Lecture 04 Persuasive strategies Flashcards

1
Q

Cue in design

A

Make sure the cue stands out but does not hinder the user

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Reaction in design

A

Build a trust relationship with the user, provide a positive user experience (UX)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Evaluation in design

A

Discuss pros & cons (chatbot)
Motivational interviewing
Personalise and tailor

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Ability in design

A

Automate where possible
Indicate steps needed to perform action (Fogg’s tunneling)
Increase self-efficacy

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Timing in design

A

Link with the user’s calendar
Make specific agreements regarding time

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Stop negative behaviours (CREATE in reverse)

A
  • Remove the cue.
  • Replace the routing by hijacking the
    reaction.
  • Surround the individual with others
    who do not engage in the action or
    disapprove of it.
  • Think of consequences, accentuate
    them.
  • Increase the costs.
  • Add inconvenient factors to slow the
    process.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Fogg’s behaviour model

A

B = MAT/MAP, B=Behaviour, M=Motivation, A=Ability, T=Trigger/P=Prompt
MAP/MAT must be in effect simultaneously for a behaviour to occur

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Fogg’s behavior model: motivators

A
  • Sensation: pleasure over pain.
  • Anticipation: hope over fear.
  • Belonging: social acceptance over
    rejection.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Fogg’s behavior model: ability/simplicity factors

A
  • Time
  • Money
  • Physical effort
  • Brain cycles/thoughts
  • Social deviance
  • Non-routine
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Fogg’s behavior model: prompts

A
  • Spark, LM/HA (Encouragement)
  • Facilitator, HM/LA (Help)
  • Signal, HM/HA (reminder)
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Cialdini’s 7 persuasive principles

A
  • Reciprocity - Give what you want to receive.
  • Liking - Highlight genuine similarities and provide praise!
  • Social proof - Use peer power to increase motivation!
  • Authority - Express expertise in the domain!
  • Commitment - Make commitments active, public and voluntary!
  • Scarcity - Highlight unique benefits!
  • Unity - Show alignment in identity and values!
How well did you know this?
1
Not at all
2
3
4
5
Perfectly