Archive for the ‘Psychology’ Category

3 More Recipes for Persuasive Content

Saturday, January 3rd, 2009

I’m delighted with the response to 10 Recipes for Persuasive Content.  Great discussion. Hungry for more?  I’ve added three new recipes:

11. Remember Persuasion Isn’t Just for Sales

Many people isolate persuasive content to sales.  However, persuasive content is also important for customer service, self-service, and technical support. Why? Because in those contexts you still have the opportunity to influence customers.  For example, you might

  • Remind customers of your product or service benefits and differentiators.
  • Convince people to remain customers despite the problem or misunderstanding they experienced.
  • Highlight a different or additional product or service that better meets the customer’s need and might prevent future problems or misunderstandings.
  • Convince people to try customer self-service or features such as paperless billing (see example below).
  • Show appreciation for the customer.

The trick, of course, is to be sensitive to the timing and context.  Don’t try to upsell the customer before addressing the customer service need.  And don’t try to upsell the customer to a completely irrelevant product or service. An example is one of my favorite projects for Cingular Wireless, the Cingular Service Summary.  This print document, e-mail, and web content promoted self-service options to new and renewed customers.  Given to customers AFTER the sale, the content focuses on relevant information.  We had to fight to keep inappropriate upselling out of it. The fight paid off…AT&T uses a similar concept today.

The Cingular Service Summary promoted self-service options.
The Cingular Service Summary promoted self-service options.


12. Consider the Influence of “Unread” Content

Content such as brand, product, or company history and company accomplishments might seem to be junk food. Certainly, a Web site should not have more content about its history than about its products or services. But such content feeds the appetite for credibility, especially for potential clients or customers.

Here’s an example. I recently contributed to User Insight’s redesign (to launch in January 2009). I recommended that they include this type of content.  They included very little of it in their early designs, thinking that content was not useful enough.  When User Insight tested it with potential clients, guess what they asked for?

Another example I’ve discussed in a UXMatters column is the Mini-Cooper.  The history of the product is part of its appeal, so devoting some well-crafted content to it is more than appropriate.

13. Quantify the Abstract

I’ve mentioned metaphors as a fantastic way to make intangible concepts, such as services, tangible. Another way is through numbers or quantifications. Communicating the value of services—or really anything other than a hold-in-your-hand product—to new or unfamiliar customers might be a challenge. Numbers give people a taste of the service’s impact and benefit.  Numbers are also a great rational appeal (Recipe #6).

For example, Huge Interactive devotes much of its home page to statistics—projects completed, number of employees, and more (see example below). These statistics are not particularly attractive.  But they make the results of an interactive agency’s good work undeniably real. The fact the company even has these stats suggests it is organized and reliable. Finally, most people in the interactive world are familiar with metrics. Including these stats shows that Huge can speak that language.

In helping User Insight with its soon-to-launch redesign, we used numbers throughout the content to help show User Insight’s credibility as well as to drive home one of its differentiators, research efficiency. People sometimes perceive research as slow. Numbers such as completing 150 projects in a year help prove User Insight is anything but.

Huge makes the impact of an interactive agency tangible through numbers.
Huge makes the impact of an interactive agency tangible through numbers.

Persuasive Technology + Content Strategy = Influential Content

Sunday, November 30th, 2008

Persuasive Technology…Or Content?

One of my heroes is B.J. Fogg for recognizing the value and potential of persuasion in the interactive space. He defined a discipline called persuasive technology (aka captology), which you can study in the excellent book Persuasive Technology: Using Computers to Change What We Think or Do. I love this work.  My issue? Often the “persuader” is the content, not the technology.

Why should you care? It’s critical to understand what exactly is persuading so that you invest time and resources appropriately in a persuasive effort.  If you invest completely in the technology and ignore the content, your persuasive effort will not succeed.

Allow me to explain further. First, let’s look at the definition of captology. The diagram below from Persuasive Technology illustates it as the intersection between computer devices and persuasive purposes.

Persuasive technology, aka captology, is defined in this diagram.  Is technology getting the credit when the content should?

