworkforyou.com)
something to deter and/or prevent though Other photos/images by Dan Lockton,
‘countermeasures’ designed into products, including photo of Mentor Teaching
Machines textbook
systems and environments, both physically and
online, with examples such as digital rights
management.
From a designer’s point of view, this can often
be an ‘unfriendly’ – and in some circumstances
unethical – view to take, effectively treating
users as ‘guilty until proven innocent’. However,
thinking further about the patterns, it’s possible
to think of ways that they could be applied to
help users control their own habits or behaviour
for their own benefit – encouraging exercise, Design
reducing energy use, and so on. with
Intent
100. Coercive atmospherics Se
S
3.ly/Secu
Can you use
ambient sensory
effects (sound,
light, smell, etc) to
make it harder for
users to behave in
certain ways?
Blue lighting is used in some pub-
lic toilets (e.g. here, in Edinburgh)
to discourage drug injection by Design
making veins difficult to see with
Intent
101. Peerveillance S
Se
3.ly/Secu
What happens if
users know (or
believe) that what
they’re doing is
visible to their
peers also using
the system?
Neighbourhood Watch schemes
are signed so that they provide a
deterrent effect—”people here are Design
vigilant about what’s going on” with
Intent
102. Sousveillance Se
S
3.ly/Secu
Can you give people
‘lower down’ a
hierarchy the
ability to observe
and monitor the
behaviour of
people above them?
TheyWorkForYou allows the public
to monitor politicians’ activities
easily: transparency leading to Design
better accountability with
Intent
103. Surveillance Se
S
3.ly/Secu
What happens if
users know (or
believe) their
behaviour is visible
to or monitored by
people in positions
of power / authority?
CCTV is often presented as a
crime deterrent, influencing public
behaviour, whether or not it is Design
switched on or actually monitored with
Intent
104. Threat of injury Se
S
3.ly/Secu
What happens if
your design
threatens to (or
actually does)
harm users who
behave in the
‘wrong’ way?
Spikes on walls—such as these
stick-on plastic ones—can act as a
deterrent to climbing or sitting, Design
with varying effectiveness with
Intent
105. Threat to property Se
S
3.ly/Secu
What happens if
your design
threatens to
damage users’
property if they
use it the
‘wrong’ way?
‘Traffic control spikes’ are an
attempt to enforce one-way traffic
at entrances to car parks (etc): the Design
threat is made very clear with
Intent
106. What you can do Se
S
3.ly/Secu
Can you give
users different
choices or access
to functions
depending on the
capabilities they
can demonstrate?
Child-proof lids are often used on
containers for dangerous
substances, such as medicines and Design
garden and cleaning products with
Intent
107. What you have S
Se
3.ly/Secu
Can you give users
options or access
to different functions
depending on their
possession of a
special tool, key,
device or token?
Access cards allow the issuer to
restrict entrance to certain
buildings or areas to whoever has a Design
card with the right permissions with
Intent
108. What you know S
Se
3.ly/Secu
Can you test what
users know
(information,
passwords, etc) to
give them access
to different
functions?
Remembering usernames, pass-
words and answers to security ques-
tions is increasingly part of our Design
everyday lives, on- and offline with
Intent
109. What you’ve done S
Se
3.ly/Secu
Can you change
the options
available to
users based on
their current or
previous
behaviour?
‘Teaching machine’ textbooks
allow students to progress in
different orders depending on which Design
concepts need more explanation with
Intent
110. Where you are S
Se
3.ly/Secu
Can you make
different choices
available to
users depending
on their location?
Some supermarket trolleys have
devices fitted to lock the wheels
when taken outside a defined area, Design
usually an adjacent car park with
Intent
111. Who or what you are Se
S
3.ly/Secu
Can you use criteria
innate to particular
individuals, groups
or objects to block
or make different
options available?
Artificial height restrictors
attempt to allow only certain types
of vehicles into a car park, by Design
discriminating on vehicle height with
Intent