Description

Book Synopsis
How to make customers feel good about doing what you want 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.

Table of Contents

Foreword xi

Introduction xiii

Evil designs and their virtuous counterparts xiii

Pride 1

Misplaced pride causes cognitive dissonance 1

Provide reasons for people to use 3

Social proof: Using messages from friends to make it personal and emotional 5

Dispel doubt by repeating positive messages 7

Personal messages hit home 11

Gain public commitment to a decision 16

Change opinions by emphasizing general similarities 19

Use images of certification and endorsement 22

Closure: The appeal of completeness and desire for order 25

Help people complete a set 26

Pander to people’s desire for order 32

Manipulating pride to change beliefs 35

Sloth 39

Desire lines: From A to B with as few barriers as possible 39

Path of least resistance 41

Reduced options and smart defaults smooth the decision process 44

Provide fewer options 45

Pre-pick your preferred option 50

Make options hard to find or understand 53

Negative options: Don’t not sign up! 56

Sloth: Is it worth the effort? 64

Gluttony 67

Deserving our rewards 67

Make customers work for a reward 69

Consider a small reward rather than a big one 72

Hide the math 75

Show the problems 78

Escalating commitment: foot-in-the-door, door-in-the-face 84

Foot-in-the-door 84

Door-in-the-face 87

Present hard decisions only after investment 90

Invoking gluttony with scarcity and loss aversion 93

The Tom Sawyer effect 93

Instill doubt to prevent cancellations 96

Impatience leads to compliance 99

Self-control: Gluttony’s nemesis 101

Anger 103

Avoiding anger 104

Use humor to deflect anger 104

Avoid overt anger with a slippery slope 107

Use metaphysical arguments to beat opponents 112

Embracing anger 117

Use anonymity to encourage repressed behaviors 119

Give people permission 124

Scare people (if you have the solution) 129

Using anger safely in your products 134

Envy 137

Manufacturing envy through desire and aspiration 138

Create desirability to produce envy 138

Create something aspirational 140

Make people feel ownership before they’ve bought 145

Status envy: demonstrating achievement and importance 150

Create status differences to drive behavior 151

Emphasize achievement as a form of status 154

Encourage payment as an alternative to achievement 156

Let users advertise their status 159

Let people feel important 161

Manufacturing and maintaining envy in your products 166

Lust 169

Creating lust: Using emotion to shape behavior 169

Say “I love you” 170

Be the second best 174

Frame your message as a question 178

Create an in-group 182

Controlling lust: Using desire to get a commitment 185

Give something to get something 186

Make something free 190

Sell the intangible value 195

Make a request in order to be seen more favorably 198

Lustful behavior 201

Greed 203

Learning from casinos: Luck, probability, and partial reinforcement schedules 204

Use a partial reinforcement schedule 208

Make it into a game 211

Customers should “win” rather than “finish” or “buy” 214

Further inflate people’s (already overconfident) feelings of skill and mastery 217

Make rewards seem due to skill, not luck 221

Create a walled garden 225

Anchoring and arbitrary coherence 227

Own the anchor 229

Move from money to tokens 233

Encourage breakage 236

Make it expensive 238

Show your second-best option first 240

Break coherence to justify prices 243

Feeling greedy? 246

Evil by Design 249

Should you feel bad about deception? 250

Should you feel bad about using the principles in this book? 254

Be purposefully persuasive 258

The Persuasive Patterns Game 259

References 269

Index 297

Evil by Design

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    RRP £33.00 – you save £6.60 (20%)

    Order before 4pm today for delivery by Fri 26 Jun 2026.

    A Paperback / softback by Chris Nodder

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      Publisher: John Wiley & Sons Inc
      Publication Date: 26/07/2013
      ISBN13: 9781118422144, 978-1118422144
      ISBN10: 1118422147

      Description

      Book Synopsis
      How to make customers feel good about doing what you want 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.

      Table of Contents

      Foreword xi

      Introduction xiii

      Evil designs and their virtuous counterparts xiii

      Pride 1

      Misplaced pride causes cognitive dissonance 1

      Provide reasons for people to use 3

      Social proof: Using messages from friends to make it personal and emotional 5

      Dispel doubt by repeating positive messages 7

      Personal messages hit home 11

      Gain public commitment to a decision 16

      Change opinions by emphasizing general similarities 19

      Use images of certification and endorsement 22

      Closure: The appeal of completeness and desire for order 25

      Help people complete a set 26

      Pander to people’s desire for order 32

      Manipulating pride to change beliefs 35

      Sloth 39

      Desire lines: From A to B with as few barriers as possible 39

      Path of least resistance 41

      Reduced options and smart defaults smooth the decision process 44

      Provide fewer options 45

      Pre-pick your preferred option 50

      Make options hard to find or understand 53

      Negative options: Don’t not sign up! 56

      Sloth: Is it worth the effort? 64

      Gluttony 67

      Deserving our rewards 67

      Make customers work for a reward 69

      Consider a small reward rather than a big one 72

      Hide the math 75

      Show the problems 78

      Escalating commitment: foot-in-the-door, door-in-the-face 84

      Foot-in-the-door 84

      Door-in-the-face 87

      Present hard decisions only after investment 90

      Invoking gluttony with scarcity and loss aversion 93

      The Tom Sawyer effect 93

      Instill doubt to prevent cancellations 96

      Impatience leads to compliance 99

      Self-control: Gluttony’s nemesis 101

      Anger 103

      Avoiding anger 104

      Use humor to deflect anger 104

      Avoid overt anger with a slippery slope 107

      Use metaphysical arguments to beat opponents 112

      Embracing anger 117

      Use anonymity to encourage repressed behaviors 119

      Give people permission 124

      Scare people (if you have the solution) 129

      Using anger safely in your products 134

      Envy 137

      Manufacturing envy through desire and aspiration 138

      Create desirability to produce envy 138

      Create something aspirational 140

      Make people feel ownership before they’ve bought 145

      Status envy: demonstrating achievement and importance 150

      Create status differences to drive behavior 151

      Emphasize achievement as a form of status 154

      Encourage payment as an alternative to achievement 156

      Let users advertise their status 159

      Let people feel important 161

      Manufacturing and maintaining envy in your products 166

      Lust 169

      Creating lust: Using emotion to shape behavior 169

      Say “I love you” 170

      Be the second best 174

      Frame your message as a question 178

      Create an in-group 182

      Controlling lust: Using desire to get a commitment 185

      Give something to get something 186

      Make something free 190

      Sell the intangible value 195

      Make a request in order to be seen more favorably 198

      Lustful behavior 201

      Greed 203

      Learning from casinos: Luck, probability, and partial reinforcement schedules 204

      Use a partial reinforcement schedule 208

      Make it into a game 211

      Customers should “win” rather than “finish” or “buy” 214

      Further inflate people’s (already overconfident) feelings of skill and mastery 217

      Make rewards seem due to skill, not luck 221

      Create a walled garden 225

      Anchoring and arbitrary coherence 227

      Own the anchor 229

      Move from money to tokens 233

      Encourage breakage 236

      Make it expensive 238

      Show your second-best option first 240

      Break coherence to justify prices 243

      Feeling greedy? 246

      Evil by Design 249

      Should you feel bad about deception? 250

      Should you feel bad about using the principles in this book? 254

      Be purposefully persuasive 258

      The Persuasive Patterns Game 259

      References 269

      Index 297

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