Showing posts with label web design. Show all posts
Showing posts with label web design. Show all posts

Friday, October 8, 2010

Web 2.0 Expo: Persuasive Design: Encouraging Your Users To Do What You Want Them To!

Among the three best talks on Tuesday morning was Andy Budd's "Persuasive Design: Encouraging Your Users To Do What You Want Them To!"  His slide presentation is embeded below; my summary below that can be read along with it.


Think of the design of a slot machine:  its flashing lights give you positive reinforce (and makes you stick with the game, despite knowledge of odds and better judgement).  Or the Wheel of Fortune:  its design makes you feel as if you are incrementally succeeding, and encourages you to carry on.  The idea of these games is about maximizing your participation and keeping your money in the game.  Part of what does this is the feeling of little wins the user receives along the way.  What is the design psychology for these games?


Design is all about making decisions (and often about increasing money spent).  The use of color, placement, hierarchy are devoted to psychologically guide the user.  They are all designed based on human behavior.

Architects attempt to dissuade and restrict negative behavior.  Politicians persuade us to vote for them.  Design is a way of getting people to respond in particular ways.  

Advertisers try to influence our purchasing decisions.  We can be bombarded with them:  Times Square is a cacophony of persuasion.  On an average day, we can receive as many as 5,000 messages a day that use persuasive design.  

Brands use their understanding of human behavior to increase consumption.  Example:  Alka Seltzer.  Normal dose is just one tablet, but all their marketing (even the jingle "Pop, Pop. Fizz, Fizz") always suggested using two.  The result is that they increased consumption of the product through persuasive design.  

Supermarkets are designed to increase consumption: It's almost impossible to come out of one and not want to get other items.  Sometimes the thing you need is located in the very back of the store. This can be called an anchor point - a central point for getting necessary items. But the the consumer must pass through many aisles to get to the cash register, with numerous temptations to purchase other items. The logic is that the more surface area a consumer covers, the more likely it is they'll want to purchase more.

It covers the senses. Music: Ambient music can be used to increase consumers' heart rate, or to slow them down - both in the aid of making them spend more time purchasing. Sound levels at bars show that if you increase the volume, people drink more (since it's too loud to hold conversations, people drink instead).

Smells. Stores push smells out to increase desires, since smells can increase purchases. (Think of Ikea and their heavy use of cinammon as you select your furniture and approach the cash register.) Studies have shown that the use of lavender in restaurants increases spending.
Some people worry that these techniques are manipulative.  But they can also be used for positive gain.  Persuasion techniques can be used on people to decrease their use of energy.  Budd showed a view of a stairway that had been painted like a piano keyboard.  It resulted in more people using that stairway.  Also redesign of a garbage can:  it made people use it more  rather than litter.


Sometimes people have too many options - design can help make choices manageable, helps uses overcome "the paradox of choice." Marketers create shortcuts.  There are a variety of different techniques for "choice architecture" or "design with intent" that can have even an minute effect on users.

It's good to know how these designs influence behavior - understanding the cognitive biases that drive decision making.  One has to recognize the target behavior and then design for it.
Authority and trust play major roles in design, since they have a big effect on users.  If someone is wearing a doctor's clothes, people will regard that person as an authority and look up to them. Don't underestimate the use of clothing:  ties, jackets, etc.

Authority and trust are used in design, and can be manipulated to create a beautiful design - the halo effect.  Examples of trust indicators:  pictures of staff, pictures of customer interactions, etc. The use of badges also affect users.

Layout and positioning.  We make decision based on context.   We compare things. Stores tend to put the most expensive items in the front of the store.  If the first thing you see is something that costs $10,000, then go to the back of the store and see something for $1,000, you'll think that item is cheap.   It's making users do comparisons.

The art of menu design.  Daily specials sell because people have difficulty deciding among many choices.  Also prices: Removing the dollar sign converts people's thinking away money to "credits."  Also, sometimes on a menu they put in very high priced items to make you believe the less expensive stuff is a bargain.

Defaults play a massive role in our decision making.  We're all lazy, and tend to pick the path of least resistance. Defaults also are a way to limit choices: people tend to select the first or last thing in a list. This has tremendous implications for voting for political leaders.
Designers can use "desire lines" to focus people on calls to action.  you can lay out a design to make users flow through an area in a certain way.

A funny example: To cut down on poor aim in toilets, they place a plastic fly in a toilet. The result: people aim better, reducing spillage by 80%.

