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From Deception to Clarity

My talk for dsgnday 2015, Amsterdam.

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From Deception to Clarity

  1. 1. Deception From to Clarity Stephen Hay, dsgnday Amsterdam THOUGH TS ON DE CE PTIO N I N WE B DESIGN
  2. 2. –DARW IN ORTIZ “People tend to see what they expect to see.”
  3. 3. Design decisions.
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  10. 10. People who stand to gain something from you have motive to deceive.
  11. 11. I ♥ Deception
  12. 12. Principles, Techniques, and Ethics of Stage Magic and Their Application to Human Interface Design Bruce “Tog” Tognazzini (1993)
  13. 13. –BRU CE “ TOG” TOGNAZZI NI “A trash can instead of a dialog requesting track and sector identification for zero-overwrite is simulation.”
  14. 14. Benevolent Deception in Human Computer Interaction Eytan Adar (University of Michigan), 
 Desney S. Tan (Microsoft Research), Jaime Teevan (Microsoft Research), 2013
  15. 15. Deception can be found in UIs all around us.
  16. 16.
  17. 17. Good vs Evil
  18. 18. Stupid Patterns
  19. 19. Dark Patterns
  20. 20.
  21. 21. “Roach Motel”
  22. 22. “Bait & Switch”
  23. 23.
  24. 24. Why people use dark patterns
  25. 25. Rather than deceiving users, enable them to do what you’d like them to do.
  26. 26. Deceit is the low-hanging fruit of persuasion
  27. 27. –BJ FOGG “By focusing on simplicity of the target behavior, 
 you increase Ability.”
  28. 28. A behavior model for persuasive design: Motivation Ability
  29. 29. –DARW IN ORTIZ “The audience must never be made to work.”
  30. 30. Clarifying techniques
  31. 31. 1. Use fewer props Add only the necessary to your UI
  32. 32.
  33. 33.
  34. 34. 2. Use a memory hook Be consistent
  35. 35. 3. Visually clarify the props Make it clear what everything does
  36. 36. “Don't stand in the elevator 
 when sheets of paper are flying around 
 to the side of the elevator.”
  37. 37. 4. Visually clarify the layout (That says it all)
  38. 38. 5. Make the hidden visible If it needs to be there, put it there.
  40. 40. 6. Eliminate time lags Design for performance
  41. 41. 7. Eliminate interruptions Avoid distractions from the task at hand
  42. 42. 8. Procedural directness Design fluid procedures
  43. 43. Delight vs Frustration :-) :-(
  44. 44. –HENNING N EL MS, M AGIC AND SH OWM AN SH IP “…some deceptions are permissable, others are unforgivable. No one expects a poker player to tell the truth about the cards he holds. However, if you try to deceive by dealing from the bottom of the deck, you may got shot and will certainly be shunned.”
  45. 45. Thank you! @stephenhay