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	<title>Design with Intent &#187; Affective</title>
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	<description>Design and human behaviour</description>
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		<title>Thoughts on the &#8216;fun theory&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/</link>
		<comments>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:57:16 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[advertising]]></category>
		<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Urban]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1263</guid>
		<description><![CDATA[The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s thefuntheory.com The Fun Theory (Rolighetsteorin), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by DDB Stockholm &#8211; has been getting a lot of attention in the last couple of weeks from both design-related people and other commentators with an interest in influencing behaviour: it presents a series [...]]]></description>
			<content:encoded><![CDATA[<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object><br />
<em>The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s <a href="http://www.thefuntheory.com/?q=expriment/pianotrappan">thefuntheory.com</a></em></p>
<p>The <a href="http://www.thefuntheory.com/">Fun Theory</a> (<a href="http://www.rolighetsteorin.se/">Rolighetsteorin</a>), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by <a href="http://www.campaignlive.co.uk/theWork/news/945705">DDB Stockholm</a> &#8211; has been getting a lot of attention in the last couple of weeks from <a href="http://kimberleycrofts.wordpress.com/2009/10/16/behaviour-change-through-fun-theory/">both</a> <a href="http://nataliehanson.wordpress.com/2009/10/14/delightful-steps/">design-related</a> people and <a href="http://derrenbrown.co.uk/blog/2009/10/bottle-bank-arcade-small-rewards-change-behaviour/">other commentators with an interest in influencing behaviour</a>: it presents a series of clever &#8216;design interventions&#8217; aimed at influencing behaviour through making things &#8220;fun to do&#8221; &#8211; <a href="http://www.youtube.com/watch?v=2lXh2n0aPyw">taking the stairs instead of the escalator</a>, <a href="http://www.youtube.com/watch?v=zSiHjMU-MUo">recycling glass via a bottle bank</a> and <a href="http://www.youtube.com/watch?v=cbEKAwCoCKw">using a litter bin</a>. The stairs are turned into a giant piano keyboard, with audio accompaniment; the bottle bank is turned into an arcade game, with sound effects and scores prominently displayed; and the litter bin has a &#8220;deep pit&#8221; effect created through sound effects played as items are dropped into it. It&#8217;s exciting to see that exploring design for behaviour change is being so enthusiastically pursued and explored, especially by ad agencies, since &#8211; if we&#8217;re honest &#8211; advertisers have long been the most successful at influencing human behaviour effectively (in the contexts intended). There&#8217;s an awful lot designers can learn from this, but I digress&#8230; </p>
<p>As a provocation and inspiration to enter the <a href="http://www.thefuntheory.com/?q=rolighetsstipendiet">competition</a>, these are great projects. The competition itself is interesting because it encourages entrants to &#8220;find [their] own <em>evidence</em> for the theory that fun is best way to change behaviour for the better&#8221;, suggesting that entries with some kind of demonstrated / tested element are preferred over purely conceptual submissions (however clever they might be) which have often been a hallmark of creative design competitions in the past. While the examples created and tested for the campaign are by no means &#8220;controlled experiments&#8221; (e.g. the stats in the videos about the extra amount of rubbish or glass deposited give little context about the background levels of waste deposition in that area, whether people have gone out of their way to use the &#8216;special&#8217; bins, and so on), they do demonstrate very well the (perhaps obvious) effect that making something fun, or engaging, is a way to get people interested in using it. </p>
<p><a href="http://www.youtube.com/watch?v=zSiHjMU-MUo"><img src="http://danlockton.co.uk/research/images/bottlebank.jpg" alt="Bottle bank arcade" /></a><a href="http://www.youtube.com/watch?v=cbEKAwCoCKw"><img src="http://danlockton.co.uk/research/images/deepestbin.jpg" alt="World's deepest bin" /></a></p>
<p><strong>Triggers</strong></p>
<p>Going a bit deeper, though, into what &#8220;the theory of fun&#8221; might really mean, it&#8217;s clear there are a few different effects going on here. To use concepts from <a href="http://www.behaviormodel.org/">B J Fogg&#8217;s <strong>Behaviour Model</strong></a>, assuming the <em>ability</em> to use the stairs, bottle bank or bin is already there, the remaining factors are <em>motivation</em> and <em>triggers</em>. Motivation is, on some level, presumably also present in each case, in the sense that someone carrying bottles to be recycled already wants to get rid of them, someone standing at the bottom of the stairs or escalator wants to get to the top, and someone with a piece of litter in her hand wants to discard it somehow (even if that&#8217;s just on the ground).</p>
