It's a strange question you're asking, since the entire idea of making an
interface for something can not happen without influencing people's
behavior. Even a UNIX command line influences behavior. As does a keyboard
or a mouse. At a dead minimum, interaction design is defined by
influencing people to interact.

The only way not to influence behavior is to stop designing things and go
live in a cave. Although there are philosophers that would argue even that
act of isolation would also influence people's behavior, as the absence of
deliberately influencing people's behavior has effects on people that are
indistinguishable from influence. And of course the other creatures that
share the cave with you would be influenced by your interior design
choices. There is no escape! Round and round most philosophical arguments
go...

All designers make assumptions about what is in their user's interest and
what is not. The better they understand the differences between what they
as designers care about, and what their users care about, the less of an
issue all of this is. A redesign is all about changing people's behavior
deliberately, in the hopes that those changes are in the best interest of
the user.

Ethics enter only when the user feels betrayed, or likely would feel
betrayed or taken advantage of if they understood things as well as the
designer did. But this is an issue for many creative works. If I see the
preview for Star Trek, and see the film, and feel the preview mislead me
as to what would be in the film, I might wish to demand my money back. Can
you make a preview where this kind of misrepresentation is impossible?
Probably not. As preview makers have the goal of trying to get people to
see the film - we all know previews are advertising.

Now interaction design isn't literally advertising, but every icon, every
button, every link, is a kind of advertisement for whatever happens when a
user clicks on it. Interaction design can be thought of as influence
design.

-Scott

Scott Berkun
www.scottberkun.com

> All,
>
> Since behavior is the name of the game for us, how much influence do you
> think we should have on it? Is it simply something we should re-enforce,
> or
> are we allowed to take it a step farther and introduce new behaviors? This
> has been a question that has been rolling around in my head ever since I
> was
> introduced to Interaction Design and User Experience.
>

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