This is "social proof." We are hugely influenced by the behavior of others - like a form of peer pressure. We look to our tribe, to the people around us to determine the social norms. Think of restaurants. When looking through the storefront window, people tend to go to restaurants that filled, not the ones with empty seats.

But social proofs can trick us. Think of overly long ATM lines.

How to use these techniques on the web? Social proofs can be an indication of popularity. Think of all the web sites that have ratings and comments. We want to go with the selection that has the most positive customer testimonials, the best ratings. Amazon is a master of the social proof. People learn what's acceptable by following the lead of others. Firefox lists its add-ons by the number of people who've downloaded them, rankings, etc.

These are social proof indicators. People don't like to take risks, so they look to others for reviews and ratings. But ratings and reviews can be deceptive: do they really reflect your particular taste?

One concern is developing an online community mood. With Huffington Post, most of the comments are a bitch-fest. With Flickr, the social community manager welcomed people in, showed them the rules and guided them. So now Flickr reflects positive behavior.
Web sites use positive behavior on people. Think of badges. It motivates people to get deep into a site in order to get badges or other rewards (Foursquare is an example.) Social proof is always on Facebook: People download apps based on their friends' behavior. Public comments encourage others to respond. The public views the discussion, and suddenly it's easy for everyone to be social.

Loss aversion. We overvalue the things we possess. A classic study: people were given free mugs at the beginning of a day. At the end of the day, they would only give back the mugs if they were given $30. Similarly, most startups overvalue their product, while outsiders undervalue the product. How to increase value? Limiting supply can drive demand. The idea of loss can be a powerful motivator. Airlines limit the number of seats in order to sell more.

TV shopping turns commerce into a MMO (massively multiplayer online) game. One ad said that if you phone and we're busy, call back later. That plants a seed in the viewer's mind that they must be busy from all the phone calls they're receiving. Ad copy: "Better act fast!" No one wants to miss out on a good deal.

More loss aversion. Big conferences. Woot.com: If you tell people that your product will sell out, it creates the urgency to buy, and people will buy it. For people it's an opportunity to prevent the feeling of regret at not having purchased items.

Likability and gifting. Tom Hanks is rated as one of the most likable actors in motion picture history. If he endorses something, you are going to want to get it.

Win friends and influence people. This concept is used by interrogators to understand the psychology of prisoners. Prisoners then bond with the interrogators.

Take the example of Innocent fruit juice. There's a joke at the bottom of the cartons where it reads: "Stop looking at my bottom." Such mild humor makes a big impression, developing into an emotional bond with people.

Reciprocity and gifting. People love free giveaways. Company use them because they help create an emotional bond with the users. For example: Flickr. They have a welcome message in every language imaginable. Also: Etsy. What these websites do is foster a positive character, thereby creating an emotional bond between users and them.

On Amazon you get free delivery! But only if you pay above a certain amount on certain items. But the notion of "free" makes people want to buy more - in order to get something free (an ironic paradox).

For further reading:
Buyology by Martin Lindstrom
Design With Intent by Daniel J.G. Lockton, David J. Harrison, and Neville A. Stanton

I'm not the only one who felt this was one of the best talks of the Web 2.0 Expo. Budd has plenty of nice example and didn't linger to long on any one of them. Although the many topics must be typical for those in advertisement, many were new to the audience. You could here many "oohs" and "ahs" when he revealed the psychology behind a design strategy.

His design strategy worked on me: now I have to read one of these books on the psychology of design.

Monday, November 30, 2009

Web 2.0 Expo: Kristina Halvorson: Content First

Kristina Halvorson [Picture taken from Flickr - not from Web 2.0 Expo]

The first talk I attended at the Web 2.0 Expo was “Content First: Why Content Strategy Will Save the Web” by Kristina Halvorson, of http://www.braintraffic.com/. She is author of Content Strategy For The Web. Her presentation strongly underscored her belief that content is the major part of the web and that people involved with the web need to have conversation on content strategy (i.e. to recognize its primacy).


Her slide presentation (which can be read alongside my summary) is here:

http://www.slideshare.net/khalvorson/content-first-web-20-expo-nyc


[It should be remembered that the words that follow should not be taken literally as Halvorson's words, but my transcription of her talk, which may not accurately reflect its content.]