<p>(But note that if, for example, people start picking up litter from elsewhere in order to use the bin because they&#8217;re excited by it, or if &#8211; as in the video &#8211; kids run up and down the stairs to enjoy the effect, this is something slightly different: the motivation has changed from &#8220;I&#8217;m motivated to get rid of the litter in my hand&#8221; to &#8220;I&#8217;m motivated to keep playing with this thing.&#8221; While no doubt useful results, these are slightly different target behaviours to the ones expressed at the start of the videos. &#8220;Can we get more people to take the stairs over the escalator by making it fun to do?&#8221; is not quite the same as &#8220;Can we get people so interested in running up and down the stairs that they want to do it repeatedly?&#8221;)</p>
<p>So the <em>triggers</em> are what the interventions are really about redesigning: adding some feature or cue which causes people who already have the ability and the motivation to choose this particular way of getting out of the railway station to the street above, or disposing of litter, or recycling glass. All three examples deliberately, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominently</a>, attract the interest of passers-by (&#8220;World&#8217;s deepest bin&#8221; graphics, otherwise incongruous black steps, illuminated 7-segment displays above the bottle bank) quite apart from the effect of seeing lots of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">other people</a> gathered around, or using something in an unusual way. </p>
<p>And once they&#8217;ve triggered someone to get involved, to use them, there are different elements that come into play in each example. For example, the bottle bank &#8211; by using a game <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#metaphors">metaphor</a> &#8211; effectively <a href="http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/">challenges the user into continuing</a> (perhaps even entering a <a href="http://austega.com/education/articles/flow.htm">flow state</a>, though this is surely more likely with the stairs) and gives <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">feedback</a> on how well you&#8217;re doing as well as a kind of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">reward</a>. The reward element is present in all three examples, in fact.</p>
<p>Perhaps the most relevant pattern in all these examples, and the &#8220;fun theory&#8221; concept itself, is that of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">emotional or affective engagement</a>. The user experience of each is designed to evoke an emotional response, to motivate engagement through enjoyment or delight &#8211; and this is an area of design where a lot of great (and commercially applicable) research work has been done, by people such as <a href="http://studiolab.io.tudelft.nl/desmet">Pieter Desmet</a> (whose <a href="http://studiolab.io.tudelft.nl/desmet/dissertation">doctoral dissertation</a> is a model for this kind of design research), <a href="http://www.patrickwjordan.com/">Pat Jordan</a>, <a href="http://www.design-emotion.com/marco-van-hout/">Marco van Hout</a>, <a href="http://www.affectivedesign.org/">Trevor van Gorp</a>, <a href="http://www.jnd.org/books.html#42">Don Norman</a> and <a href="http://affect.media.mit.edu/">MIT&#8217;s Affective Computing group</a>. Taking a slightly different slant, David Gargiulo&#8217;s work on <a href="http://www.coda.ac.nz/unitec_design_di/4/">creating drama through interaction design</a> (found via <a href="http://www.90percentofeverything.com/">Harry Brignull</a>&#8216;s <a href="http://twitter.com/harrybr">Twitter</a>) is also pertinent here, as is <a href="http://www.danpink.com/archives/category/emotionally-intelligent-signage">Daniel Pink&#8217;s collection of &#8216;emotionally intelligent signage&#8217;</a> (thanks to Larry Cheng for bringing this to my attention).</p>
<p><strong>What sort of behaviour change, though?</strong></p>
<p>I suppose the biggest and most obvious criticism of projects such as the Rolighetsteorin examples is that they are merely one-time gimmicks, that a novelty effect is the most (maybe <em>only</em>) significant thing at work here. It&#8217;s not possible to say whether this is true or not without carrying out a <a href="http://en.wikipedia.org/wiki/Longitudinal_study">longitudinal study</a> of the members of the public involved over a period of time, or of the actual installations themselves. Does having fun using the stairs once (when they&#8217;re a giant piano) translate into taking the (boring) normal stairs in preference to an escalator on other occasions? (i.e. does it lead to attitude or preference change?) Or does the effect go away when the fun stairs do? </p>
<p>It may be, of course, that interventions with explicitly pro-social <a href="http://www.bogost.com/books/persuasive_games.shtml">rhetoric</a> embedded in them (such as the bottle bank) have an effect which bleeds over into other areas of people&#8217;s lives: do they think more about the environment, or being less wasteful, in other contexts? Have attitudes been changed beyond simply the specific context of recycling glass bottles using this particular bottle bank?</p>
