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PhD

This category contains 33 posts

Sort some cards and win a copy of The Hidden Dimension

UPDATE: Thanks everyone - 10 participants in just a few hours! The study’s closed now, and I’m just about to draw who’s won the book…
If you’ve got a few minutes spare, are interested in the Design with Intent techniques, and fancy having a 1/10 chance of winning a brand-new copy of The Hidden Dimension, Edward [...]

Coming up for air, briefly

Thanks for all the responses to the Design with Intent Toolkit - it’s got a heartening reception from lots of very interesting people, and has brought some great opportunities. I hope to be able to deal with all this effectively!
Thanks too to all the people who’ve blogged about it, included it in a podcast, and [...]

Security Lens: The Patterns

The Security Lens represents a ‘security’ worldview, i.e. that undesired user behaviour is something to deter and/or prevent though ‘countermeasures’ designed into products, systems and environments, both physically and online, with examples such as digital rights management.

From a designer’s point of view, this can be an ‘unfriendly’ - and in some circumstances unethical - view [...]

Visual Lens: The Patterns


The Visual Lens combines ideas from product semantics, semiotics, ecological psychology and Gestalt psychology about how users perceive patterns and meanings as they interact with the systems around them.
These techniques are often applied by interaction designers without necessarily considering how they can influence user behaviour.


Prominence & visibility
“You can’t miss it”
■ Design certain [...]

Errorproofing Lens: The Patterns

The Errorproofing Lens represents a worldview treating deviations from the target behaviour as ‘errors’ which design can help avoid, either by making it easier for users to work without making errors, or by making errors impossible in the first place.
This view on influencing behaviour is often found in health & safety-related design, medical device design [...]

Persuasive Lens: The Patterns


The Persuasive Lens represents the emerging field of persuasive technology, where computers, mobile phones and other systems with interfaces are used to persuade users: changing attitudes and so changing behaviour through contextual information, advice and guidance. The patterns here are based mainly on ideas from BJ Fogg’s Persuasive Technology: Using Computers to Change What We [...]

Cognitive Lens: The Patterns

The Cognitive Lens draws on research in behavioural economics and cognitive psychology looking at how people make decisions, and how this is affected by ‘heuristics’ and ‘biases’. If designers understand how users make interaction decisions, that knowledge can be used to influence interaction behaviour.
Equally, where users often make poor decisions, design can help counter this, [...]

Architectural Lens: The Patterns

The Architectural Lens draws on techniques used to influence user behaviour in architecture, urban planning and related disciplines such as traffic management and crime prevention through environmental design (see also the Security lens).
While the techniques have been developed in the built environment, many of the ideas can also be applied in interaction and product design, [...]

What sort of behaviour?

The different patterns (initially just those featured on the poster) have each been given a badge (or two) showing whether they have the effect of enabling, motivating, or constraining user behaviour:
Enabling behaviour

Enabling ‘desirable’ behaviour by making it easier for the user than the alternatives
Motivating behaviour

Motivating users to change behaviour by education, incentives and changing attitudes
Constraining [...]

The Design with Intent Toolkit v.0.9

■ How to influence user behaviour
■ 12 inspirational design patterns in poster form (plus 35 more)
■ Grouped into 6 ‘lenses’ giving different perspectives

Download the poster (it’s a 1.3 MB PDF) - now also includes A4 pages for each lens, for easier printing
Start with the problem
You have a product, service or environment—a system—where users’ behaviour is [...]

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