This diagram defines persuasive technology, aka captology. Is technology getting the credit when the content should?

Is a PDA persuasive?  Does a kiosk influence you? How about a website?  If you’re like me, the answer is “it depends on the content.”

Now let’s take this a step further. Captology identifies three possible persuasive roles that technology might play: tool, medium, and social actor. A tool might be an application that analyzes your fuel efficiency to help motivate you to use less gas, such as Fuelly. A medium is not so much a medium as an environment where an experience is recreated or simulated.  An example is a game such as SimCity, where the player plans a city and watches the effects of his or her decisions carry through the game. (For more on persuasive games, see Ian Bogost’s work.) A social actor persuades more in the way a person would—and in the way I think most people associate with persuasion. A simple example is an e-commerce website congratulating and thanking you for completing a purchase.  This polite encouragement might influence you to shop at the website again later.

The three persuasive roles as defined in captology. Content is a huge part of each role

The three persuasive roles as defined in captology. Content is important to all three roles.

In my opinion, all of these persuasive roles depend highly on content. The content in the tool interface must support and clarify the tool’s function, as well as offer motivating messages.  The content for a medium must accurately and compellingly create the environment or tell the story.  Who better to tell stories than content experts?  (In fact, Ian Bogost’s background is as much in literature as it is in technology.) The content for a social actor must be well-crafted, use appropriate language, have personality, employ appropriate psychological principles, and more. The social actor role is especially critical to persuasion in interactive business. As interactive self-service continues to grow, our content needs to act like our company’s engaging salesman, helpful customer service representative, and efficient technical support representative.

Am I saying the technology is not important? No. Fogg articulates well the advantages and capabilities of technology as a means for persuasion. But I fear the technology has overshadowed the content. We need both.

Influential Content: Where Persuasive Technology and Content Strategy Meet

Over the past several months I have explored the topic of content, especially persuasive or influential content.  Along the way, I discovered a movement toward defining a discipline called content strategy.  This discipline is about giving content the respect, resources, organization, and time it deserves.

Persuasive technology needs more focus on content.  Content strategy offers a keen focus on content. They’re a perfect fit. I look forward to exploring the intersection of persuasive technology and content strategy in a space I’m calling “influential content.”  Stay tuned.

What’s Happening: More on Metaphor and Content Strategy Panel

Friday, October 24th, 2008

It’s been a BUSY couple of weeks!  

  • My latest UXMatters column shares more on metaphor: The Magic of Metaphor.  So far it’s getting some interesting comments.  May the conversation continue!   

    Content about MobileMe draws on a container metaphor. For more, see my UXMatters column.

    Content about MobileMe draws on a container metaphor. For more, see my UXMatters column.

 

  • On Wednesday we held an AWESOME panel for CHI*Atlanta entitled Content Strategy: From Losing to Winning Content. Nearly 70 people attended to hear Conal Byrne of HowStuffWorks, Richard Sheffield of UPS, David Forbes of AT&T, and Kristina Halvorson of Brain Traffic.  Huge thanks to them and to all who attended. The mix of perspectives was fascinating and inspiring.  We also enjoyed a sneak preview of Kristina’s effort to define the discipline.  What a treat!  I’ll share the slides soon.

Going Deep: A Visit to Metaphoria

Monday, October 13th, 2008

“The metaphor is perhaps one of man’s most fruitful potentialities. Its efficacy verges on magic, and it seems a tool for creation which God forgot inside one of His creatures when He made him.”—José Ortega y Gasset

Harvard Professor Gerald Zaltman and marketing guru Lindsay Zaltman recently released a fascinating book, Marketing Metaphoria.

The Zaltmans call for deep thinking about consumer needs and thoughts.

The Zaltmans call for deep thinking about consumer needs.

They posit that, when companies, especially marketers, think about customers, they do not dig beneath the surface. They argue that beneath the surface are deep customer needs that truly—and often unconsciously—drive our customers’ decisions. To prove it, they conducted more than 12,000 in-depth interviews for more than a hundred clients, in more than 30 countries, using the Zaltman Metaphor Elicitation Technique, or ZMET. The results?  Seven deep metaphors emerged most often in every sector and country. People who otherwise have little in common—whether cultural background, age, gender, education, occupation, political values, consumer experiences, basic beliefs, religious preference, or almost anything else—shared these metaphors. An effective marketing strategy, the Zaltmans argue, should consider how to tap into them.

