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Using your
UX design
super powers
for Good or Evil
Theo Mandel, Ph.D.
Using your
UX design
super powers
for Good or Evil
Theo Mandel, Ph.D.
Title Page – Evil design using low contrast
USING YOUR
UX designSUPER POWERS
forGOOD OR Evil
Theo Mandel, Ph.D.
Title Page – Evil design using text effects
“In a report 'Truth, Lies and the Internet’
(2011), think tank Demos found that a third
of teens polled in the UK believe any
information found online was true without
qualification.
Even more staggering is that 15 percent of
that group admit to making a decision about
the truthfulness of content of a web page
based on appearance alone.”
Users decide trust in a site based on its appearance
Super heroes – historically
Super villains – historically
Super heroes – real-life UX designers
Super villains – real-life UX designers
Complex user experience - deadly
• Bomb Bay – bomb!
Simple user experience - deadly
Simple user experience - deadly
• Bomb Bay – warning sign!
Using UX for Good
Persuasive Design
Dark Patterns
Using UX for good
UX design powers should be used to do
Good things for users
not
Bad things to users
• Usability guidelines and standards
• Golden rules of UX design
Usability guidelines and standards
• Good Patterns vs. Dark Patterns
• Key industry players – Apple, IBM, Microsoft
• My background, starting at IBM (1982-1993)
Golden rules of UX design
• Standards/guidelines PLUS years of collective
research and experience
• Since the 1970’s (see Golden Rules presentation)
• My books and presentations for 20 years
• Keynote presentation – User eXperience Russia, 2009
• Over 14,000 views - Slideshare (top 3% of views 2013)
Golden rules of UX design
• Place users
in control
• Reduce user’s
memory load
• Make the
experience
consistent
Place users in control
Modeless
Flexible
Interruptible
Helpful
Forgiving
Navigable
Accessible
Facilitative
Preferences
Interactive
Place users in control - workflow
Planes
Trains
Automobiles
Place users in control - workflow
Customers /
Cashier want
to order in
any order!
Reduce users’ memory load
Remember
Recognition
Inform
Forgiving
Frequency
Intuitive
Transfer
Context
Organize
Reduce users’ memory load
Recognition
is better
Recall
is worse
Make the experience consistent
Continuity
Experience
Expectation
Attitude
Predictable
Make the experience consistent??
Make the experience consistent
Make the experience consistent??
Make the experience consistent??
Persuasive design
When 3 elements converge:
• Motivation
• Ability
• Triggers
Fogg behavior model
B.J. Fogg – 8-step persuasive design process
B.J. Fogg – 8-step persuasive design process
Persuasive design – real world
1. Choose a simple
behavior to target
Persuasive design – real world
2. Choose a
receptive audience
Persuasive design – real world
3. Find what is
preventing the
target behavior
Persuasive design – real world
4. Choose an appropriate
technology channel
Persuasive design – real world
5. Find relevant examples
of persuasive technology
Persuasive design – real world
6. Imitate successful
examples
Persuasive design – real world
Spillage rates
dropped 80%!!
7. Test & iterate
quickly
Persuasive design – real world
8. Expand on
success
Persuasive design – real world
Persuasive design – user options
Dark Patterns /
Evil by Design
People don’t kill people,
user experiences
kill people
Using UX for Evil
• Goal: Do bad things to users
• Dark Patterns – producing user interfaces
using UX techniques designed precisely to
trick people
• Poor design is not intentionally deceptive,
but dark UX design is!!
1940
Movie
Censorship
Federal Trade Commission
DotCom Disclosures (2013)
Updated advertising guidelines take into
account challenges created by rapid growth of
mobile and online advertising platforms,
particularly small screen size and other space
constraints.
New FTC guidelines seek to help businesses
apply many of the same principles to modern
technologies and marketing channels.
www.FTC.gov
FTC Effectiveness Factors – 4 P’s
1. Prominence: whether the qualifying information is
prominent enough for consumers to notice it and
read (or hear) it;
2. Presentation: whether the qualifying information is
presented in easy to-understand language that does
not contradict other things said in the ad and is
presented at a time when consumers’ attention is not
distracted elsewhere;
3. Placement: whether the qualifying information is
located in a place and conveyed in a format that
consumers will read (or hear)
4. Proximity: whether the qualifying information is
located in close proximity to the claim being qualified.
