What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.
Topics include: Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.
Stephen P. Anderson is a speaker and consultant based out of Dallas, Texas. He spends unhealthy amounts of time thinking about design, psychology and leading intrapreneurial teams—topics he frequently speaks about at national and international events.
Stephen recently published the Mental Notes card deck, a tool to help businesses use psychology to design better experiences. And, he’s currently writing a book on “Seductive Interactions” that will explore this topic of psychology and design in more detail.
Prior to venturing out on his own, Stephen spent more than a decade building and leading teams of information architects, interaction designers and UI developers. He’s designed Web applications for businesses such as Nokia, Frito-Lay, Sabre Travel Network, and Chesapeake Energy as well as a number of smaller technology startups.
Stephen likes to believe that someday he’ll have the time to start blogging again.
This book is very similar to Designing for Emotion by Aarron Walter, but longer, packed full of even more concrete examples, and making a more direct effort to tie each example to universal psychological principles such as our love of pattern recognition and set completion or our need to reciprocate generosity.
Anderson shows how when you interact with a website, it's a lot like interacting with a stranger you've just met for the first time. In both cases, you don't want to ask for too much personal information too quickly. In both, it's nice to feel like you're carrying on a conversation (rather than just replying to the one-word captions of a form). In both, you can draw attention through contrast but build trust by fulfilling expectations.
He writes: "I think it's more accurate to think of aesthetics as a key ingredient in a recipe, as opposed to the icing on the cake." He explores how aesthetics can make interfaces more usable and can then build upon that to make them pleasurable and meaningful, showing how various aspects of visual presentation can impact users conscious understanding, semi-conscious association, and unconscious feeling.
He shows how to turn a computer application into a game by finding the inherent challenge in each task and bringing it to the forefront rather than relying upon extrinsic motivators like badges and points. Whenever anyone's trying to get something done, there's an intrinsic challenge that can be brought forth and turned into a game; Anderson proposes methods of finding this challenge and using it.
This summary's too abstract to do the book justice. I'm trying to generalize and summarize, but one of this book's greatest strengths is its persistent use of oodles of concrete examples.
Great read! This belongs on the shelf with Don't Make me Think and The Design of Everyday Things. It's a quick read but what it communicates is invaluable and will change the way you design. My only issue is with the references being so temporal. In 10 years I don't know if people will know wat MailChimp is (Sorry MailChimp) but the information in the book is timeless.
Engaging design is a topic I get really excited about and it was a cool take on relating psychology principles to UX design through a dating analogy. The book was broken into short chapters so it was easy to pick up and put down as I had time/energy. It is full of familiar principles from psychology and lots of example designs to illustrate his points. I would love an updated version (this book was published in 2011) to show more recent examples in the aesthetics section, but I think the fundamental principles hold true if we can look beyond changing trends. Here are my notes:
Seduction is the process of deliberately enticing a person to engage in some sort of behaviour, to be tempting or attractive. It goes beyond making a product usable, and focuses on making an experience desirable.
UX hierarchy of needs: functional - reliable - usable - convenient - pleasurable - meaningful. If you want to create a revolutionary product, you need to shift from a bottom-up task focus to a top-down experience focus.
We tend to think that if applications are easy to use and efficient, they will be enjoyable. However, it goes the other way too - things that are enjoyable are more likely to be perceived as easy to use and efficient.
Product personality influences our perceptions - similar to the way we form expectations about someone by the way they dress. People identify with or avoid certain personalities and often choose products that are an extension of themselves. Example of Sony AIBO dog robot, which carries the expectations of a puppy that may respond to some (but not all) commands and how users are more patient with it.
Distractions and illusions can affect the experience of time - waiting in lines at theme parks, progress bars for communicating download speed.
Beautiful products are perceived as easier to use, but we still need to have basic usability and usefulness. Examples of more images slowing load time, fancy-looking title bars appearing clickable when they aren't, and website layout making it difficult to read on mobile. Evaluate the functional role of a visual element using a matrix with visual elements on one axis and cognition/association/affect on the other. Good design is about making holistic decisions.
