Creativity and the business of social innovation.
As I continue to explore the issues around behavior and influence I find myself caught up in a debate between the proponents and critics of 'Persuasive Design'. This is not a trivial debate, though it can come down to some very fuzzy semantics, such as the difference between intent, influence, persuasion and coercion. Try to imagine Fred Thompson's booming voice here:
"Mr. Fabricant, did you Design with the express purpose of persuading end users?"
"No, your honor. I swear, I was just responding to user needs. In this case the users kinda 'asked' for it. Really. I was just doing what they wanted. At least I thought so at the time."
"Do you have any evidence at all to support your claim?"
"Well,to be perfectly honest, the users never came out and actually told me exactly what they wanted. You know how unreliable users are. As a Designer we are trained to have a powerful sense of intuition...you see, your Honor, I observed the users on multiple occasions and identified these 'unmet needs' that they weren't even aware of."
"Do I need to remind you that you are under oath?"
"Your honor, at this point my attorney has advised me to plead UCD so that I don't incriminate myself any further. Are you familiar with the Ethnography Defense?"
This question most recently popped up in two very thoughtful responses to my designmind article on blogs related to design and behavior: Design with Intent and Design and Behavior. I recently struck up a dialogue with Dan and we had talked about these issues previously. This trust helped to get around the minefield of language that seems to be kicking around the academic community. This is not the case with Jamie who questioned my position on 'Persuasion', speculating that I might be more 'in favor of persuasive techniques' than I realize.
Fair enough. I don't know that I have aritculated a terribly clear position. But I have yet to idenitfy a simple boundary between designs that have persuasive intentions and those that don't (other than, perhaps, the awareness of the designer that he/she is using persuasive tools). Dan has taken a crack at defining this boundary: "I would argue that in cases where design with intent, or design for behaviour change, is aligned with what the user wants to achieve, it’s very much still user-centred design, whether enabling, motivating or constraining. It’s the best form of user-centred design, supporting a user’s goals while transforming his or her behaviour."
I dont find this distinction to be sufficient in practice. How do we decide what the user really 'wants to achieve' as Dan describes it? The fact is that there are a host of different influences that come to bear in any experience. And a host of different needs that drive user behavior. This is particularly true as more sources of information (and influence) are brought into day to day situations through mobile technologies. Designers are constantly making judgement calls about which 'needs' we choose to privilege in our designs. In fact, you could argue that this is the central function of design: to sort through the mess of user needs and prioritize the 'right' ones, the most valuable, meaningful...and profitable.
But according to what criteria? These decisions, necessarily, value judgements, no matter how much design research you do. And few designers want to be accountable for these decisions. From that perspective, UCD, starts to seem a bit naive, possibly even a way to avoid accountability for these value judgements.
More importantly, I dont think the design community has the right models and frameworks to really substantiate these decisions. This is the critical issue to me, and the one I am trying to explore by opening up a dialogue with Dan and others. There is a lot to be said for intuition – it is the basic principle on which frog was founded – as well as empathy. These capacities are critical to the design process so that we can appreciate the effect of different choices from the user's persepctive. They are the right starting point. But are they sufficient?
Empathy and insight increase our awareness of the rich and nuanced motivations and desires that underscore personal behavior and social interaction. They help to uncover insights that are not obvious. But how do we then weigh one insight against another; one desire against another? And weight them, I might add, both for their perceived importance to the individual user as well as for their practical ability to motivate the user to modify his / her behavior.
Perhaps it is here that the risks of 'Persuasion' emerge. Even if you have a strong understanding of what the user wishes to achieve, the mechanisms that will most effectively drive that behavior may seem contrived or manipulative. In some cases these mechanisms are things that might make the user uncomfortable – if they were aware of them. But that is precisely the point: users are not very self-aware. Shouldn't designers be?
Persuasive Design
Markus Smet - June 25, 2009
Very interesting article - the point is who's paying for the design? They will have a vested interest in persuading people to do something. The issue is one of responsibility and as a designer, whether you are going beyond persuasion and into the realms of deceit.
However, design is there to persuade. A pencil is a design that persuades you by showing you what it's for, what it's possibilities are and how easy it is to use - the persuasion is tiny, because you know it so well, but that persuasion exists all the same - I want you to use me to write and sketch.