2013
EvilByDesign.info
“Tom said to himself that it was not such a
hollow world, after all. He had discovered a
great law of human action, without knowing it
— namely, that in order to make a man or a boy
covet a thing, it is only necessary to make the
thing difficult to attain.”
Mark Twain
The Adventures of Tom Sawyer, 1876
Evil by Design
Seven deadly sins (chapter on each)
• Pride
• Sloth
• Gluttony
• Anger
• Envy
• Lust
• Greed
Gluttony
UK Agriculture Minister John Gummer “enjoying” a burger with his
4-year old daughter, Cordelia. Who could possibly doubt his
intentions? Height of Mad Cow disease scare in UK, 1990.
If customers want to cancel, instill doubt by tapping into loss aversion.
DarkPatterns.org
Dark Patterns
• Interfaces easy to get in, hard to get out of
• Free trials/subscriptions aren’t easy to
cancel
• Hidden costs added on at the end of process
• Presenting multiple options
• Trick questions/deceptive form design
• Phishing websites and email
• Text effects
Easy to get in, HARD to get out
How do users log out?
Easy to get in, HARD to get out
How do users log out?
Easy to get in, EASY to get out!
How do users log out?
Free trials that aren’t easy to cancel
Free trials that aren’t easy to cancel
Free trials that aren’t easy to cancel
Free trials that aren’t easy to cancel
Free trials that aren’t easy to cancel
Violations of Effectiveness Factors
• Prominence
• Presentation
• Placement
• Proximity
Hidden costs at end of process
2010
$27.00
$40.20
$44.95
Hidden costs at end of process
2010
0$27.00
$40.20
$44.95
“We get it,” wrote Ticketmaster’s CEO, Nathan Hubbard. “You don’t like service fees.”
He continues, “You don’t like them mostly because you don’t understand what the heck they are for.”
All of the research we’ve done, and all of our conversations with fans like you tell us that the way we
present these fees in the check out process is a huge frustration for you and hurts ticket sales. You just
want to know UP FRONT in the buying process how much of your hard earned money you are being asked
to pay for a given seat.
If we are as transparent as possible with you sooner in the purchase process, you can make the decision
about how much you want to pay to go to an event.
The problem is that historically we haven’t told you how much you have to pay for a given seat until very
late in the buying process. And our data tells us this angers many of you to the point that you abandon
your purchase once you see the total cost, and that you don’t come back.
The data also says (and this is the important piece) that if we had told you up front what the total cost was,
you would have bought the ticket! So by perpetuating this antiquated fee presentation, fans are getting
upset, while we and our clients are losing ticket sales.
The “new” Ticketmaster
The “new” Ticketmaster
Upsell
More upsell
Even more upsell
Finally – hidden costs
Then, even more upsell
Presenting multiple options
Presenting multiple options
The middle option:
Overpriced top-tier option makes you feel the middle product is a bargain.
Trick Questions / Form Design
Phishing websites & email
May 16, 2014 – Online Trust Alliance (OTA) research shows malvertising increased by over
200% in 2013 to over 209,000 incidents, generating over 12.4 Billion malicious ad impressions.
Phishing websites & email
Phishing websites & email
Text effects – difficult to read
• Small
fonts
• All capital letters
• Poor contrast,
italics
• Text as
graphic
Persuasive vs. evil design
• Persuasion
• Transparent
• Upfront about intent
• “Nudging”
• Manipulation/Coercion
• Deceptive
• Disregards user interest
• “Shoving”
Persuasive Design Evil design
Good or evil?
Bruce Mau
• Famous Canadian architect/designer
• Founder of Bruce Mau Design
• 1998 – Amsterdam Conference
An Incomplete Manifesto for Growth
43 suggestions and admonitions, such as "Make
mistakes faster," "Allow events to change you,"
and "Ask stupid questions."
Super heroes – you!
UX super heroes = happy users
Theo Mandel, Ph.D.
theo@theomandel.com
www.theomandel.com
linkedin.com/in/theomandel
theomandel
visit Slideshare.net

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Using your User Experience (UX) Super Powers for Good or Evil - Theo Mandel, Ph.D.

  • 1. Using your UX design super powers for Good or Evil Theo Mandel, Ph.D.