The presence of faces dramatically changes behaviour. Eg - we look where people are looking, they can reinforce social proof of supporters, they can encourage people to follow through on commitments, or make it harder to leave a community.
To design interactions that are playful, include careful use of humor when appropriate (general rule of thumb: if it's appropriate in real world interaction, you can consider it for use online).
Use the element of surprise to heighten curiosity and mix surprise with rewards to take advantage of the variable reward principle. "Delighters" are little things added to an experience to create delight and bring joy (eg chocolates on your pillow) and they should be unexpected, unnecessary, and pleasant. You can also leverage gifting to encourage reciprocity, where customers may become more loyal as a result of unexpected "gifts" that have no expectation of quid pro quo (note: these do not need to have physical costs, could be things like sharing useful articles, or a personalized annual report of a customer's behaviour).
Display information in a way that arouses curiosity and encourages pattern-seeking behaviour. To make people curious, make them aware of something they don't know (LinkedIn example of "someone from company ABC viewed your profile") - make it appealing to the user and personally relevant and do not tease something that is given away freely elsewhere.
Finding ways to remove anxiety or frustration can make a delightful experience more memorable than a purely playful design.
People want to leave their personal mark on things. This need for self expression shows up when users are allowed to control something, especially as it relates to their identity.
"Shape the path" by suggesting a particular course of action, nudging people to take a first step, setup defaults, and get a small initial commitment (example of text in form fields that encourage people to think about when they'll do a certain action). Take advantage of the endowed progress step by framing the task as if part of it has already been done (eg making the decision to setup an account as step 1, so the actual data entry is already considered step 2). Break down a task into smaller steps (sequencing) using an experience-first perspective.
Avoid coming on too strong by limiting choice (if needed, make more options available through an extra step), using less text, and asking yourself if all the information being collected is necessary. Use contrast to attract the user's attention (or avoid attention to less desirable options).
Take advantage of status quo bias by selecting smart default options or guiding people with suggestions. Cool example of convenient, personalized details: tea rating system that shows how you've rated past teas in context with their 100 point scale to help you make a relative judgement. Threats to ownership (eg losing documents associated with an account, mayorship in Foursquare etc) can encourage people to login to a service because of loss aversion, but you need to be wary of only monitoring conversion and response rate, and also look at users' overall satisfaction and the likelihood they will refer you to others.
Your choice of words influences behaviour through framing, anchoring, talking directly to users by saying "you", and using clear language. Be short and to the point. Be conversational. Be aware of what is suggested by your choice of words.
Ask "what do people have to do in order for your business to be successful?" This question connects business goals to behaviour goals, which can be observed or measured.
Game mechanics reinforce a fun challenge, but only when it's something people already enjoy. Instead of sugar coating your software with gaming elements, reframe your topic in ways that are intrinsically engaging. (Example of time tracking app where an accuracy rating is used to compare how long a project took vs your estimate and motivate you to keep checking your work.) Ask yourself whether the challenge was there all along or if you had to add it to your application.
Scarcity is used in retail and e-commerce to encourage people to buy products or spend more money on them. It can also be used to encourage quality posts or feedback (eg limiting the number of posts encourages people to be more selective about what they post). In the case of Twitter, scarcity in the number of characters allowed also encourages participation because it seems less formal and easier to start writing.
Use tight feedback loops that tell you how you're performing along the way so you can reflect and correct. People love statistics about themselves (personal informatics). Attaching a measure to anything turns it into a game.
To make products that continue to excite us even after years of use, you have to offer something of value beyond the initial delight. The Kano model is a balanced way to consider things that impact customer satisfaction. Basic needs must be met and will only be noticed if they are missing/implemented poorly. Performance payoffs are the common focus of product development as you add more features. Delighters are things that are not asked for, but bring unexpected value (latent needs that come through observation). Over time, delighters become performance needs and then basic needs - no longer thrilling and noticed only when you forget. Delight isnt enough on its own, you also need to meet basic and performance needs. But fail to delight customers and you leave yourself vulnerable to someone else who will.
