Persuasive Design Articles & Videos

  • Reciprocation: Why Login Walls Aren’t Always “Better"

    The reciprocity principle states that people, when given something upfront, tend to feel a sense of obligation to repay what has been provided. Login walls reverse this sequence and require users to disclose personal info before allowing access to content. People often resent this, and may not be as forthcoming or cooperative as a result.

  • Social Proof in UX

    Users take cues from other humans: if many others like something or do something, that makes people feel that this thing must be good.

  • The Scarcity Principle in UX: Don't Miss Out!

    When people think that something is rare or only available for a limited time, they will tend to act fast to secure that scarce item. This behavioral principle can be used in user experience design, but beware of overuse.

  • Net Promoter Score in User Experience

    Net Promoter Score (NPS) is a simple satisfaction metric that's collected in a single question. While easy to understand, it's insufficiently nuanced to help with detailed UX design decisions.

  • 4 Trustworthiness Factors

    Users are constantly evaluating whether they believe what you're saying and whether to leave a website. You can do 4 things to make users trust you more and stay on your site.

  • Video Game Engagement vs Addiction

    An engaging gameplay experience is good design. But there's a fine line between engagement and addiction, which would be bad UX, especially in the long term.

  • Persuasive Storytelling Rule #1: Adapt Your Vocabulary

    Storytelling is a powerful technique for UX teams and for working with stakeholders, but only if you use the proper words for your audience's domain. Here are tips for building vocabulary for your stories.

  • The Halo Effect in UX Design

    The Halo Effect says that any one element in a user's experience with a company will rub off on their interpretation of other elements and their feelings about the company as a whole. Good design in one part of a website will make people like other parts better (and like the company better), but the opposite is also true.

  • The Negativity Bias in a User's Experience

    Negative experiences have stronger emotional impact on humans than positive experiences do. Thus, in designing the user experience, we need extra emphasis on avoiding those lows.

  • How Anchoring Influences UX

    Anchoring is a psychological principle which can impact how people perceive value and make decisions — in real life and on an interface.

  • Ecommerce Selling Strategies from Brick and Mortar Stores

    The user experience of shopping online can be enhanced by employing proven selling strategies from physical stores in the design of ecommerce websites.

  • How Priming Influences UX

    Priming is a basic principle of psychology with big impact on user interface design: exposure to something makes a user more likely to think and react in related ways at later steps in the interaction.

  • 6 Rules for Persuasive Storytelling

    Stories build empathy and make the user needs and pain points memorable to your team. Effective stories speak the language of the audience, are rooted in data, and take advantage of compelling artifacts.

  • Interface Copy Impacts Decision Making

    The language used in interfaces influences the decisions that our users will make. Manipulative copy nudges users towards making choices that are against their best interests.

  • The Anchoring Principle

    People tend to focus on a single, initial piece of information, which influences how they estimate value and make subsequent decisions.

  • The Vortex: Why Users Feel Trapped in Their Devices

    Many users report anxiety and lack of control over the amount of time they spend online. We call this feeling “the Vortex.”

  • Usability in the Physical World vs. on the Web

    In the real world, you can get away with causing customers a small amount of difficulty, but on a website, visitors will leave at the smallest obstacle.

  • Prominence-Interpretation Theory

    Prominence-interpretation theory helps determine what shapes users’ perceptions of a site’s credibility.

  • The Availability Heuristic

    People make decisions based on the information that is most readily available to them. Understanding how the availability heuristic works will help you design for the way people think.

  • Persuasive Techniques for B2B and Intranets

    Tips for simplifying decision-making and engagement on B2B and intranet sites.

  • Reciprocation: Why Login Walls Aren’t Always “Better"

    The reciprocity principle states that people, when given something upfront, tend to feel a sense of obligation to repay what has been provided. Login walls reverse this sequence and require users to disclose personal info before allowing access to content. People often resent this, and may not be as forthcoming or cooperative as a result.

  • Social Proof in UX

    Users take cues from other humans: if many others like something or do something, that makes people feel that this thing must be good.

  • The Scarcity Principle in UX: Don't Miss Out!

    When people think that something is rare or only available for a limited time, they will tend to act fast to secure that scarce item. This behavioral principle can be used in user experience design, but beware of overuse.

  • Net Promoter Score in User Experience

    Net Promoter Score (NPS) is a simple satisfaction metric that's collected in a single question. While easy to understand, it's insufficiently nuanced to help with detailed UX design decisions.

  • 4 Trustworthiness Factors

    Users are constantly evaluating whether they believe what you're saying and whether to leave a website. You can do 4 things to make users trust you more and stay on your site.

  • Video Game Engagement vs Addiction

    An engaging gameplay experience is good design. But there's a fine line between engagement and addiction, which would be bad UX, especially in the long term.

  • Persuasive Storytelling Rule #1: Adapt Your Vocabulary

    Storytelling is a powerful technique for UX teams and for working with stakeholders, but only if you use the proper words for your audience's domain. Here are tips for building vocabulary for your stories.