  • 2. Using your UX design super powers for Good or Evil Theo Mandel, Ph.D. Title Page – Evil design using low contrast
  • 3. USING YOUR UX designSUPER POWERS forGOOD OR Evil Theo Mandel, Ph.D. Title Page – Evil design using text effects
  • 4. “In a report 'Truth, Lies and the Internet’ (2011), think tank Demos found that a third of teens polled in the UK believe any information found online was true without qualification. Even more staggering is that 15 percent of that group admit to making a decision about the truthfulness of content of a web page based on appearance alone.” Users decide trust in a site based on its appearance
  • 5.
  • 6.
  • 7. Super heroes – historically
  • 8. Super villains – historically
  • 9. Super heroes – real-life UX designers
  • 10. Super villains – real-life UX designers
  • 11.
  • 13. • Bomb Bay – bomb! Simple user experience - deadly
  • 14. Simple user experience - deadly • Bomb Bay – warning sign!
  • 15. Using UX for Good Persuasive Design Dark Patterns
  • 16. Using UX for good UX design powers should be used to do Good things for users not Bad things to users • Usability guidelines and standards • Golden rules of UX design
  • 17. Usability guidelines and standards • Good Patterns vs. Dark Patterns • Key industry players – Apple, IBM, Microsoft • My background, starting at IBM (1982-1993)
  • 18. Golden rules of UX design • Standards/guidelines PLUS years of collective research and experience • Since the 1970’s (see Golden Rules presentation) • My books and presentations for 20 years • Keynote presentation – User eXperience Russia, 2009 • Over 14,000 views - Slideshare (top 3% of views 2013)
  • 19. Golden rules of UX design • Place users in control • Reduce user’s memory load • Make the experience consistent
  • 20. Place users in control Modeless Flexible Interruptible Helpful Forgiving Navigable Accessible Facilitative Preferences Interactive
  • 21. Place users in control - workflow Planes Trains Automobiles
  • 22. Place users in control - workflow Customers / Cashier want to order in any order!
  • 23. Reduce users’ memory load Remember Recognition Inform Forgiving Frequency Intuitive Transfer Context Organize
  • 24. Reduce users’ memory load Recognition is better Recall is worse
  • 25. Make the experience consistent Continuity Experience Expectation Attitude Predictable
  • 26. Make the experience consistent??
  • 27. Make the experience consistent Make the experience consistent??
  • 28. Make the experience consistent??
  • 30. When 3 elements converge: • Motivation • Ability • Triggers Fogg behavior model
  • 31. B.J. Fogg – 8-step persuasive design process
  • 32. B.J. Fogg – 8-step persuasive design process
  • 33. Persuasive design – real world 1. Choose a simple behavior to target
  • 34. Persuasive design – real world 2. Choose a receptive audience
  • 35. Persuasive design – real world 3. Find what is preventing the target behavior
  • 36. Persuasive design – real world 4. Choose an appropriate technology channel
  • 37. Persuasive design – real world 5. Find relevant examples of persuasive technology
  • 38. Persuasive design – real world 6. Imitate successful examples
  • 39. Persuasive design – real world Spillage rates dropped 80%!! 7. Test & iterate quickly
  • 40. Persuasive design – real world 8. Expand on success
  • 41. Persuasive design – real world
  • 42. Persuasive design – user options
  • 43. Dark Patterns / Evil by Design People don’t kill people, user experiences kill people
  • 44.
  • 45. Using UX for Evil • Goal: Do bad things to users • Dark Patterns – producing user interfaces using UX techniques designed precisely to trick people • Poor design is not intentionally deceptive, but dark UX design is!!
  • 47. Federal Trade Commission DotCom Disclosures (2013) Updated advertising guidelines take into account challenges created by rapid growth of mobile and online advertising platforms, particularly small screen size and other space constraints. New FTC guidelines seek to help businesses apply many of the same principles to modern technologies and marketing channels. www.FTC.gov
  • 48. FTC Effectiveness Factors – 4 P’s 1. Prominence: whether the qualifying information is prominent enough for consumers to notice it and read (or hear) it; 2. Presentation: whether the qualifying information is presented in easy to-understand language that does not contradict other things said in the ad and is presented at a time when consumers’ attention is not distracted elsewhere; 3. Placement: whether the qualifying information is located in a place and conveyed in a format that consumers will read (or hear) 4. Proximity: whether the qualifying information is located in close proximity to the claim being qualified.
  • 49.
