The document discusses the concept of persuasive design, which is about influencing choices without coercion. It explains that designers can subtly influence behavior through small details and by understanding human psychology. Specifically, it describes how people tend to discount future rewards and benefits, are swayed more by immediate needs and emotions, and have biases that can be addressed through design, such as by making positive behaviors the default choice or easy option. The overall goal of persuasive design is to automate behavior change for the better by addressing human tendencies and biases.
Qualitätsmanagementsystem (QMS) für Medizinprodukte mit ConfluenceAppsfactory GmbH
Um medizinische Produkte herstellen zu können, ist ein Qualitätsmanagementsystem nach der ISO Norm 13485 erforderlich. Appsfactory berät Hersteller bei der Entwicklung und Zulassung von Software als Medizinprodukt. Einen ersten Überblick über Anforderungen und mögliche Lösungen, erhalten Sie in dieser Broschüre. Für mehr Informationen rund um alle Dienstleistungen besuchen Sie gerne unsere Medical Webseite oder kontaktieren Sie uns direkt über unser Formular.
NVC is a communication technique for the purpose of achieving mutual understanding through relationship-building. NVC Improves the quality of personal and professional relationships. This method is attributed to Dr. Marshall Rosenberg
Important concepts around how we all make decisions. This presentation introduces the work of Nobel prize winner Daniel Kahneman on Cognitive Biases, and helps you understand why we make errors in judgement, and how to look for signs you're about make one.
The Art of Persuasive Design: Building Apps that StickDolce Design
What does it take to attract new users and get them to fall in love with your app? How do you keep them coming back for more? How do you become the preferred app for a specific task? Let’s go beyond gamification to explore more enduring ways of gaining and keeping fans. Learn how to build persuasive design into your app right from the start to increase traction and magnify your success as you grow. See working examples of design that delivers more than just a pretty skin.
Usability has become a commodity. Innovative user experience designers are moving forward to persuasive design, where the art of seduction is central. This brand new work-field borrows from psychology and biology. In this presentation you will find parallels, current best practices and some speculation on what's next?
Qualitätsmanagementsystem (QMS) für Medizinprodukte mit ConfluenceAppsfactory GmbH
Um medizinische Produkte herstellen zu können, ist ein Qualitätsmanagementsystem nach der ISO Norm 13485 erforderlich. Appsfactory berät Hersteller bei der Entwicklung und Zulassung von Software als Medizinprodukt. Einen ersten Überblick über Anforderungen und mögliche Lösungen, erhalten Sie in dieser Broschüre. Für mehr Informationen rund um alle Dienstleistungen besuchen Sie gerne unsere Medical Webseite oder kontaktieren Sie uns direkt über unser Formular.
NVC is a communication technique for the purpose of achieving mutual understanding through relationship-building. NVC Improves the quality of personal and professional relationships. This method is attributed to Dr. Marshall Rosenberg
Important concepts around how we all make decisions. This presentation introduces the work of Nobel prize winner Daniel Kahneman on Cognitive Biases, and helps you understand why we make errors in judgement, and how to look for signs you're about make one.
The Art of Persuasive Design: Building Apps that StickDolce Design
What does it take to attract new users and get them to fall in love with your app? How do you keep them coming back for more? How do you become the preferred app for a specific task? Let’s go beyond gamification to explore more enduring ways of gaining and keeping fans. Learn how to build persuasive design into your app right from the start to increase traction and magnify your success as you grow. See working examples of design that delivers more than just a pretty skin.
Usability has become a commodity. Innovative user experience designers are moving forward to persuasive design, where the art of seduction is central. This brand new work-field borrows from psychology and biology. In this presentation you will find parallels, current best practices and some speculation on what's next?
Presentation given to IxDA Singapore on art of persuasive design.
Is your landing page conversion rate low? Do users keep missing your big “Subscribe” button? Do users miss your cross-sell popup? Chances are this lack of action has got to do with low motivation. People may not be motivated even if you make the font size bigger. Motivation is driven by internal, emotional triggers rather than external ones.
The good news is that we can use the science of influence and persuasion to motivate people to take action. We call this the art of persuasive design.
In this session, we will share examples of persuasive design strategies such as reciprocity and social proof to drive action.
The Designer's Playbook for Persuasive Design - GSummit 2014Matt Danna
Presented during Gamification Summit 2014 on Thursday, June 12th, 2014, 11:30-12pm, Concourse Exhibition Center, Main Stage.
http://sched.co/1n79ULf
========================
SESSION DESCRIPTION:
User interface design is no longer only about making apps usable and websites look pretty. Everyday you touch, tap, swipe, and click hundreds of interfaces that were carefully crafted with you in mind. Every interface is a potential experiment in persuading you to take certain actions or conform to prescribed behavior. While you’re usually cognizant of technology that attempts to modify your habits or change your behavior, there are an increasing number of products that are not behavior-changing technologies per se, but they have begun employing tactics on a micro-level to influence you and generally go unnoticed without your awareness. Through persuasive design, designers are building interfaces to meet business goals – goals that may not be aligned with your needs as a user.