Excellent article to which I
Michael Plishka - June 25, 2009
Excellent article to which I have a few thoughts:
-Re: Pencil and Persuasion: Persuasion needs to be defined. Is persuasion the same as prompting, or stimulating something to be used a certain way? If so then a pencil design also persuades one to tap it, fire it with rubber bands, place it point up beneath the arms of arm wrestling contestants, etc.
- I wonder if perhaps there isn't a more holistic view here that needs to be adopted. There are similar discussions to this with regards to innovation and creativity (are they the same, different, how does one define innovation, etc.?) Perhaps dissecting the live frog on the table, with the end result that we'lll be flabbergasted the frog no longer jumps and lives at the completion of the process. Don't get me wrong, it's important for us to understand the processes involved, but there comes a point where the rubber needs to hit the road (Or the frog needs to jump and live) and the nuanced discussions, while great for exploratory purposes, might not get us where we want to be. If there were design thought churches, there would be schisms over this.
- Think of how many great designs of products or processes existed before the 20th century. There's a wonderful simplicity and elegance that is part and parcel of good design, something that touches us in ways that are persuasive as well as comforting - for the time being we like it as it is.
Excellent article to which I
Michael Plishka - June 25, 2009
Excellent article to which I have a few thoughts:
-Re: Pencil and Persuasion: Persuasion needs to be defined. Is persuasion the same as prompting, or stimulating something to be used a certain way? If so then a pencil design also persuades one to tap it, fire it with rubber bands, place it point up beneath the arms of arm wrestling contestants, etc.
- I wonder if perhaps there isn't a more holistic view here that needs to be adopted. There are similar discussions to this with regards to innovation and creativity (are they the same, different, how does one define innovation, etc.?) Perhaps dissecting the live frog on the table, with the end result that we'lll be flabbergasted the frog no longer jumps and lives at the completion of the process. Don't get me wrong, it's important for us to understand the processes involved, but there comes a point where the rubber needs to hit the road (Or the frog needs to jump and live) and the nuanced discussions, while great for exploratory purposes, might not get us where we want to be. If there were design thought churches, there would be schisms over this.
- Think of how many great designs of products or processes existed before the 20th century. There's a wonderful simplicity and elegance that is part and parcel of good design, something that touches us in ways that are persuasive as well as comforting - for the time being we like it as it is.
Persuasion, prompting or stimulating
Markus Smet - June 25, 2009
I love the way you used the pencil idea :-)
It's a good point you made about the pencil. When planning the experience a design is going to deliver, you're balancing the needs of the business with the needs of the user. The best experience comes from the most useful persuasion, offering the most value at a good profit - however, if there's anything unexpected that can be a great source of new ideas/innovation along the way, that's a good consequence of well executed design research...
As per the premise of the book "Nudge", the best design takes a paternalistic libertarian approach - as this article concludes, people are often not self aware and can make bad decisions. Designers are there to persuade, or nudge, people in the right direction whilst making a profit for the person paying to bring that design into the market (at least if you work in a commercial outfit, rather than charity for example).
The goal is to make the most obvious, best choice, available to the customer without allowing profit to over ride integrity. Take the example in "Predictably Irrational" where the Economist deliberately design their order page to get people to buy the web + print versions - you can take advantage of human behavioural patterns, to up-sell. It's not unethical and people can still opt to buy the web only version - but what about the argument that people will enjoy the printed magazine better than an online only version? So you're actually persuading them to do something that's better for them?
My goal would always be to balance the needs of my employer with delivering something that's useful. I think configuring your purchase page to optmise profitability by taking advantage of human behavioural patterns starts to move on to shaky ground - but if it's your job, where do you draw the line?
The Indigneous
David Locke - June 25, 2009
Persuasion exists indigenously without the intentions of anyone one let alone a designer. It is only intentional if one sets about with a goal for the persuasion. Even then they might accidentally persuade. Or, they might accidentally make a case for an unanticipate or undesired outcome. But, if you think you need intention to get convicted, rest assured that the procesutor will demand that your act implies intention.
Hi Robert - thanks for
Jamie Young - June 28, 2009
Hi Robert - thanks for sharing your thoughts. Just thought I'd make a quick note that the aim of my blog post was really just to point other people to the conversation you were having with Dan, rather than to accurately represent each of the various points that both authors made! Looking forward to more of this discussion with you and others.