  • The Halo Effect in UX Design

    The Halo Effect says that any one element in a user's experience with a company will rub off on their interpretation of other elements and their feelings about the company as a whole. Good design in one part of a website will make people like other parts better (and like the company better), but the opposite is also true.

  • The Negativity Bias in a User's Experience

    Negative experiences have stronger emotional impact on humans than positive experiences do. Thus, in designing the user experience, we need extra emphasis on avoiding those lows.

  • How Anchoring Influences UX

    Anchoring is a psychological principle which can impact how people perceive value and make decisions — in real life and on an interface.

  • Ecommerce Selling Strategies from Brick and Mortar Stores

    The user experience of shopping online can be enhanced by employing proven selling strategies from physical stores in the design of ecommerce websites.

  • How Priming Influences UX

    Priming is a basic principle of psychology with big impact on user interface design: exposure to something makes a user more likely to think and react in related ways at later steps in the interaction.

  • Usability in the Physical World vs. on the Web

    In the real world, you can get away with causing customers a small amount of difficulty, but on a website, visitors will leave at the smallest obstacle.

  • The Availability Heuristic

    People make decisions based on the information that is most readily available to them. Understanding how the availability heuristic works will help you design for the way people think.

  • Persuasive Techniques for B2B and Intranets

    Tips for simplifying decision-making and engagement on B2B and intranet sites.

  • 5-Second Usability Test

    The 5-second test is a simple usability technique to help designers gauge the audience’s first impressions of a webpage.

  • Don't Shame Your Users Into Converting

    Coercive tactics like Manipulinks and Please-Don’t-Go try to shame customers into doing what the company wants. Sacrificing long-term customer loyalty for short-term gains is shortsighted.

  • Pyramid of Trust

    Sites must meet users' basic trust needs before they demand that visitors enter information or engage with them. The trust pyramid has 5 distinct levels of user commitment, each with separate design requirements before users will give a website what it wants from them.

  • How Can We Study Website Credibility?

    Find out why asking users directly won't accurately measure a website's credibility -- and what you can do instead.

  • The 'Liking' Principle in User Interface Design

    People prefer to say “yes” to individuals and organizations they know and like. Same goes for websites and other user interfaces.

  • Social Proof in the User Experience

    People are guided by other people’s behavior, so we can represent the actions, beliefs, and advice of the crowd in a design to influence users.

  • Scarcity Principle: Making Users Click RIGHT NOW or Lose Out

    Feeling that there is only one chance can convince people to take action sooner, sometimes without careful consideration of consequences or alternative options.

  • Login Walls Stop Users in Their Tracks

    Demanding that users register or log in before they can use an app or see website information has high interaction cost and defies the reciprocity principle.

  • The Reciprocity Principle: Give Before You Take in Web Design

    Humans tend to return good deeds: use this social psychology law in user interface design to gain users’ trust and motivate engagement with your site or app.

  • The Halo Effect

    The "halo effect" is when one trait of a person or thing is used to make an overall judgment of that person or thing. It supports rapid decisions, even if biased ones.

  • Four Dangerous Navigation Approaches that Can Increase Cognitive Strain

    Some navigation implementations risk pushing users into a state of cognitive strain which lessens the likelihood of them taking desirable actions.

  • Bylines for Web Articles?

    Should you say who wrote the content on your site? Sometimes yes (for credibility), sometimes no (for brevity). And rarely in mobile.

  • Non-Profit Organization Websites: Increasing Donations and Volunteering

    Giving money on charity websites is 7% more difficult than spending money on ecommerce sites. Donating physical items is even harder. For non-profit websites, social media is secondary; the top priority is to write clearer content.

  • Reduce Bounce Rates: Fight for the Second Click

    Different traffic sources imply different reasons for why visitors might immediately leave your site. Design to keep deep-link followers engaged through additional pageviews.

  • After the Buy Button in E-Commerce

    The best way for e-commerce sites to increase subsequent orders is to treat customers well after they place their initial order.

  • Persuasive Design: New Captology Book

    Review of B.J. Fogg's new Persuasive Technology book, which provides useful principles on how to think about creating persuasive design, but rarely gives detailed design guidelines. The exception is a section on enhancing website credibility.

  • Reputation Managers are Happening

    Epinions and Google join eBay in maintaining independent ratings of the quality of products, websites, and auction sellers, leading to better customer service and helping users make informed buying decisions.

  • Trust or Bust: Communicating Trustworthiness in Web Design

    The Web is turning into a low-trust society, hurting the honest sites. Site design can communicate trustworthiness in several ways, though ultimately the customer's actual experience is what matters.

  • The Reputation Manager

    Reputation management is an alternative to branding: people can find useful content on the Web by relying on computationally processed quality ratings from other users.

  • Seductive User Interfaces

    Because computers are no longer used exclusively for utilitarian tasks, we should use systematic methods to design products that are not just efficient but also attractive to users.