This presentation is a practical deep dive on design tactics that harness the power of user persuasion in their products. Designers, product managers, and marketers: this one’s for you.
These are the slides for my Product Management Workshop hosted by UpGrad on 8 Nov 2016.
Take a look at fundamentals of usability
Learn why usability is not enough
Understand that trust is a threshold
A few tips and tricks to build trust
Takeaway a few Persuasion Techniques
Learn Basics of Persuasive Design Strategy
Further Reading
Conversion Bliss: The Persuasive Design ChecklistEmagination ®
How to use Persuasive Design to improve conversion. This presentation summarizes the key findings from psychology that you need in order to increase the likelihood of converting your customers online. 20 years of research, 11 books turned into a 20 minute presentation!
Over my last 12 years working in usability, persuasion & optimisation, these are the most influential persuasive techniques that brands use to encourage visitors to take action
The Science And Art Of Persuasive DesignJohn Whalen
Humans are far from perfectly logical. There have been a slew of new books out there linking what Psychologists have known for years with our everyday behavior. However, we’re only just beginning to use some of these principles effectively online. Find out what the principles are, and how you might be able to put them to work for you.
What You Will Learn:
• What is persuasive design? What are keys to being persuasive?
• What is the business benefit of using Persuasive Design?
• How do I get started?
• How will I know if I’m successful?
• Where can I learn more?
La lezione tenuta da Michela Perotti e Elena Zordan alla School of Management del Politecnico di Milano su come sia possibile progettare con le persone.
Nathalie Nahai - 5 psychological principles of persuasive designNathalie Nahai
In this presentation for the Habit Summit, I outline 5 of the most powerful psychological principles for persuasive product design:
1. Endowed progress
2. Sunk-cost fallacy
3. Appointment dynamic
4. Opportunity Cost
5. Hedonic adaptation
During the talk I’ll explain their scientific basis and illustrate their application with numerous case studies, as well as give practical tips on how you can implement these principles in your own work.
Hope you enjoy it!
NN x
Beyond usability: Designing with persuasive patternsAnders Toxboe
Cards.ui-patterns.com
Traditionally, UI design has its focus on improving usability for the user. Persuasive design has its focus on improving motivation.
Learn how to apply psychology to design engaging digital experiences that make people take action. For this, we will examine how we are as humans, how we think and what behavioral patterns drive our journey through an interface. You will learn what motivate users when they make decisions and how they make decisions.
The appropriate approach to engaging your users, depend on where they are in a product's lifecycle.
We will examine a selection of important stages of the user-relationship:
- How to build trust
- How to get user to understand what difference your product makes.
- How to get users started
- How to get users discovering the complete offer
- How to make them stick around and come back
- And how to make them love your product and talk about it
Learn more at UI-Patterns.com
When considering what makes a great product designer we often make the mistake of lumping a wide range of skills under one role. This might make writing a job description easier but it makes it harder to focus on what needs to be done and how to get the best out of product design roles. Identifying the right skills for the right role, and aligning that with the product vision is of critical importance. In this workshop, we’ll be focusing on the day to day skills a designer needs to have to address the challenges in a world of ever-evolving products.
What activities will you be participating in during this workshop?
- Explore the evolving role of the product designer.
- Understanding where your company sits on the product design and digital evolution scale, and what this means for you.
- Learn how high-performing product teams align their product vision, strategy and priorities to deliver results.
- Develop a model to reliably select the right priorities and metrics to measure the performance of your product design
- Understanding how to use customer feedback to drive results and unblock obstacles.
- Learn how to work with others on your team to navigate through the inevitable challenge of change.
What will you take away from this workshop?
Lifelong skills in understanding product design and how it fits into an organization. Flexible and versatile models for managing your path through fast-changing organizations and dynamic product environments. Product design management skills to build a stronger team whether you’re an individual contributor or a team leader. The knowledge that will help you find a better fit, or better role, in your current or future organization.
131217 the recommender revolution : recent data for direct marketing institut...Jan Van den Bergh
Plenty of recent data from here, there and everywhere on the recommender revolution and how the Holaba model measures the recommendation power of both brands and consumers by asking The One (Simple) Question.
