Thanks Adrian and helps :)
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.
Thats the heart of it. When designing for persuasion, does it extend
to the whole piece? To the whole channel strategy? To the whole UX?
For example:
- Web
- Page Components
- Architecture (physical and platform)
- Copy
- Retail
- Pricing
- Sales techniques
- Call Center
- IVRS
_ Brochures
- Add your own
Each should feed into the other to help persuade a person to do X? Or
persuade a person to love your brand?
It all seems part of an overall "communications strategy" (its not to
deceive but to communicate in a way that moves people towards the
goals you set for the business etc). When done right, it feels right,
like everything is moving as one to give you just what you need, when
you need it. Rather than broken pieces, developed in silos frustrating
people.
rgds,
Dan
On 15 Jul 2009, at 7:06 AM, adrian chan wrote:
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
415 516 4442 Twitter: /gravity7
Social Interaction Design, Expertise, Consulting (gravity7)
(gravity7 blog) (slideshare)
Sr Fellow, Society for New Communications Research (SNCR)
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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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