From the monthly archives:

April 2010

Playful Design: Why foursquare gives you badges…

April 29, 2010 Uncategorized

In foursquare the game adds interest single-user experience, because when you check into places you can start earning badges and mayorships right away. For first time-users, that’s very important. It changedthe reason to check in. Then people ultimately discover the core application as they start to find their friends, restaurant reviews, and so forth. By [...]

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Can markets be rational when humans aren’t? | Behavioral Economics #persuasivedesign

April 29, 2010 Uncategorized

Mind Over Money Can markets be rational when humans aren’t? via video.pbs.org http://video.pbs.org/video/1479100777/# Why is our economic model that we mostly respond “as if” we’re rational… Posted via web from John Whalen’s Posterous

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Brains, Behavior & Design

April 28, 2010 Uncategorized

We have created five tools to help designers apply findings from the field of behavioral economics to their practice in order to provide a head start on framing research as well as developing new strategies for solving user problems. Download the introduction book. This tool kit includes: Reference Cards: behavioral economics research findings organized and [...]

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The essence of an elevator pitch: Tell me why I should join you, invest in you, and buy from you. 100 words.

April 25, 2010 Uncategorized

“Tell me more.” Lessons Learned Complex products need a simple summary Tell me why I should quit my job to join you Tell me why I should invest in you rather than the line outside my door Tell me why I should buy from you rather than the existing suppliers Do it in 100 words [...]

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8 Significant Developments in Social Media You Should Watch

April 23, 2010 Uncategorized

MySpace: CEO Leaves; MySpace will die. But now I wonder: Who is going to be the next MySpace? Virb? Bebo? (And don’t underestimate LinkedIn.) Virtual Goods: Insane, but insanely popular. The creation and selling of virtual goods and gifts makes absolutely no sense to people who just use the Internet as a basic communications tool. [...]

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Design for Persuasion

April 23, 2010 Persuasive Design

1. Deconstruct the copy for “persuasion factors.”. The ability to persuade is built on ease of comprehension leading to interaction with your message. In other words, once the reader is hooked, going on to absorb the rest of the design says the reader has agreed to be persuaded. Your job is to make the persuasive [...]

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Persuasive Web: Where Psychology Meets Conversion

April 22, 2010 Persuasive Design

VI. Reciprocity: We feel obligated to return favours performed for us. 16. Give to Get: Give your customer something before you ask them to give you anything. Example: Free software download, followed by an email request to rate your software 5 stars, if they like it. 17. Ask for Favours: Without giving anything, ask users [...]

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Persuasive Web: Where Psychology Meets Conversion

April 22, 2010 Persuasive Design

here are 5 principles of persuasion and 15 ways for you to apply them to your own site: I. Authority: We look to experts to show us the way. 1. Endorsements – Publications: Showcase endorsements from trusted publications to build credibility. Example: Product review quote and logo from significant published authority (e.g., Time Magazine). 2. [...]

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Persuasive Architecture and AIDAS – Conversion Chronicles

April 21, 2010 Persuasive Design

AIDA stands for awareness, interest, desire, and action (we add satisfaction). It’s “one of the oldest and most durable” cognitive models (describing buying and selling process maps) because it helps marketers appeal to consumers’ emotional and social needs. Persuasive systems are complex. Their success depends on their ability to address the varying levels of need [...]

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Seductive Design for Web Sites

April 20, 2010 Persuasive Design

There’s a Seducible Moment Education has a concept called “the teachable moment,” the point when a learner is ready to learn, willing to change, and can act. For web sites, the parallel is something we call “the seducible moment.” This is the point at which designers can entice users off the path to their original [...]

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