Evil by Design

Interaction design to lead us into temptation

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  • Pride
    • Provide reasons
    • Repeat positive messages
    • Personal messages hit home
    • Gain public commitment
    • Emphasize general similarities
    • Certification and endorsement
    • Complete a set
    • Desire for order
  • Sloth
    • Path of least resistance
    • Provide fewer options
    • Pre-pick your preferred option
    • Make options hard to find or understand
    • Negative options (don’t not sign up)
  • Gluttony
    • Work for a reward
    • Small reward
    • Hide the math
    • Show the problems
    • Foot in the door
    • Door in the face
    • Decisions after investment
    • Tom Sawyer effect
    • Prevent cancellations with doubt
    • Impatience leads to compliance
  • Anger
    • Humor stops anger
    • Slippery slope
    • Metaphysical arguments
    • Give people permission
    • Anonymity
    • Scare people
  • Envy
    • Manufacture desirability
    • Create something aspirational
    • Ownership before purchase
    • Status differences
    • Achievement as status
    • Payment instead of achievement
    • Advertise status
    • People should feel important
  • Lust
    • Say “I love you”
    • Be the second best
    • Message as a question
    • In-group
    • Give to get
    • Make something free
    • Intangible value
    • Make a request
  • Greed
    • Partial reinforcement
    • Make it into a game
    • Don’t finish, win
    • Inflate feelings of mastery
    • Skill, not luck
    • Walled garden
    • Own the anchor
    • Move from money to tokens
    • Encourage breakage
    • Make it expensive
    • Second-best first
    • Break coherence
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Visual description of Evil By Design sxsw talk

Posted on March 11, 2014 by administrator

EvilByDesign SXSW sketchnote by Ross Atkin

Ross Atkin drew a wonderful sketchnote of my SXSW talk. It goes well with the Entrepreneur article.

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