Evil By Design 1st edition by Chris Nodder – Ebook PDF Instant Download/Delivery: 1118422147, 978-1118422144
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Product details:
ISBN 10: 1118422147
ISBN 13: 978-1118422144
Author: Chris Nodder
Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we’re susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:
- Pride — use social proof to position your product in line with your visitors’ values
- Sloth — build a path of least resistance that leads users where you want them to go
- Gluttony — escalate customers’ commitment and use loss aversion to keep them there
- Anger — understand the power of metaphysical arguments and anonymity
- Envy — create a culture of status around your product and feed aspirational desires
- Lust — turn desire into commitment by using emotion to defeat rational behavior
- Greed — keep customers engaged by reinforcing the behaviors you desire
Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use — but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.
Evil By Design 1st Table of contents:
- Provide reasons for people to use
- Social proof: Using messages from friends to make it personal and emotional
- Dispel doubt by repeating positive messages
- Personal messages hit home
- Gain public commitment to a decision
- Change opinions by emphasizing general similarities
- Use images of certification and endorsement
- Closure: The appeal of completeness and desire for order
- Help people complete a set
- Pander to people’s desire for order
- Manipulating pride to change beliefs
- Misplaced pride causes cognitive dissonance
- Sloth
- Desire lines: From A to B with as few barriers as possible
- Path of least resistance
- Reduced options and smart defaults smooth the decision process
- Provide fewer options
- Pre-pick your preferred option
- Make options hard to find or understand
- Negative options: Don’t not sign up!
- Sloth: Is it worth the effort?
- Gluttony
- Deserving our rewards
- Make customers work for a reward
- Consider a small reward rather than a big one
- Hide the math
- Show the problems
- Escalating commitment: foot-in-the-door, door-in-the-face
- Foot-in-the-door
- Door-in-the-face
- Present hard decisions only after investment
- Invoking gluttony with scarcity and loss aversion
- The Tom Sawyer effect
- Instill doubt to prevent cancellations
- Impatience leads to compliance
- Self-control: Gluttony’s nemesis
- Anger
- Avoiding anger
- Use humor to deflect anger
- Avoid overt anger with a slippery slope
- Use metaphysical arguments to beat opponents
- Embracing anger
- Use anonymity to encourage repressed behaviors
- Give people permission
- Scare people (if you have the solution)
- Using anger safely in your products
- Envy
- Manufacturing envy through desire and aspiration
- Create desirability to produce envy
- Create something aspirational
- Make people feel ownership before they’ve bought
- Status envy: demonstrating achievement and importance
- Create status differences to drive behavior
- Emphasize achievement as a form of status
- Encourage payment as an alternative to achievement
- Let users advertise their status
- Let people feel important
- Manufacturing and maintaining envy in your products
- Lust
- Creating lust: Using emotion to shape behavior
- Say “I love you”
- Be the second best
- Frame your message as a question
- Create an in-group
- Controlling lust: Using desire to get a commitment
- Give something to get something
- Make something free
- Sell the intangible value
- Make a request in order to be seen more favorably
- Lustful behavior
- Greed
- Learning from casinos: Luck, probability, and partial reinforcement schedules
- Use a partial reinforcement schedule
- Make it into a game
- Customers should “win” rather than “finish” or “buy”
- Further inflate people’s (already overconfident) feelings of skill and mastery
- Make rewards seem due to skill, not luck
- Create a walled garden
- Anchoring and arbitrary coherence
- Own the anchor
- Move from money to tokens
- Encourage breakage
- Make it expensive
- Show your second-best option first
- Break coherence to justify prices
- Feeling greedy?
- Evil by Design
- Should you feel bad about deception?
- Should you feel bad about using the principles in this book?
- Be purposefully persuasive
- The Persuasive Patterns Game
- Pride
- Sloth
- Gluttony
- Anger
- Envy
- Lust
- Greed
- References
- About the Technical Editor
- Introduction
- Pride
- Sloth
- Gluttony
- Anger
- Envy
- Lust
- Greed
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