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Evil By Design

Author: Chris Nodder
Publisher: John Wiley & Sons
ISBN: 1118654811
Size: 74.66 MB
Format: PDF, ePub
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How to make customers feel good about doing what you want Learn how companies make us feel good about doing what theywant. Approaching persuasive design from the dark side, this bookmelds psychology, marketing, and design concepts to show whywe’re susceptible to certain persuasive techniques. Packedwith examples from every nook and cranny of the web, it provideseasily digestible and applicable patterns for putting these designtechniques to work. Organized by the seven deadly sins, itincludes: Pride — use social proof to position your product in linewith your visitors’ values Sloth — build a path of least resistance that leads userswhere you want them to go Gluttony — escalate customers’ commitment and useloss aversion to keep them there Anger — understand the power of metaphysical argumentsand anonymity Envy — create a culture of status around your product andfeed aspirational desires Lust — turn desire into commitment by using emotion todefeat rational behavior Greed — keep customers engaged by reinforcing thebehaviors you desire Now you too can leverage human fallibility to create powerfulpersuasive interfaces that people will love to use — but willyou use your new knowledge for good or evil? Learn more on thecompanion website, evilbydesign.info.

Interactive Media For Sustainability

Author: Roy Bendor
Publisher: Springer
ISBN: 3319703838
Size: 17.83 MB
Format: PDF, Mobi
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Interactive Media for Sustainability presents a conceptually rich, critical account of the design and use of interactive technologies to engage the public with sustainability. Treating interactive technologies as forms of mediation, the book argues that these technologies advance multiple understandings of sustainability. At stake are the ways sustainability encodes the complexity of interrelated social and natural systems, and how it conveys the malleability of the future. The book’s argument is anchored in a diverse set of theoretical resources that include contemporary work in human-computer interaction (HCI), social theory, media studies, and the philosophy of technology, and is animated by a variety of examples, including interactive simulations, persuasive apps, digital games, art installations, and decision-support tools.

Designing For Behavior Change

Author: Stephen Wendel
Publisher: "O'Reilly Media, Inc."
ISBN: 1449367984
Size: 78.86 MB
Format: PDF
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A new wave of products is helping people change their behavior and daily routines, whether it’s exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals. Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes. Learn the three main strategies to help people change behavior Identify your target audience and the behaviors they seek to change Extract user stories and identify obstacles to behavior change Develop effective interface designs that are enjoyable to use Measure your product’s impact and learn ways to improve it Use practical examples from products like Nest, Fitbit, and Opower

Mobile Persuasion Design

Author: Aaron Marcus
Publisher: Springer
ISBN: 1447143248
Size: 61.14 MB
Format: PDF, ePub
View: 3733
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Mobile Persuasion Design presents ten conceptual design projects (or ‘Machines’) for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people’s behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people’s wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna.