What's persuasive in design terms differs from what's persuasive in terms of interaction. When the interaction is communication, it consists of an open-ended series of transactions. That's persuasive enough for most to make themselves available to communication, if not interested and actively attentive to it. In short, yes, communication is itself a "persuasive" mode of interaction, but at the risk of changing what we mean by persuasive.

If persuasive is applied more strictly to design and architectural choices, then persuasiveness in user experience would comprise of elements in the designers original control: things part of the design process. Communication wouldn't fit here: we don't control communication itself, only its medium.

There are aspects of twitter's design that exhibit what we mean by persuasive design: number of followers, which ties to social rank, personal status, individual social competence and relevance, influence, and other things signified by the number. The number is not just a number, but is a sign: it is a number in absolute terms but also a sign of social status in relative terms.

Also notable in twitter's design is that twitter places your message in line with those of people you follow. An accurate design would place your post in line with people who follow you. Those are the people who will see you and your post. People following you are in fact the people who would read and respond to your tweet. Design wise, twitter and apps like seesmic and tweetdeck are an example of persuasive design in how they achieve this sleight of hand: you tweet and see the people "in front of you" (who you follow), not the audience "behind you" which in fact sees your tweets (who follow you)...

In general persuasion seems to me a good shift of emphasis for some product designs to affect, emotion, and nuanced connections a consumer may establish with a product based on projection, internalization, identification and other ways in which we externalize feelings and mediate them and their expression through objects.

Strictly speaking i don't think persuasion should be applied to communication and social interaction environments, lest we confuse design elements with actual interpersonal exchanges.

adrian

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On Jul 14, 2009, at 12:18 AM, Daniel Szuc wrote:

For example, is there anything persuasive about the Twitter UI? Or is
it that the conversation itself in Twitter persuades me to continue to
use it?


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