She began with a quote from Walter Landor (the “grandfather” of branding) who defined a brand:

“A brand is a promise. By identifying and authenticating a product or service it delivers a pledge of satisfaction and quality.”
A brand tells its audience they will be satisfied. Examples: the Gerber baby: it gives you a sense of safety and security. Another quote (from The Brand Bubble By John Gerzema and Ed Lebar):

“Brands are now used more than they are preferred...Functional benefits and relevance now outweigh the intangible and emotional allure of a brand.”

In other words, customers own the brand. For example, Babycenter.com equals “safety and security.” We’re not going to see it in a product, but rather on websites. We consume content offline. When we're relaxed and focused it is easier for us to take in information.


When consumers are online, they’re engaged but also distracted by numerous activities. Online, we don't just see or read about brands, we USE them.


So why is our online content generally bad? Why can't we create content that is meaningful and enjoyable?


Ultimately, content matters. According to Jesse James Garrett in his book The Elements of User Experience:

“The single most important thing most web sites can offer to their users is content that those users will find valuable.”

But we marginalize content. Content is often last thing to be considered or delivered when creating websites. This is affirmed by blog entry “The Cure for Content-Delay Syndrome” by Pepi Ronalds, appearing on website “A List Apart” <http://www.alistapart.com/>.


Skllset.org is a website designed to help understand careers and opportunities. They provide an ideal of web office structure. Ten years ago there was no content manager as part of the web design team. Neither was there a SEO (search engine optimization) specialist or a usability specialist.


Back then, web teams spoke about general things but not about web content. It used to be that the copywriter was brought in towards the mid or later stages of web site design. But copywriting is based too much on the old model of writer, editor, proof reader, reviser, etc. How did we get there?

Richard Saul Wurman (the founder of the idiom Information Architecture) wrote:

“I thought the explosion of data needed architecture, needed a series of systems, needed systemic design, a series of performance criteria to measure it.”

Influential books: Edward R. Tufte, Envisioning Information; and Jesse James Garrett, Elements of User Experience. He lays out the problem of content within the user experience.


Content is not a feature. It's messy and complex -- an ever-evolving thing that can turn into a monster. In their book Web Redesign 2.0, Kelly Goto and Emily Cotler say the way to deal with web content is to “accept it, plan for it, charge for it.” Halvorson disagrees.


Halvorson’s idea: you need to have a content strategy - something which plans for the creation, publication, and governance of useful usable content.


Content can be: text, data, video, audio. But the major hurdle of all of these is text (including text that you see and that which you don’t see [i.e. metadata]). Strategy is a plan for obtaining a specific goal or result.


Content strategy helps us understand context of content – what, why, how, for whom, by whom, with what, when, where, how often, what next, etc.


A negative example: website of Quicken: designed not for or about the user, but is about selling Quicken. Compare that to:


Mint.com -- a personal finance site. Note the emblazoned banner: “the best (free) way to manage your money.” This website is not about Mint.com, but about the user. It is a website whose design is based on user's fears and desires. We didn't come to this website to learn about Mint. We came to fix our financial life. Secondary to that is using Mint.


If you fail to consider user goals in seeking your business objectives, you won’t deliver useful content. If you can align user goals with your business objectives you’ll strike the right balance.

Three examples of companies that deliver useful content and do it well:


1. REI (cold weather clothing and gear): They provide a library of articles (texts and videos) that help all levels of visitors. There are 100-200 original articles by staff members (not aggregated from other sources) targeted to specific activities. They've invested in an in-house editorial team.


2. Room & Board : On their website they don’t just tell you about the furniture, but have interview with their artisans. They let you behind the scenes to show you how these artisans have created the furniture. (This helps the user to establish a connection with the products.)


3. Ford Models . Their YouTube channel brings users “backstage” where they have interviews with models and designers. Studio artists and models deliver real-world tips and tricks about makeup, hair, and taking care of oneself. So it brings people not just backstage but delivers useful information to users (and potential models and Ford candidates). They simply asked: “What do girls want?” to determine how they should model their website.


So...


How does content strategy work? There are four parts:

Plan. Create. Deliver. Govern.

Plan:

Process:

  • What do we have?
  • What are we trying to do?
  • What do our content ecosystems look like? (all factors that have impact on living thing of content)
  • What are our opportunities, risks, and success metrics? (SEO) - How are you going to measure success? (fixing content is not a measure of success – you must measure how success is made)


Your content is organized by a content inventory. This inventory only identifies content and a few notes. It is a quantitative audit by which you obtain:

  • measurable project outcomes.
  • content recommendations for your project:
  • What do our content ecosystems look like?
  • What are our opportunities, risks, and success metrics? Consider external and internal factors.
  • The Plan:


Your plan should form a continuous circle of learning / creation / examination, or Create, Deliver, Govern.