HPE Ideas Transformation Box delivers an actionable process for discovering new opportunities, validating customer engagement, and evaluating new business potential. For more information visit: http://www8.hp.com/us/en/solutions/ideas-transformation-box.html
FINAL PERSONAL TAKEAWAYS Action Plan Take a few mi.docxmydrynan
FINAL PERSONAL TAKEAWAYS
Action Plan
Take a few minutes and complete this Action Plan about driving for results.
Driving for Results
Self-Handicaps
What is the
Situation
Trigger Impact on
Others
What to Do/When
Having no personal
vision/action plan
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Developing mastery
goals for yourself
(Getting yourself
straight)
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Modeling mastery
and creating an
environment of
mastery for
employees
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Avoiding Challenge ___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Staying “busy”
without aligning
processes with
outcomes
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Day dreaming
without results
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Allowing distractions ___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Making work
meaningful for
employees
___Expedient
___Avoiding
___Apprehension
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
Baby Steps
This chapter is the final step in eliminating self-handicapping. Lots of issues were discussed, but here are
a few baby steps for you to implement now.
The baby steps for this chapter are:
1. Every day, start with a small and easy task that you can complete quickly - Don’t forget to make
your bed every morning! Be proud of it.
2. Write out a personal vision of building competence and develop an action plan that aligns with
that vision.
3. From the plan, identify a longer-term goal and break it down into yearly, monthly, and weekly
target checkpoints.
4. Take a piece of paper and write down all of the things you did last week that were not mastery-
oriented. What did you do to be better or to stay out of trouble? Think about the proportion of
time spent in performance goals and how that is affecting your career.
Follow Up Question ...
Learn the 9 Pillars to Success in Network Marketing In this FREE online video training course You will learn the exact strategies and develop a game plan on how to take your business to the next level! by expert Eric Worre. Get Your Free Course Now!
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
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.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
2. Agenda
___________________________
>
ü I will rant (1 hora)
ü I will go out for a cigarette and you may
watch (10 mins)
ü You will put together something fabularse
(45 mins)
ü You will present your brilliant ideas
(whatever time is left – but you’re not
getting out of it)
4. The Rules
___________________________
>
ü This is an open forum
ü If I’m boring you – let me know
> throw a pen at my head
ü Questions at any time
> Raise your left hand and right foot
ü I will circulate the deck afterwards
5. Persuādēre
(lat) verb
1. Persuade, convince
2. Prevail upon or induce to do something
What is Persuasive Design?
___________________________
>
Beyond interaction design
6. Another methodology? Really?
___________________________
>
Information architecture is about making things findable
Interaction design is about making things usable
Content strategy is about making things meaningful
Experience design is about making things seamless
_______________________________________
Persuasive design is about making things
influential
7. Everything matters
___________________________
>
ü There is no such thing as
“Neutral Design”
ü Small and apparently
insignificant details can
have major impact
on people's
behaviour.
8. Deeper meaning
___________________________
>
Through understanding and enabling behaviour,
we can move towards creating meaningful impacts by
influencing behaviour
Understand Enable Influence
Behaviour Behaviour Behaviour
User Research Interaction design Persuasive design
Impact
9. Changing behaviour
___________________________
>
Persuasive technology is about
automating behaviour change.
_______________________________________
To effectively encode experiences that change
behaviours, we have to
understand human psychology
10. The present &
future self
___________________________
>
Longevity and Now
11. The Now Factor
___________________________
What would you prefer?
>
$100 now or $200 in 1 year
_______________________________________
Hyperbolic
discounting
Given 2 similar rewards,
humans preference is for
the earlier reward.
We discount the value of
the later reward.
14. Device Failure
___________________________
>
Context has a huge effect on our
commitment to our future self
_______________________________________
Those who pay for gym
membership by the month
end up paying
70% more
than those who pay per visit.
15. The Arousal Effect
___________________________
>
Why can’t we commit to our future self?
ü Hot & cold states
ü We underestimate the effect
of arousal - Lowenstein’s “Hot-
cold empathy gap”
ü Our behaviour is altered when
we’re “under the influence”
- Restraint Bias
16. Automatic & Reflective
___________________________
>
Automatic System Reflective System
§ Uncontrolled § Controlled
§ Effortless § Effortful
§ Associative § Deductive
§ Fast § Slow
§ Unconscious § Self Aware
§ Skilled § Rule following
Automatic system usually wins over reflective in a Hot state
19. Persuading for better outcome
___________________________
>
Arousal + mindless choosing
= bad long term outcome
_______________________________________
Design for
context,
arousal and
automatic
pilot
20. Persuading for the future self
___________________________
>
“ We might neglect our future selves
“
because of some failure of belief or
imagination. - Derek Parfit
_______________________________________
Help people
imagine through
time – to see our
future selves
25. The Kano Model
t
Del ig h
Need Fulfillment
Model: Noriaki Kano Satisfaction
26. Bi-as
noun
a particular tendency or inclination,
especially one that prevents unprejudiced
consideration of a question; prejudice.