Fogg behaviour grid used in persuasive design - separates out new/familiar/increase/decrease/stop behaviours and maps them to one-time, duration, or from now on time periods. Behaviours happen when people have motivation, ability, and a trigger. Trigger is the most important element. Put hot triggers in the path of motivated people.
I purchased this book when looking for practical design advice for my new software startup. I spent some time researching various titles before finally settling on this book. Seductive Interaction Design did not disappoint! Despite being a relatively small book, it is filled with lots of useful tips, suggestions and anecdotes. I've found other software-oriented books to be heavy in theory but light in real world value. This book managed to include a bit of theory but plenty of clear examples of what to do and what not to do when building an App.
While certainly not for a seasoned UX/UX designer as some of the concepts may seem basic, this book is great for product managers, executives, entrepreneurs or any business person that wants to brush up on what causes an App to be "seductive" to its users.
Absolute gold for design and psychology buffs. The book links concepts in psychology with examples of interfaces that use them very well. An inspiring read for all makers.
Filled with lots of examples and experiments explaining psychology aspects that can be used for designing a seductive interaction design. Covers topics from aesthetic, beauty, small steps, and even on how to make a game on your products. Topics such as sequencing, framing, anchoring, associations, feedback loop, variable rewards, etc. The examples and experiments presented make it easier to actually understand what the author trying to say.
The writing style of this book also non-native friendly. Overall, a very nice book :)
As mentioned at the end of the book, the interface examples did not age well indeed. The theory part was quite broad and consequently superficial, I would rather just read all the books mentioned by the author. A lot of the practice mentioned (regarding interactions) is also outdated, which only proves how fast this field moves, and how important is continuous study. But for me, the part that nailed how incredibly out of touch with the current reality this reading was, is when the author says that "In writing this book, I did look at some of the literature on 'seducing women' (...)" and then he mentions how pickup artists "helps" men on "picking up women".... I mean, seriously? I'm glad we all evolved beyond that.
Full of examples and stories, a very useful and inspiring book. It only gets three stars from me though, due to the amazing number of spelling and grammatical errors. What went wrong with the editing process?
A very well gathered collection of psychological theories and behavioral studies that will result in delight or seduction as he calls it. The book is very easy to read with lots of examples.
Although I didn't like the book design because of vibrant colors and flamboyant chapter headings.
The focus of most interaction design books tends towards interface design - where to use a button, when to show a list, etc. Seductive Interaction Design takes a different approach, a much more human one. What behaviors do you want your users to have? How do you influence behavior? For example, people naturally want to complete a set of something - so if your app has a multi-step process, make this impulse work for you. Full of examples found "in the wild", it shows how to use game design to psychologically influence your users.
It also encourages designers to think of their design in stages - starting with basic functionality, then performance, then small enhancements to delight and inspire your users. I found it a thoughtful guide to the ongoing design development process.
This is the first book in a long, long time, I think deserves more than the 5/5 rating. A real delight :)
What I was looking for going in: - structured analysis of the factors that matter in "UX" - use of real-life examples and screenshots for better illustration - backed by convincing research
I got all of this plus - clear, funny and concise writing style (maybe because the author used to be an English teacher) - nice formatting (the newspaper style of having two text columns on a page makes it much easier to read while maintaining a low overall number of pages - good design decision)
Anderson does a stellar job illustrating the building blocks and levers to think about when creating an interactive design. His concepts are very concrete and actionable. I did struggle a bit getting through this book though because of his writing style. I've never said that about a book before. Nonetheless, my 4-star rating was soley based on the content which is very impressive.
This book was wonderful. I start it at a perfect time and it summed up everything psychology related that I've read in the last couple of months.
If you are a designer that wants to know more about human behaviour and how to use design to drive it, this is your book. It has plenty of examples and references to studies and it's really easy to read.