<p><img src="http://danlockton.co.uk/research/images/intillestairs1.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /><img src="http://danlockton.co.uk/research/images/intillestairs2.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /></p>
<p><strong>How others have done it</strong> </p>
<p>This campaign isn&#8217;t the first to have tried to address these problems through design, of course. Without researching too thoroughly, a few pieces of work spring to mind, and I&#8217;m sure there are many more. Stephen Intille, Ron MacNeil, Jason Nawyn and Jacob Hyman in <a href="http://architecture.mit.edu/house_n/projects.html#stairs">MIT&#8217;s House_n group</a> have done work using a sign with the &#8216;<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">just-in-time</a>&#8216; message &#8220;Your heart needs exercise &#8211; here&#8217;s your chance&#8221; (<strong>shown above</strong>) positioned over the stairs in a subway, flashing in people&#8217;s line-of-sight as they approach the decision point (between taking stairs or escalator) linked to a system which can record the effects in terms of people actually making one choice or the other, and hence compare the effect the intervention actually has. As cited in <a href="http://web.media.mit.edu/~intille/papers-files/Intille03Ubihealth.pdf">this paper</a> [PDF], <a href="http://ajp.psychiatryonline.org/cgi/content/abstract/137/12/1540">previous research by K D Brownell, A J Stunkard, and J M Albaum</a>, using the same message, in a similar situation, but statically displayed for three weeks before being removed, demonstrated that some effect remains on people&#8217;s choice of the stairs for the next couple of months. (That is, the effect <em>didn&#8217;t</em> go away immediately when the sign did &#8211; though we can&#8217;t say whether that&#8217;s necessarily applicable to the piano stairs too.)</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/dekort.png" alt="Persuasive Trash Cans by de Kort et al"/>Last year I mentioned Finland&#8217;s <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/">&#8220;Kiitos, Tack, Thank you&#8221; bins</a>, and in the comments (which are well worth reading), Kaleberg mentioned <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/#comment-214669">Parisian litter bins with SVP (s&#8217;il vous plaît) on them</a>; most notable here is the work of Yvonne de Kort, Teddy McCalley and Cees Midden at Eindhoven on &#8216;<a href="http://www.yvonnedekort.nl/pdfs/0013916507311035v1.pdf">persuasive trash cans</a>&#8216; [PDF], looking at the effects of different kinds of norms on littering behaviour, expressed through the design or messages used on litter bins (shown to the left here). </p>
<p>Work on the design of recycling bins is, I think, worthy of a post of its own, since it starts to touch more on perceived affordances (the shape of different kinds of slots, and so on) so I&#8217;ll get round to that at some point.</p>
<p><em>Many thanks to everyone who sent me the Fun Theory links, including <a href="http://www.kimberleycrofts.com/">Kimberley Crofts</a>, <a href="http://www.onlinesocialmarketing.com/">Brian Cugelman</a> and <a href="http://www.sociotechnicsolutions.com/">Dan Jenkins</a> (apologies if I&#8217;ve missed anyone out).</em> </p>
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		<title>Some interesting projects (Part 2)</title>
		<link>http://architectures.danlockton.co.uk/2009/10/10/some-interesting-projects-part-2/</link>
		<comments>http://architectures.danlockton.co.uk/2009/10/10/some-interesting-projects-part-2/#comments</comments>
		<pubDate>Sat, 10 Oct 2009 13:57:44 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Brunel]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[London]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1216</guid>
		<description><![CDATA[Following on from Part 1, here are a couple more very interesting student projects linking design and behaviour. This time, both involve providing feedback on the impact or costs of everyday behaviours in order to get people to think. Tim Holley&#8217;s Tio project, developed in response to a brief by Onzo, and described as &#8216;A [...]]]></description>
			<content:encoded><![CDATA[<p>Following on from <a href="http://http://architectures.danlockton.co.uk/2009/08/19/some-interesting-projects-part-1/">Part 1</a>, here are a couple more very interesting student projects linking design and behaviour. This time, both involve <em>providing feedback</em> on the impact or costs of everyday behaviours in order to get people to think.</p>
<p><a href="http://www.timholley.de/Design_Home.html">Tim Holley&#8217;s <strong>Tio</strong></a> project, developed in response to a brief by <a href="http://onzo.co.uk/">Onzo</a>, and described as &#8216;A Light Switch to Help Children Save Energy&#8217; &#8211; deservedly won the HSBC Sustainability Prize at the <a href="http://www.madeinbrunel.com/">Made in Brunel</a> show:</p>
<blockquote><p><img src="http://danlockton.co.uk/research/images/tio_1.jpg" alt="Tio by Tim Holley" /><br />
