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