  • 51. “Tom said to himself that it was not such a hollow world, after all. He had discovered a great law of human action, without knowing it — namely, that in order to make a man or a boy covet a thing, it is only necessary to make the thing difficult to attain.” Mark Twain The Adventures of Tom Sawyer, 1876 Evil by Design
  • 52. Seven deadly sins (chapter on each) • Pride • Sloth • Gluttony • Anger • Envy • Lust • Greed
  • 53. Gluttony UK Agriculture Minister John Gummer “enjoying” a burger with his 4-year old daughter, Cordelia. Who could possibly doubt his intentions? Height of Mad Cow disease scare in UK, 1990. If customers want to cancel, instill doubt by tapping into loss aversion.
  • 54.
  • 56. Dark Patterns • Interfaces easy to get in, hard to get out of • Free trials/subscriptions aren’t easy to cancel • Hidden costs added on at the end of process • Presenting multiple options • Trick questions/deceptive form design • Phishing websites and email • Text effects
  • 57. Easy to get in, HARD to get out How do users log out?
  • 58. Easy to get in, HARD to get out How do users log out?
  • 59. Easy to get in, EASY to get out! How do users log out?
  • 60. Free trials that aren’t easy to cancel
  • 61. Free trials that aren’t easy to cancel
  • 62. Free trials that aren’t easy to cancel
  • 63. Free trials that aren’t easy to cancel
  • 64. Free trials that aren’t easy to cancel
  • 65. Violations of Effectiveness Factors • Prominence • Presentation • Placement • Proximity
  • 66. Hidden costs at end of process 2010 $27.00 $40.20 $44.95
  • 67. Hidden costs at end of process 2010 0$27.00 $40.20 $44.95 “We get it,” wrote Ticketmaster’s CEO, Nathan Hubbard. “You don’t like service fees.” He continues, “You don’t like them mostly because you don’t understand what the heck they are for.” All of the research we’ve done, and all of our conversations with fans like you tell us that the way we present these fees in the check out process is a huge frustration for you and hurts ticket sales. You just want to know UP FRONT in the buying process how much of your hard earned money you are being asked to pay for a given seat. If we are as transparent as possible with you sooner in the purchase process, you can make the decision about how much you want to pay to go to an event. The problem is that historically we haven’t told you how much you have to pay for a given seat until very late in the buying process. And our data tells us this angers many of you to the point that you abandon your purchase once you see the total cost, and that you don’t come back. The data also says (and this is the important piece) that if we had told you up front what the total cost was, you would have bought the ticket! So by perpetuating this antiquated fee presentation, fans are getting upset, while we and our clients are losing ticket sales.
  • 74. Then, even more upsell
  • 76. Presenting multiple options The middle option: Overpriced top-tier option makes you feel the middle product is a bargain.
  • 77. Trick Questions / Form Design
  • 78. Phishing websites & email May 16, 2014 – Online Trust Alliance (OTA) research shows malvertising increased by over 200% in 2013 to over 209,000 incidents, generating over 12.4 Billion malicious ad impressions.
  • 81. Text effects – difficult to read • Small fonts • All capital letters • Poor contrast, italics • Text as graphic
  • 82. Persuasive vs. evil design • Persuasion • Transparent • Upfront about intent • “Nudging” • Manipulation/Coercion • Deceptive • Disregards user interest • “Shoving” Persuasive Design Evil design
  • 84. Bruce Mau • Famous Canadian architect/designer • Founder of Bruce Mau Design • 1998 – Amsterdam Conference An Incomplete Manifesto for Growth 43 suggestions and admonitions, such as "Make mistakes faster," "Allow events to change you," and "Ask stupid questions."
  • 85.
  • 87. UX super heroes = happy users

Editor's Notes

  1. B-24 Liberator Bomber – Strategic bomber in WWII. Built in 1944
  2. Planes, Trains and Automobiles (1987) Steve Martin and John Candy
  3. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  4. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  5. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  6. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  7. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  8. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  9. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  10. 1980’s Researchers installed a ‘fly’ onto urinals across different airports around the world: The presence of a fly in a urinal literally changes human behavior. How come? Apparently men have an instinct to aim. When flies were introduced at Schiphol Airport in Amsterdam, spillage rates dropped 80 percent (don’t want to know how they measured it). This is a clear case of getting people to do what you want without using words. Persuasive design in action.
  11. It later turned out that Mr. Gummer knew of the dangers but was scared of the economic outcome if the news spread. He was thus prepared to risk his daughter’s health for political gain. This act didn’t seem to hurt his political career, as he is now a life peer in the House of Lords. However, he did leave a legacy because now when other politicians try similar PR tactics in the UK, it’s described as “doing a Gummer.”