&#8220;Children play a key role in reducing energy consumption due to the fact that they will be among the key decision-makers in the next 30 years. A simple way to engage and educate them is to concentrate on lighting, which accounts for up to 15% of electricity use in the home. The target market for Tio is 7-11 year-olds. This coincides with a period in primary education during which children begin to learn about the environment, energy and the effects that humans are having on the world. Tio [...]allow[s] children to demonstrate their knowledge of energy conservation to their family and encourage their role as ‘<strong>energy champions</strong>’ of the home. Tio has the potential to reduce lighting-use by up to 25%, resulting in an energy saving of up to 11% over a five year period&#8230;</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/tio_2.jpg" alt="Tio by Tim Holley" /><br />
The wall-mounted light switch[...] controls the lighting in the child’s room. Tio is soft and tactile, thus encourages user interaction. The character of ‘Tio’ displayed on the light switch encourages children to turn their lights off: <strong>Tio is happy when the lights have only been on for a short period of time. The longer they are left on, the angrier he becomes</strong>. This acts as an emotional reminder to turn the lights off&#8230;</p>
<p>The recommended ‘lights-on time’ is influenced by the child’s age, their daily activities and the time of day. [...] Information (‘lights-on’ time) is sent wirelessly from the wall switch to a computer. The computer programme allows the child to track their lighting-use performance over an extended period of time. The child takes care of a ‘virtual tree’ by moderating their lighting-use performance. This engages children to make a personal contribution to reducing energy consumption.&#8221;<br />
<img src="http://danlockton.co.uk/research/images/tio_3.jpg" alt="Tio by Tim Holley" /></p></blockquote>
<p>There are some clever ideas in there, including pester-power (&#8220;Make sure your parents turn off their lights too&#8221;) and, from a <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent toolkit</a> point of view, some of the patterns you might be able to identify include <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a>, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-architectural/#material">material properties</a> and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#metaphors">metaphors</a>. There&#8217;s some neat product detailing too, such as the way Tio&#8217;s expressions are formed by different patterns of LEDs being illuminated under the translucent case.</p>
<p>Tim was a very useful and insightful <a href="http://architectures.danlockton.co.uk/2008/12/12/invitation-to-participate/">tester</a> of an earlier version of the Design with Intent toolkit back in autumn 2008 (as part of the pilot study reported in <a href="http://bura.brunel.ac.uk/handle/2438/3257">this co-authored paper</a> [<a href="http://bura.brunel.ac.uk/bitstream/2438/3257/1/Lockton_et_al_Influencing_Interaction_preprint_ACM_disclaimer.pdf">direct PDF link</a>]) so it&#8217;s great to see his project get such recognition. He&#8217;s now working for Onzo in product R&#038;D strategy and has some exciting and ambitious plans for the future: as a very talented young designer bringing together creative user-centred design and technology expertise with an eye for business strategy, I&#8217;m sure Tim will go far.</p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/kirchmann.jpg" alt="Lehman's Inheritance by Alexander Kirchmann" />Across London at <a href="http://www.gold.ac.uk/static/design/shows/show2009/introduction.php">Goldsmiths</a>, Alexander Kirchmann&#8217;s <strong><a href="http://www.gold.ac.uk/static/design/shows/show2009/graduates/alexander-kirchmann.php">&#8216;Lehman&#8217;s Inheritance&#8217;</a></strong> project aims &#8220;to create and design products, that can help an individual to manage the [economic] crisis&#8221; such as this pint glass with cost markings (right). As Alexander puts it, &#8220;my products are the inheritance of the crash&#8230; By exposing people to their spending and also to their earnings my design is saving the owner money.&#8221;</p>
<p>This is an incredibly simple project (at least the example that&#8217;s illustrated &#8211; I&#8217;d be interested to know what other products Alexander modified / created). But the impact of exposing costs in this way &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a> without any special equipment &#8211; could be very effective. In some of the recent workshops I&#8217;ve run with designers and students, similarly low-tech feedback concepts have been suggested for problems such as reducing water wastage (sinks with scales marked on them) and reducing overfilling of electric kettles.</p>
<p>More projects coming up in Part 3.</p>
<p><em>Images from the websites linked</em>.</p>
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		<title>Cialdini on the Beach</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/#comments</comments>