This is the mantra of social media: you must be ready to stay engaged. No longer can you create content and then leave it to dry out, age, and spoil.


What do you get? Multiple benefits: better user experience, great brand consistency, new operational efficiencies, better risk management, improved SEO, and more effective personalization and targeting.


How can you start?


Currently we think of content as the responsibility of a writer. But it requires more functions. We need to recognize content as a complex thing and the responsibility of many. Marketing tasks in all their variety are activities which can be considered content. We must have processes in place that recognize the web as an eco system.


In closing Halvorson admonished us:


You are a publisher - treat your content as a critical business asset.


No matter how you get your content onto the web – by email, Twitter, IM, etc. – you are publishing content to the web. Recognize yourself as a publisher.

Sunday, September 28, 2008

Web 2.0 Expo: The Seduction of the Interface by Chris Fahey

[Chris Fahey put his Powerpoint presentation up on the Web 2.0 Expo site here. So I've reworked my summary to serve as an accompaniment to his slides, each of which I've indicated in brackets.]

The Seduction of the Interface by Chris Fahey [slides 4, 6] (blogger at http://www.graphpaper.com and works at http://www.behaviordesign.com - a web design firm) [slide 5]

Fahey began with a question: How many believe in "love at first sight"? [slide 2] Even when it happens you need to work through it -- that is the meaning of seduction. Think of the fad of mixtapes to impress an amorous venture: you had to do work of compiling the recording, which could be considerable.

Now think of the web: We need "interaction designer," or "user experience designer." They know the secrets of seductive with regards to web design.

Rethink merchandising [slide 7]: It's not about that extra click nor about market strategy but rather about web-centric design.

What is merchandising versus marketing? [slide 8] Merchandising is a subset of marketing. But forget about them. It's not about branding. [slide 9]

Marketing [slide 10] is creating business relationships with partners, and is manifest in advertising, delivering messages, retail environments, immersive advertising. [slide 11]

Merchandising [slide 12] is the strategy and implementation of how a product is presented to customers as they decide whether or not to purchase it. There are three tiers [slide 13]:
  1. Selling context
  2. Packaging
  3. Products that sell themselves.
1. Selling context [slide 14]: It's the design of retail environment, the design of marketing, or a planogram. [slide 15] [slide of a shelf in the Apple retail store in New York City.) It's how we shop. The lesson to be learned: the consciousness of the psychology of shopping. [slide 16-17 - shows the deliberate planning for an Apple store]

E-commerce is about selling contexts [slide 18-19]. We're still learning how to optimize automated recommendations, wish lists, product reviews, etc. (so that accurate recommendations are revealed and tied to users' preferences).

2. Packaging [slide 20]. It's about the presentation of an object before you open it - part of the user experience (on Flickr people take and post pics of their unpacking of an object). [slide 21 - think about the success of the L'Eggs panty-hose campaign of 30 years ago.] [slide 22 - an Apple laptop about to be unpacked] Is packaging like a selling contest? [slide 23] Today the box and the store are now the same. For example: Basecamp. [slide 24] The product markets to you directly once you're in the website. [slide 25-26 - from Fahey's Behavior.com] So don't think of your product's box. [slide 27]

3. Products that sell themselves. [slide 28] The seductive qualities must be built into the product. (This subject is discussed in Henry Dreyfuss's book Designing For People.) [slide 29]
Again a definition of mechandising [slide 30]. But we must go beyond merchandising. [slide 31] It's a metaphor for designers. Marketing and design have always have bumped heads with each other. Today they are each other [slides 31-34]

In the Web 2.0 world designers are now responsible for marketing. [slide 35] Think of the product as a vehicle for continuous seduction. Today the new equation is marketing equals design, where design equals all aspects of the user experience.

Web-centric: [slide 36] the broad category of services that are on the web but can exist elsewhere. For the web-centric - the user experience must be about pleasure. [slide 37] It must appeal (if possible) to all the five senses. [slides 38-39; a joke: Homer Simpson's sensory experience] It can be achieved in other ways: through psychological pleasure, e.g. "attractive things work better." (See Don Norman's book Emotional Design [slide 41] and his website as well.) When something pleasures you it primes your mind for more creativity and effectiveness. [slides 42-44]

You don't see web services advertising web companies. On Google? nada, nothing. You don't see TV advertising for faccebook. It goes purely by word of mouth. In traditional mediums, the market has to convince the user that it's great. But in Web 2.0 [slide 45] the user experience is everything.

