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Book Description

How to make customers feel good about doing what you want

Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:

  • Pride — use social proof to position your product in line with your visitors' values

  • Sloth — build a path of least resistance that leads users where you want them to go

  • Gluttony — escalate customers' commitment and use loss aversion to keep them there

  • Anger — understand the power of metaphysical arguments and anonymity

  • Envy — create a culture of status around your product and feed aspirational desires

  • Lust — turn desire into commitment by using emotion to defeat rational behavior

  • Greed — keep customers engaged by reinforcing the behaviors you desire

Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use — but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.

Table of Contents

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