		<pubDate>Fri, 10 Jul 2009 11:03:04 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[US]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1179</guid>
		<description><![CDATA[Self-monitoring is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with feedforward, i.e. &#8216;What would happen if I did this?&#8217; information, and so [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">Self-monitoring</a> is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">feedforward</a>, i.e. &#8216;What would happen if I did this?&#8217; information, and so on. My recent long post about <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/">smart energy meters</a> looks at some of the ideas within a particular application.</p>
<p>But sometimes it takes an example that&#8217;s not at first sight a &#8216;user interface&#8217; or a &#8216;product&#8217; to highlight how much difference certain design techniques can make.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_1.jpg" alt="Encouraging donations, Santa Barbara" />This unattended layout of things on the beach at Santa Barbara, California, soliciting donations, is an interface, too. It&#8217;s been designed, cleverly, both to invite passers-by to participate (by throwing coins from an adjacent walkway) and <em>to give them feedback</em> on their throwing ability.</p>
<p>That <strong>target</strong> &#8211; the bright red Folger&#8217;s tub on the bright red square of fabric in the middle of the white sheet &#8211; is a crucial way of engaging people and getting them to contribute. Who, throwing a coin, isn&#8217;t going to try and get it in the tub? (Unless you&#8217;re trying to knock over the vases or the little surfers.) And when you miss, you&#8217;re going to try again. And again. (I know I did.) You get entertainment and a challenge which seems like it&#8217;s worth pursuing, and you can see your track record.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_2.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>It mustn&#8217;t be <em>too</em> difficult. It&#8217;s <a href="http://austega.com/education/articles/flow.htm">Csíkszentmihályi&#8217;s <em>flow</em></a>, it&#8217;s fairground games theory applied to the simplest of begging sitations, but it works, in terms of getting people to contribute.  </p>
<p>What it shows me from a design point of view is that explicitly using <em>targets</em> ought to be included as a <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent technique / pattern</a> in addition to related ones such as self-monitoring, in future versions of the toolkit. The target effect &#8211; and other game-related techniques &#8211; are sufficiently distinct to inspire plenty of design ideas on their own. </p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_3.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>Of course this particular setup also uses a number of other techniques &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a> with the &#8216;Just Plain Hungry&#8217; card, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#reciprocation">reciprocation</a> with the &#8216;Make a Wish&#8217; offer, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#colour">colour &#038; contrast</a> and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominence &#038; visibility</a> with the way the arrangement draws the eye, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">operant conditioning</a> in terms of a &#8216;reward&#8217; when you succeed (the wish, or a sense of satisfaction) and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> in the way that everyone can see that others have thrown coins (and even a note), and that <em>everyone can see you contributing when you throw your coins</em> (or if you decide not to) &#8211; a kind of peer <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-security/#surveillance">surveillance</a>. The plate of sand is an additional affective touch which also works well. </p>
<p>It&#8217;s almost like <a href="http://www.influenceatwork.com/CialdiniBiography.html">Robert</a> <a href="http://en.wikipedia.org/wiki/Robert_Cialdini">Cialdini</a> put the whole thing together.</p>
<p>It also makes me think it would be worth cataloguing the design techniques employed in the design of charity collecting boxes and games which offer donors (often children) something exciting or engaging in return for their money. I used to love <a href="http://www.spiralwishingwells.com/">spiral wishing wells</a> and, in general, <em>ones that did something</em> (like <a href="http://www.flickr.com/photos/64196730@N00/3200025946/in/set-72157612614176520/">this wonderful RSPCA example</a>, though from before my time). There have to be lessons there for other designers interested in engaging users and motivating them to contribute, or behave in a particular way.</p>
<p>I hope whoever set all that up on that beach in Santa Barbara made some money that day. It would have been well deserved.</p>
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		<title>So long, and thanks for all the rubbish</title>
		<link>http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/</link>
		<comments>http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/#comments</comments>
