Evil By Design?

More persuasive technology, this time from the usability sector with “evil by design“, a site that was created to accompany the 2008 Nielsen Norman Group conferences. The site deals with “purposefully designed interfaces” in the second sense of my earlier post, getting users to do what you want rather than what they want. The techniques for bring this about are based around the idea of engendering emotional involvement in the user that is directed towards your aims rather than theirs. This is achieved via seven group of techniques named after the seven deadly sins:

  • Sloth – Because users are lazy you can get them to do something by providing the least resistance along the path that you want as opposed to alternative paths.
  • Pride – Take advantage of a users desire to be more important or attractive than others (or conversely their fear of not being important or attractive).
  • Envy – Get the user to desire something possess by someone else
  • Greed – Play upon the desire of users to get “something for nothing”, or at least appear to. For most companies it is not desirable to reduce the cost of a transation to zero but you can play upon that desire by reducing the cost of some aspect of the transaction, e.g. shipping fees, if only they do something for you, e.g. minimum purchase size.
  • Lust – The success of the “I Love You” email virus is sufficient testament to the power of lust. In terms of persuading users you need to provide a way for them to tell you their hearts desire, then sell it back to them.
  • Wrath – Judicious use of a users anger, if you already have them over a barrel can be useful. For example, if a user has to fill in a long and complicated form but you know that they will tend to want to minimise the amount that they have to fill in, you could give less feedback about the mandatory fields. After the form is rejected the first time, and assuming that it is important enough, the user will make sure to complete every part of the form so as not to waste their own time. A risky one this, but I am sure that many governmental forms are designed with this type of influence in mind. Your tax-return is too important to not complete correctly so after being told to fill in the mandatory fields but not being told which are actually mandatory, a user may complete fields that are not mandatory but desirable information nonetheless, because the process is too important to mess up.
  • Gluttony – Take advantage of your users overconsumption. The example is rather tenuous compared with some of the others, but on the web many users now use pop-up blockers to block advertising whilst they continue to browse. As a result many sites now use hyperlinks that either lead to advertisements or do mouse-over pop-ups of advertisements, or keywords are automatically turned into links that advertise products (or link to those products).


I think that this is an interesting approach to categorising various techniques for doing persuasive technology. By being able to group persuasive techniques like this we can more easily inform users of the ways in which they are lead to make decisions that they might not otherwise make. I still feel that one of the best techniques for avoiding being mislead is that of being aware of the range of techniques that might be used against you. Rather than having a long exhaustive list of these techniques instead we have a limited number of categories with specific examples of how the techniques can be applied. This is akin to the approach I use when teaching argumentation and critical thinking, in that sometimes the best way to defend yourself against rhetorical techniques is to be aware that they exist. For example, once a person is made aware of the technique of arguing against a person’s character rather than their arguments then they are more likely to point out that their opponent has addresses their argument. Before they are aware of this technique however, many people are more likely to respond in kind and the quality of argumentation is reduced and often never recovers during that dialogue.

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The Persuasive Future of Technology

I found this blog run by the Future of Persuasion: Future as Persuasion project at the Institute for the Future (IFTF). Persuading others is just one way that we make use of argumentation in order to achieve specific goals in the real world. This IFTF project proposes the following core research questions:

  • What are the new directions of change in persuasive tech? In particular, we will track RT data/activity streams, modeling/simulation, augmented reality, video, haptic interfaces, mobile supercomputing with the cloud, and the cognitive web.
  •  What are the new directions of change in the science and art of persuasion?  We’ll look at behavioral psychology and economics, social networking, design thinking, neuroscience, and game theory.
  • How is what we are persuading for changing? What new values and norms will emerge over the next decade that could change what we want to be persuaded about, or how others want to persuade us?  These could be as large as the concept of sustainability, or more narrow, such as the emergence of new parenting norms in the U.S.
  • How are the agents of persuasion changing? The crowd and the individual are both agents gaining the power to persuade.  How will this change over the next decade and what will the new agents be?
  • How is persuasive power being redistributed? Who is likely to gain more persuasive power, and who to lose it, over next decade?
  • What might be new obstacles to persuasion?
  • What are the implications of these changes for 5 important domains of persuasion in the next decade?
    • Learning,
    • Marketing/Advertising,
    • Working/Belonging to an organization,
    • Health, and,
    • Governance/Politics.


As software developers & technologists we can also look to how persuasive elements of interfaces can be designed in order to influence behaviour.

For example, visual feedback to the driver of a car indicating their fuel consumption can persuade the driver to modify their driving technique, influencing their behaviour for the better (the picture above illustrates the Ford Fusion dashboard in which a vine, on the right hand side, withers or thrives depending upon how economically the car is driven).

Similarly, visual interfaces that give feedback on home energy consumption can be made to make user feel worse about consuming more energy, and better about reducing our energy consumption, again influencing our behaviour as researchers at the Eindhoven Institute for Technology have done using the Phillips iCat:

One place to find out more about this is the AISB symposium’s on persuasive technology [2008, 2009] that have run over the last couple of years which have drawn together interface designers, interaction designers, and, persuasion, dialogue, and argumentation researchers to present work and discuss both how to build persuasive systems, and how to use them responsibly. I presented papers at both of these symposium’s, the first on MAgtALO, an agent-based dialogue system used to perform knowledge elicitation about the opinions held by real people on real subjects, and a paper on mapping the outputs from dialogue software, like InterLoc, onto argument structures represented in the Argument Interchange Format (AIF).

As I continue to develop argument blogging software to support online argumentation, I believe that persuasion will take a more central theme. At the surface level of the argument web, users will primarily attempt to persuade each other to accept the other’s standpoint, but there will come a time when we have sufficiently good corpora of structured argument and opinion that we also start to reuse argument oriented software to influence people to make the correct decisions.

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Persuasive Technology

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To give you a little bit more of an idea of why argumentation is important, I found this blog run by the Future of Persuasion: Future as Persuasion project at the Institute for the Future. Persuading others is just one way that we make use of argumentation in order to achieve specific goals in the real world. As computer software developers we can also look to how persuasive elements of interfaces can be designed in order to influence behaviour. For example, visual feedback to the driver of a car indicating their fuel consumption can persuade the driver to modify their driving technique, influencing their behaviour for the better (the picture above illustrates the Ford Fusion dashboard in which a vine, on the right hand side, withers or thrives depending upon how economically the car is driven). Similarly, visual interfaces that give feedback on home energy consumption can be made to make use feel worse about consuming more energy, and better about reducing our energy consumption, again influencing our behaviour. One place to find out more about this is the AISB symposium's on persuasive technology [2008, 2009] that have run over the last couple of years which have drawn together interface designers, interaction designers, and, persuasion, dialogue, and argumentation researchers to present work and discuss both how to build persuasive systems, and how to use them responsibly.

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