Quite amusing & refreshing for those just getting into UX or design. The author gives great examples (supported by research, of course) of situations where small tweaks in design paved the way for better results. From forms and content rules to psychological traits and theories, this book has it all :)
Some professional books can also be fun to read. This is exactly that sort of book. Full of inspirational examples, good scientific basis - I would recommend it to anyone interested in experience design field.
There's not a lot to say about it – it's a very useful book for budding interaction designers and would-be UX professionals. It's simple and engaging and gets fundamental ideas across straightforwardly. Indeed, if you're into this sort of thing, I recommend this title.
Pretty damn great insights on how to make things more fun and interesting for a user. Especially loved the gaming industry part, where you can borrow techniques and apply to your product quite easily with the hooks, rewards, etc. The book is really practical and easy to comprehend.
A long overdue read, that has been patiently waited in my bookshelf for a long time. I heard many good things when it was published and I can see why that was. It provides a good overview on behavioural economics, habit-forming and leveraging human biases. You learn about making use of psychological phenomena and game mechanics in interaction and user experience design. However, over the past years, many other books, articles and podcasts on these topics have been published, as well. Therefore, the book doesn’t offer too much novelty in this particular book, if you have read other resources before. Also, I would have wished for more critical reflection on the usage of such practices and methods as well as the moral responsibility designers have when working with them. Nevertheless I would think it’s still a great resource if you are looking for a starting point into the topics.
This is a good refresher given that you have read books like "The Design of Everyday Things" and "Hooked". I gathered a few good points for user experience design but overall it contains good philosophies about design.
While the examples are dated (remember Gowalla? 2011 is a long time ago in internet years) - the content is still good; Practical examples of how to delight your users, break things down in snack sized bits and don't ask for surplus information - and make the experience fun :)
Seductive Interaction Design is more than a provocative title. It's a book that is surprisingly grounded in human behavior and psychology-- brought together in practical comprehensible terms and chapters.
The sequencing and pacing of this book is just right to get you inspired by the opportunities to make your website more enticing. Where it excels, compared to Designing for Emotion for example, is it doesn't ever become focused on emotion as the outcome. Seductive IxD maintains the perspective that emotion is a factor that contributes to a larger outcome, such as behavior change.
While packed with insights ultimately Seductive Interaction Design is a very good introduction and a great read, but it's overall not a great reference. It is a well aggregated list of frameworks and perspectives, but the list is neither exhaustive nor synthesized into a well made hole.
Ultimately I think this book should be as a part of a reading program to better understand the neurology of creating 'seductive' experiences, but I think Designing for Behavior Change is a more complete read on this topic.
I had really high expectations on this book. Not so long ago I read "The Design of Everyday things" and I was hoping that this one was focused on online applications. Actually it is, but I had to say that I felt a bit disappointed as I found some of the examples from the beginning of the book just too silly. However, the book has some really interesting thoughts and it does the purpose the writer intended, which is to inspire, to give ideas and clues of how a website can attract more users and what is even more important, how to retain them through "seduction". Maybe I was expecting something else, and that's why I almost give up before reaching the half of the book, but I have to admit that after finishing I really liked it. And even if you get only few thoughts or ideas from the book that you can use, it's worth reading it.
Bottom line: for those who work designing Websites or on the online business in general, this book may inspire you with some good ideas that your customers and your users will appreciate.
A very nice book. The way it is written makes it easy to read and understand. The frequent relations between romantic seduction and interface/design seduction are often quite ingenious.
I particularly enjoyed the last chapter of the book, which gives a larger focus to questions surrounding the area of gamification. It is a really direct book most of the time, where the author shows that he knows what is really important and what questions he is trying to somewhat answer with his book.
Along with all the information present, I was also able to annotate some interesting future readings. Some of them are directly suggested as recommended reading, while others show up as means to justify the writer's arguments.
I recommend reading this book to people interested in the questions that make people 'tick' through design choices.
Be aware that this isn't a book dedicated to design patterns or usability matters. They are omnipresent throughout the reading but aren't the main focus.