		<pubDate>Sat, 12 Jul 2008 08:00:43 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Architecture & urbanism]]></category>
		<category><![CDATA[Convention]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Political design]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=335</guid>
		<description><![CDATA[It cost nothing to put this (trilingual) thank-you message on this litter bin at Helsinki Airport. But does this kind of message &#8211; a very simple injunctive norm &#8211; have more effect on user behaviour than the absence of a message? To what extent does it make you more likely to use the bin? To [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/kiitos_bin.jpg" alt="Kiitos . Tack . Thank you" /></p>
<p>It cost nothing to put this (trilingual) thank-you message on this litter bin at Helsinki Airport. But does this kind of message &#8211; a very simple <em>injunctive norm</em> &#8211; have more effect on user behaviour than the absence of a message? To what extent does it make you more likely to use the bin? To what extent is a message of appreciation <em><a href="http://architectures.danlockton.co.uk/2008/07/01/the-seven-habits-of-highly-affective-products/">affective</a></em>?</p>
<p>See also [both PDFs] <a href="http://www.psychologicalscience.org/pdf/cialdini.pdf">&#8216;Crafting Normative Messages to Protect the Environment&#8217;</a>, an extremely interesting paper by Robert Cialdini, and <a href="http://www.yvonnedekort.nl/pdfs/0013916507311035v1.pdf">&#8216;Persuasive Trash Cans&#8217;</a> [EDIT: Thanks to Ian Mason for the non-paywall link] by Eindhoven&#8217;s Yvonne de Kort, Teddy McCalley and Cees Midden, which reviews this field and then compares the effectiveness of different kinds of messages. This quote is worth noting:</p>
<blockquote><p>The focus theory of normative conduct&#8230; posits that norms affect human behavior systematically and significantly but only in situations where the norm is salient (focal) for the individual. In other words, this theory suggests that individuals may well have internalized an antilittering norm, but without activation through attention-focus procedures, it will not necessarily guide behavior in a prosocial direction.</p></blockquote>
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		<title>The Seven Habits of Highly Affective Products</title>
		<link>http://architectures.danlockton.co.uk/2008/07/01/the-seven-habits-of-highly-affective-products/</link>
		<comments>http://architectures.danlockton.co.uk/2008/07/01/the-seven-habits-of-highly-affective-products/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 14:44:27 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=326</guid>
		<description><![CDATA[A few people, products and experiences have impressed on me the importance of affect, of evoking an emotional response, in persuasion and behaviour change (I&#8217;ll admit I haven&#8217;t yet addressed how best to incorporate this into the DwI Method). There&#8217;s a lot of interesting work on emotional design, and emotionally durable design, which I do [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/bike_smile.jpg" alt="Affective product" /></p>
<p>A few people, products and experiences have impressed on me the importance of <em><a href="http://en.wikipedia.org/wiki/Affect_(psychology)">affect</a></em>, of evoking an emotional response, in persuasion and behaviour change (I&#8217;ll admit I haven&#8217;t yet addressed how best to incorporate this into the <a href="http://architectures.danlockton.co.uk/category/dwi-method/">DwI Method</a>). There&#8217;s a lot of interesting work on <a href="http://studiolab.io.tudelft.nl/desmet/">emotional design</a>, and <a href="http://books.google.co.uk/books?id=rXYMTZi2Uo0C">emotionally durable design</a>, which I do need to investigate further. Indeed, next week, I&#8217;ll be attending what sounds like a useful seminar at Central St Martins (<a href="http://www.timesonline.co.uk/tol/tools_and_services/specials/style_guide/article986720.ece">no apostrophe</a>), &#8216;<a href="http://thefoundobject.canalblog.com/archives/2008/06/22/9677987.html">Introducing the Affective in Sustainable Design</a>&#8216;, arranged by <a href="http://thefoundobject.canalblog.com/">Kristina Borjesson</a>.</p>
<p>But it struck me that &#8211; assuming the field can be reduced into a simple prescription &#8211; what would be useful is a manual called <strong><em>The Seven Habits of Highly Affective Products</em></strong>, leveraging the <a href="http://www.stephencovey.com/blog/">Stephen</a> <a href="http://www.stephencovey.com/7habits/7habits.php">Covey-style</a> title. When I say &#8216;products&#8217;, I really ought to say &#8216;systems&#8217; &#8211; services, customer experiences and environments should all be considered in this.</p>
<p>What could those 7 (or <em>n</em>) habits be?</p>
<p>(Actually, <em>The Seven Habits of Highly </em>E<em>ffective Products</em> would be pretty useful, too. As would <em>The Seven Habits of Highly </em>A<em>ffective People</em> &#8211; <a href="http://everything2.com/e2node/The%2520Seven%2520Habits%2520of%2520Highly%2520Affective%2520People">someone on Everything2 had a go&#8230;</a>)</p>
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