Jamie
Thanks Robert, this is a
Dan Lockton - June 29, 2009
Thanks Robert, this is a great piece and you certainly open up a lot of very interesting questions for anyone working in, or contemplating working in, this area of influencing behavior through design.
To clarify my (simplistic) "It's still user-centered if the behavior-influencing intent is aligned with what the user wants to achieve" argument, this still allows the same product/service to be experienced by different users, in different contexts, with different needs and desires, in different ways. In some circumstances it will provide a good user experience, other times it won't.
If, as a user, I just want an exercise bike that lets me exercise, getting one which continually 'motivates' me through sound effects and setting me targets, which I can't switch off, is not user-centered design from my point of view. Yet for the person next to me, that might be exactly what they want and need. A design can surely be user-centered with respect to some users and not with others. The 'user-centered' aspect only exists if there are actual users using the thing - and since we can't design things that fulfill everyone's needs, all the time, there will (as with anything) be combinations of needs, circumstances, attitudes where it works, and others where it doesn't.
People change, too. Think of 'tip of the day' splash screens in software. It might be great user-centered design for many (most?) users to start off with, helping them learn more about what they can do, and influencing greater engagement with the program. But many people uncheck that 'Show at startup' box pretty quickly. Their needs have changed: it becomes a nagging annoyance rather than aligning with what they want to achieve at that moment (getting on with the task). As long as the interface allows you to switch it off, that in itself is a largely user-centered design consideration. A designer had to think 'Some people won't want to see this every time' and create the affordance of disabling it (and re-enabling it, too).
To take your Project Masiluleke as a example: for the people who've responded in the way you hoped as designers, i.e. gone and got themselves tested, changed their behavior, the suggestion the messages made clearly aligned with something those people wanted. The persuasion worked, whether it was kairos (B J Fogg) or pushing an open door, or making them think about something they'd never felt able to do, or leveraging the emotional affect associated with receiving a missed call from a loved one, or something else. For them, this was an experience that touched (/nudged) them in some way: it was centered on them, as users. For others who ignored it, or didn't feel able to commit to go and get checked, the experience clearly wasn't aligned quite enough with their current state (needs, desires, what they will admit to themselves even). Maybe it will be in the future, or maybe different strategies are needed, but overall the project is still a great success because it's influenced the behavior of a lot of people.
Someone said to me the other day that the best advice he'd had (in an academic context) was "Don't make a distinction that doesn't do anything for you" (in terms of classifying things, ideas, concepts). Maybe that's true here - I think between us, we are all trying to achieve the same goals. I too often get tangled up in trying to define things because it seems like that's what's required academically, whereas wearing my designer hat (not literally!), I know full well that what matters is what works, and getting those insights about users' understanding, motivation and mental models, and working out a way of applying them through design to help people, is far more important that worrying about what 'sort' of design we're doing.
Activities & Marketing
Joshua Porter - June 30, 2009
Love the ethnography defense...and you brought up many ideas in this article that deserve more attention. But two in particular, I'm grappling with myself.
What do we build? How do we know what users' needs are and when/how do we decide which to support in software? One problem, as you mention, is that users don't often know what they need. Second, is that research methods are all over the place. And third, some problems just aren't good business. :)
My tentative answer is that by focusing on activities, well-defined behavior often associated with social objects in the world, we can start to find an answer. By designing to support specific activities we can be relatively confident we're satisfying the goals of the people who already perform them (assuming the people performing them are sane). This is somewhat of a sleight of hand, but for me its easier than focusing on goals, for the reasons you mentioned, although goals are certainly wrapped up in the discussion. So instead of asking "how do we know what users want to achieve?" we ask "what are users already achieving and how can we make that better?"
Second, many of the ideas here (Dan's comment as well) are really what marketing is all about (or perhaps more accurately what marketing should be about). That is, choosing an audience segment or market to design for while ignoring the rest of the population. Iterating and redesigning until you're successful at persuading that market to give you business. So in a sense the question about who to design for is a marketing decision...one that designers might not make but certainly should be in the room for. Most marketing that is familiar to us, however, is pushing an unwanted product at a market that doesn't want it or already has something better...and this is why marketing has a bad name.
Finally, you say that "and few designers want to be accountable for these decisions". This is the big elephant in the room. I'm overly-generalizing here, but designers want to be respected in the boardroom but don't want the responsibility that comes with it. I think this will change, slowly, until designers are actually measured in how well they(we) are persuading people to do something. Did we see the 20% increase in sign-ups? Nope...well then sorry...you're fired.
