Evil by Design: Interaction Design to Lead Us into Temptation
UX-Strategie

Evil by Design: Interaction Design to Lead Us into Temptation

Chris Nodder, 2013

Inhaltsverzeichnis des Buches

  • Cover
  • Credits
  • About the Author
  • About the Technical Editor
  • Acknowledgments
  • Foreword
  • Introduction
  • Evil designs and their virtuous counterparts
  • Pride
  • Misplaced pride causes cognitive dissonance
  • Social proof: Using messages from friends to make it personal and emotional
  • Closure: The appeal of completeness and desire for order
  • Manipulating pride to change beliefs
  • Sloth
  • Sloth: Is it worth the effort?
  • Gluttony
  • Deserving our rewards
  • Escalating commitment: foot-in-the-door, door-in-the-face
  • Invoking gluttony with scarcity and loss aversion
  • Anger
  • Avoiding anger
  • Embracing anger
  • Using anger safely in your products
  • Envy
  • Manufacturing envy through desire and aspiration
  • Status envy: demonstrating achievement and importance
  • Manufacturing and maintaining envy in your products
  • Lust
  • Creating lust: Using emotion to shape behavior
  • Controlling lust: Using desire to get a commitment
  • Lustful behavior
  • Greed
  • Learning from casinos: Luck, probability, and partial reinforcement schedules
  • Anchoring and arbitrary coherence
  • Evil by Design
  • Should you feel bad about deception?
  • Should you feel bad about using the principles in this book?
  • Be purposefully persuasive
  • The Persuasive Patterns Game
  • Pride
  • Sloth
  • Gluttony
  • Anger
  • Envy
  • Lust
  • Greed
  • References
  • About the Technical Editor
  • Introduction
  • Pride
  • Sloth
  • Gluttony
  • Anger
  • Envy
  • Lust
  • Greed
  • Summary