Bias
___________________________
>
Psychological tendencies that effect our decisions
27. The peak-end rule
___________________________
We judge our past experiences almost entirely on
>
how they were at their peak (whether pleasant or unpleasant)
and how they ended.
Peak
End
When we do this we discard virtually all other information, including net
pleasantness or unpleasantness and how long the experience lasted.
32. Confirmation bias
___________________________
We have a tendency to search for or interpret information in a way that
>
confirms our preconceptions.
So
what
you
really
mean
is
that
my
design
Erm…
I
don’t
is
actually
perfect…
get
this…
Shh!
Quiet
9me!
36. What is a “Nudge”?
___________________________
>
A "Nudge" is anything that significantly
alters the behaviour
of humans.
Nudging gives us the power to
improve decisions about
life
38. The Status Quo Bias
___________________________
The
>
"Yeah
whatever”
heuristic
Inertia
- a strong desire to
stick with what you have
even when change is in our best
interest.
39. Defaults
___________________________
>
We tend to follow the path of least resistance
Our tendency to
do nothing is
reinforced if the
default option comes
with the notion that it
is the normal or
recommended option
40. Social Proof
___________________________
>
We tend to follow the herd
ü People will do things that
they see other people
doing
ü People are nudged by
other people - people
become more likely to
conform when they know
they will be heard / seen
by others
ü We can nudge through
showing what other people
are doing
41. Framing
___________________________
>
Our choices are effected by how problems are stated
ü Framing in terms of loss
is more effective
ü We are mindless /
passive decision makers
and don't let our
reflective system
reframe the problem
42. Priming
___________________________
>
ü Making things visible /salient changes behaviour
ü Priming is unconscious / Automatic
The
Mere-
measurement
effect
people are likely to act in
accordance with what they say
they intend to do
43. Anchoring & Adjustment
___________________________
Influencing the decision by subtly
>
suggesting a starting point
_______________________________________
The dating heuristic
How happy are you? “I haven’t dated
for ages…
I MUST be
How often are you dating? miserable”
44. Availability
___________________________
>
We assess risk based on how readily
examples come to mind (Automatic system)
Salience is increased:
ü personal
experience,
ü Vividness & easily
imagined events
ü Recency
46. Nudging in action
___________________________
>
ü Quit smoking without a patch
(quit or lose your cash)
ü Gambling self ban
(Reflective over Auto)
ü Dollar a day keeps the baby away
(reduce subsequent teenage pregnancy)
ü Disulfiram
(the incredible hangover)
ü Civility check
(abusive email delay)
50. Core Motivators
___________________________
>
ü Pleasure / Pain
immediate, in-the-moment, primal
ü Hope / Fear
Anticipation of an outcome
ü Social acceptance / rejection
behave to get accepted and avoid rejection
52. Behaviour triggers
___________________________
>
ü Spark
motivates a behaviour
ü Facilitator
makes behaviour easier
ü Signal
reminds or indicates – doesn’t seek to motivate or
simplify
53. 3 factors of behaviour
___________________________
>
Motivation Ability Trigger
Want Can Told to
For a behaviour to happen, temporal
convergence of these 3 things must occur
54. Kairos
___________________________
>
Timing is key to triggers
Kairos is the opportune moment to persuade
When ability and
motivation put us
above the behaviour
activation threshold
56. Changing behaviour
___________________________
>
Motivation + Ability + trigger
A successful trigger is
ü Noticed / recognized
ü associated to a behavior
ü there when user is both
motivated and able to
take action
57. Persuading with Fogg
___________________________
>
ü Help to motivate
ü Make it easier to do
ü Provide triggers in context
Persuasion design increases motivation
and /or makes something easier – but there
must be a trigger.
59. We have the power
___________________________
>
The idea that "Everything matters" is both
paralysing & empowering
We should try and influence choice to
make people better off
(as judged by themselves)
60. Use power for good
___________________________
>
To fix the world - you have to first
understand it
"Persuasion" refers to attempts to
influence behavior
Choice Architecture should be used for
social good not evil.
63. Your challenge
___________________________
>
1. Help Phillipa save for a holiday
2. Help me quit smoking
_______________________________________
ü What are the commitment devices?
ü Where do they fail?
ü What are the motivations and biases?
ü How can you make it easier?
ü What triggers can you use?
ü Take advantage of all channels.
You will need to present your idea and the methodology behind it