And on the big question: what is persuasive design? I would take the "technology (design) is not neutral" stance. No artifact, no matter how intentioned, is free of the ability to persuade. Its mere existence changes the world, changes the way people behave, to some degree. The more successful designs will be made by those who intend to make change...the least influential will be those designed without intent. Of course, some exceptions will occur, but on the whole good design is no accident.
hint, affect, stimulate, market, mind control
meng li - June 30, 2009
thank you! i was super interested in this topic, along with your "design to change behavior"discussion. great article and discussion! i'm learning a lot.
so i kinda define persuasive design here in a broad way: hint, affect the perception, stimulate, market & mind control.
hint:
the first time i got drawn into this topic was when doing industrial design years ago: to design a handle that hints users to hold and pull in certain way, using the form, the details, and the accordance. it's not exactly persuasive design, but definitely where i came from when designing other stuff that persuades people.
affect the perception:
the second time was when doing a concept design on electricity-meter to save energy (http://itp.nyu.edu/~ml1949/Energy.htm). Since the energy doesn't have its form and weight, so we perceive the energy as air, plenty, endless, so in a very natural way, we waste them, we just don't care. if we see them as money or milk that is the material consumed with limit, probably we can change our way of using them. so that design was using the concept of both clock and teapot, aiming to make people to re-read energy, persuading them to not waste, changing their behavior day by day. it was 5 years ago, it was not a great design as a whole. but i do think it is relevant to changing behavior by design.
stimulate:
when nike + came out, same year, intel research people put out a project, persuading teenage girls to lose weight by designing a social exercise mobile game, both projects are stimulating users to change behavior. similar things, e.g. 12steps. i believe designers are using design tricks: design thinking and practices to persuade people to change their behavior.
market:
then about design and marketing, there is a type of design, no matter a product, a service or/and a policy, it is not to solve problems, but creating new opportunities based on new technological & socioeconomic phenomenon. there's no need from end users until the design out there, people starts using them, so how to persuade people to use is important, which is marketing.
mind control:
Hitler is a pretty good persuasive designer, but with some evil motivations.
i see persuasive design is a skill that designers should be trained to obtain. it's a tool without negative/positive effects, until adding designers' motivation, why do we want to persuade people? for solving a problem? for money?for losing weight? for saving the energy? for helping a company to innovate? OR for starting the second world war?
just throw out my 2 cents, hoping to learn more from you guys here. (hit me if u r hiring :-) )
Theme of persuasion
Markus Smet - July 1, 2009
I think of persuasion as the thing that marketers and designers can agree on up front in order to create a single minded purpose for the creation of a given design. If a design requires a change in human behaviour (ultimately how humans spend their time or money), the design you've been asked to make has to persuade people.
That persuasion may be subtle, altruistic or commercial, but in the end you are persuading people to spend more or less time or money on products or services. What's interesting is the idea that design can be used to persuade by embedding itself into the social fabric of a group - to persuade people to change their behaviour from within the group (catalytic design) and persuade people to quickly open up about their behaviour out of context (performance design)...
Design & behaviour
Robin Ferraby - August 10, 2009
A few thoughts I posted on Jamie's blog I can't resist offering to you too:
I think the idea that things inform behaviour is sure, and needs to be expressed. That takes things beyond ‘the price of everything and the value of nothing’.
I think the Industrial revolution has stunted the value side and the holistic health of people in their interactions with the world; at it’s height a person bought a hifi mainly for specification with little experiential motivation. That I think was a product of both the Enlightenment and the Industrial Revolution, rationality dominance and spreadsheet thinking.
So to the designer’s role… I feel like to repair the relationship between Industry and people is to empower people rather than to change them. I feel like people are looking for transformation, they desire fullness, so they will seek it. The path of design has added transformation to experience to specification and technology innovation before that, but I feel like that’s industry maturing to the point of recognising consumers rather than maturing to the point of dominating/leading them.
In this new role designers need to know consumers, holistically, empathising, advocating. I’m trying to steer away from asking is design a value system in the sense that value is out there.
So to the State’s role… I think it needs design thinkers in the mold I’ve described.. It needs to engage with the narrative, with the intangibles to find the stories on the street.