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Seductive Interaction Design Creating Playful, Fun, and Effective User Experiences

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ISBN-10: 0321725522

ISBN-13: 9780321725523

Edition: 2011 (Revised)

Authors: Stephen P. Anderson

List price: $49.95
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Description:

This book, based on the author's conference presentation, takes a fresh approach to designing sites and interaction based on the stages of seduction. This beautifully-designed book follows its own principles of seduction and examines what motivates and causes people to act. Topics include ways to create playful engagements during the moment; how to put people at ease through sense-making, reassurance, and clear communication; ways to grab attention through language, visuals, and emotions; and how to continue motivating long after the first encounter. The author goes further and shows examples of how these technique have been applied with great success. In addition, sprinkled throughout the…    
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Book details

List price: $49.95
Copyright year: 2011
Publisher: Pearson Higher Education & Professional Group
Publication date: 8/12/2011
Binding: Paperback
Pages: 240
Size: 8.00" wide x 9.25" long x 0.50" tall
Weight: 1.386
Language: English

Prologue
Why Seductive Interactions?
LinkedIn and Profile Completeness
Why seduction?
The iLike story
Beyond usability
It's all about experiences
Aesthetics, Beauty, and Behavior
Why Aesthetics?
What's the connection?
Why aesthetics?
Are You Easily Understood?
Gestalt Psychology and a drinking game
Are You Attractive?
You remind me of
Can you trust me on this?
Perceptions of time
Put it all together
"Attractive things work better"
Stitching it all together
Who Do You Remind People Of?
Aesthetics, associations, and Apple
Advertising and coded iconic messages
Positive and Negative associations
Language and associations
Applications
When Aesthetics Aren't Attractive
Curious implication 1: the good, the bad, and the ugly
Curious implication 2: When utility is beautiful
Curious implication 3: Context and character
Curious implication 4: Is beauty subjective?
Closing
The Power of Faces
Leaving your friends
Summary
Playful Seduction
Are You Fun to Be Around?
Use humor, when appropriate
A Case for Humor: MailChimp
Why bother making someone smile?
Are You Unpredictable?
Mixing surprise with rewards
Delighters
My personal annual travel report
Are You Stimulating?
Will the real Dopplr logo please stand up?
Are You Mysterious?
Curious marketing
Venturing into the unknown
The information gap theory
Business application?
Specific motivation
Now what?
Can People Express Themselves Around You?
Section Three
Small First Steps
Shaping the path
Making a commitment
Sharing places
Picking up items placed on hold
Completing a travel booking
Endowed progress effect
Sequencing
Shaping
Coming on Too Strong (and how not to!) .105
Fewer options
Less text
Fun distractions
Creating the illusion of less by hiding information
Hacking the visual system to make things simpler
Less to think about
Attracting Attention
Contrast and characters
Shh! We're hoping no one notices
Did you see that?
The Path of Least Resistance
Default options
The power of suggestion
Convenience and personalized recommendations
Afraid to Let Go
The Influence of Words
Framing
Anchoring
Let's get personal
Clear language
An Eye for Details
Role-play the interaction
Script the narrative experience
Break down compound requests into
Minimize choices (at each moment in time)
Look for micromoments
Choose clicks over characters
The Game of Seduction
Real World Games
Games are first and foremost about fun
The Elements of Game Design
A Challenge Worth Pursuing
Back to the classroom
A Real Challenge
A quick note on status
Challenges vs. goals
Closing
Making Things Difficult
Playing hard to get
Using scarcity in commerce
Using scarcity to increase quality
Using scarcity to encourage Participation
Why scarcity works
Other forms of scarcity: Limited duration
Limited access
Other forms of scarcity: Limited choice and calculations
How Are We Doing?
Unintended side effects of hypermiling
A little perspective
Serious games
Making a game out of e-mail
Closing
What's the Prize?
Why do game mechanics work?
Performance goals
Are you offering your users any performance goals?
The fun layer: Narrative, story, aesthetics
Closing
Let's Get Serious
The Kano model
Only the Beginning
The Rider and the Elephant
The Behavior Grid
A sense of purpose
One thing everyone is doing
"Show me the money!"
Who's on your site?
Final Thoughts
Index