In the "fundamental tenets of design" thread, I had written as my  
third rule "Don't lie" (right after the similar "Show sleazebags the  
door."). I really believe that, and as interaction designers I think  
we run into this question far more often than we think.

Apparently lying to the user is fundamental to at least one business  
sector: Mobile phones.

Mark Hurst writes [1] that mobile phone companies lie to their users  
in several pretty big ways:

1) The signal-strength bars on your phone usually exaggerate the  
strength of the signal.
2) The batter strength indicator also exaggerates the power left in  
your battery.

Both lies serve the same purpose: To encourage people to use their  
phones. Apparently, people don't use their phones as much when the  
signal is weak or their battery is low, so by lying they drive up the  
minutes.

Some people, including Mark, speculate that the carriers also use  
dreadfully long voicemail system messages to drive up minutes (ever  
call someone on Sprint? It takes 45 seconds to actually get to leave  
a message, which I suppose helps your provider, not Sprint  
necessarily -- maybe there's industry collusion there, too).

Obviously all of these decisions are GREAT for business. I can easily  
imagine that if all of these practices were stopped, phone usage  
overall would decline by a few percentage points, which could make  
the difference between profitability and losing money for the company  
as a whole. And users don't seem to mind -- what they don't know  
doesn't hurt them, right?

What do you think? Would you ever design a system this way, putting  
the business's needs above the user's needs? Even to the point of  
lying to the user?

Those of you in the mobile device business, are you familiar with  
this practice?

-Cf

Christopher Fahey
____________________________
Behavior
biz: http://www.behaviordesign.com
me: http://www.graphpaper.com




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