How the design of the Web 2.0 user experiences changes how products are marketed. [slide 46]

The conversion: [slide 47] An example from yesterday's method of seduction: Think about all that junk snail mail one received from Publishers' Clearing House [slide 48] - their campaign was about submission [slide 49] - that maybe some people would answer their packets.

But today it's not about submission. [slide 50] Seduction is about making someone fall in love with you. [slides 51-54] The conversion method is obsolete. [slide 53] Rather: today's method is connection.

Seduction. We want users to fall in love with us. [slide 55] There are three stages:
  1. inspire their attention, interest and desire
  2. draw them in
  3. capture their ongoing devotion
1. Inspire their attention. [slide 56] Choose your victim. [slide 57] (Look at Robert Greene's book The Art of Seduction - website and on Amazon.) He has these methods of seduction [slide 58].

Look at Margaret Mark and Carol Pearson's book The Hero and the Outlaw: Building Extraordinary Brands Through the Power of Archetypes [slide 59].
Think of users as distinct personalities - You can't do that if you think of them as marketing segments. That's a different way of coming up with ways to communicate and design.

Yahoo's Competitive Spectrum outlines these characteristics: caring, collaborative, cordial, competitive, combative [slide 60).
You can make up your own criteria that will help shape the design process [slide 61). Also think of "user personas" a nd personal useage guidelines [slides 62-63]. These are tools for allowing designers to generate ideas.

Techniques for seduction:
  • You need to make the first move!! [slide 64). Use moton, words, video. careful with audio [slide 65].
  • Create a sense of mystery [slide 66] (example of upcoming product with ambiguous web front - slides 67-69].
  • Appear desirable [slides 70-72], because nothing draws a crowd like another crowd. Present testimonials - not user media testimonials, but real user testimonials, too.
    Flatter them [slide 73]. Assume that they're slightly more sophisticated than the marketing data says.
  • Tempt them [slide 74].
Stage Two: draw them in (lead them astray) [slide 75]. Dazzle them with wonder [slide 76]. Fahey cited Fredric Wertham's Seduction of the Innocent [slide 77; I think his point was the effectiveness of the title, since the book was devoted to the specious claim that comic books promote juvenile delinquency.]

Seduction is not just about love but also abandoning responsibilities to one's childlike desires - indulging in products like a fantasy. [slide 78: note the entrancing nature of this bookstore with an entrancing name.] [Slide 79 shows examples of types of victims from Greene.]

Have a sense of humor [slide 80]. Why not spice up the cancel button? How about this slide [slide 81] which suggests "just kidding - i remember my password now."

Be stylish [slide 82]. You can redesign based on style since don't want to be out of date.

Affordances of desire [slide 83]. You imagine a website as part of your life. Think of umbrellatoday.com. Or Dopplr [slide 84) where you can share your travel itineraries.

Distract them from their responsibilities [slide 85].
(I forget what was the point of the two slides, 86-87, showing 43 Folders and a thought about redirecting one's energy.]

Stage three: Capture their ongoing devotion [slide 88].

Continually grow [slide 89]. Create an endless cycle of continuous seduction. Fahey showed the example of how Nike has created website [slides 90-91] for runners where probes are placed in your sneaker and iPod, to allow you to create charts of running progress which you can share. Of course, there are also widgets for you to put on your blog.

The design process [slide 92]: plan it out: goals, scenarios, and paths [slides 93-94]. Remove obstacles - users know what they want [slides 95-99].

Plan for delight [slide 100]. Plan for these enjoyable user experiences.
Evaluate with psychology and emotion [slide 101].
Understand yourself [slide 102]. What kind of seducer are you? [slides 103]. Perhaps you're one of the 30-second seducers [slide 104] - from 30-Second Seduction by Andrea Gardner.

Closing thought [slide 105] seduction is: [slide 106-111]
  • Is about love, togetherness, enchantment and pleasure.
  • is user-centric. not victimization.
  • is a journey
  • is proactive
  • and nothing to be squeamish about!
Seduction is no longer the responsibility of the marketing people. It's a design job. So do it! [slide 112]. Thank you. [slide 113]

Sunday, June 3, 2007