These metaphors reflect what psychology and related disciplines call univerals and include

  • balance—which focuses on justice, equilibrium, and the interplay of elements
  • transformation—including changes in substance and circumstances
  • journey—involving the meeting of past, present, and future
  • container—encompassing inclusion, exclusion, states of being, and other boundaries
  • connection—which focuses on the need to relate to oneself and others
  • resource—involving acquisitions and their consequences
  • control—the sense of mastery, vulnerability, and well-being

Though the Zaltmans are speaking to marketers and managers, anyone remotely tied to this space needs to listen.  These metaphors, coupled with thinking deeply, are the key to true influence on customers. They could help inform product and service positioning, product and service ideas, content strategy, UX strategy, and more.  They are the solution to frustrations I have experienced in the interactive marketing and UX worlds.  Interactive marketing can be very shallow.  I have complained about viewing customers as targets and misapplying psychological principles.  UX can have more depth, but people tend to stay in the “safe” realm of usability. In both worlds we hear much discussion about customer behavior.  We need to understand and align with consumer thought, which drives the behavior.

May we dare to go deeper!

Psychology and Persuasive Design: A Few Concerns

Sunday, August 17th, 2008

To create an interactive experience that wins people over, we have to think about emotion and persuasion. The field of psychology deservedly takes much credit for persuasive design. B.J. Fogg’s Persuasive Technology refers to psychology more often than not. Don Norman, with degrees in engineering and psychology, explains the emotional connection with design in The Design of Everyday Things from a psychological perspective. Human Factors International, which as its name indicates stresses psychology and human factors, now offers training on designing for persuasion, emotion, and trust.

Certainly, psychology contributes much. But we need to look at more than psychology for good persuasive design. Here’s why:

  • Psychology isn’t the only field that contributes to persuasive design.
    Many fields offer theories and insights that can help us design for persuasion. For instance, rhetoric has been around longer than psychology and offers great ideas, especially for persuasive content. One of my favorite ideas is Aristotle’s emotional appeals–appealing to people through logic (logos), through our credibility (ethos), and through emotion (pathos). Today it’s hard to deny that an approach including all of those appeals usually works.

  • Researchers are usually good at research, not design solutions.
    Psychology focuses heavily on scientific research, which is great. This research helps us understand empirically what works or doesn’t work about a solution and why. But in my experience researchers are best at finding problems, observing experiments, analyzing data, and explaining what happened in an experiment. They often are not skilled at devising design solutions–at envisioning the impact of making certain changes, at coming up with creative ideas, at imagining the possibilities, at integrating several considerations into a holistic design.

  • A design solution should not be based only on general psychological principles.
    I once encountered a cognitive psychologist who tried to convince clients they could “manipulate online behavior” to whatever they wanted using research-based psychological principles alone. Aside from my problems with viewing design as manipulation, I had problems with the way the psychological principles were touted. The principles included positive reinforcement supported by examples such as a video clip of Twiggy, the waterskiing squirrel. (The squirrel learned to waterski by getting treats, or positive reinforcement.) People are more sophisticated than animals or subjects in a Pavlovian experiment. Persuasive designs need to respect that sophistication.

    Positive reinforcement helped Twiggy learn to waterski.

    The psychological principle of positive reinforcement helped Twiggy learn to waterski. Persuasive design for people should consider much more than positive reinforcement.

The answer? I think a winning start is to

  • Recognize the contribution of other fields such as communication, rhetoric, argumentation, industrial design, graphic design, sociology, and more to the persuasion and emotion factors in design. (I try to bring attention to the value of several of these fields through this blog.)
  • Look to those other fields in addition to psychology for help with ideas for persuasive design.
  • Look to psychology for help with empirical evaluation of persuasive designs–in other words, conducting the tests and analysis to see whether a persuasive design is getting the results you want and why.