It goes beyond making a product usable, and focuses on making an experience desirable. Here are my notes: Seduction is the process of deliberately enticing a person to engage in some sort of behaviour, to be tempting or attractive. It is a really direct book most of the times where the author shows that he knows what is really important and what are the questions that he is trying to somewhat answer with is book. Which one looks more professional? Seductive Interaction Design takes a different approach, a much more human one. He's designed web applications for technology startups as well as corporate clients like Nokia, Frito-Lay, Sabre Travel Network, and Chesapeake Energy. Between public speaking and project work, Stephen offers workshops and training to help organizations manage creative teams, make use of visual thinking, and design better customer experiences.
Color illustrations abound, allowing readers to actually see the design elements Anderson discusses in action, as it were. Seductive IxD maintains the perspective that emotion is a factor that contributes to a larger outcome, such as behavior change. To make products that continue to excite us even after years of use, you have to offer something of value beyond the initial delight. While an interface that is functional and unobtrusive is great, this book will teach you how make your experience one that will leave a lasting positive impression on its users. Over time, delighters become performance needs and then basic needs - no longer thrilling and noticed only when you forget.
This beautifully designed book examines what motivates people to act. It's a book that is surprisingly grounded in human behavior and psychology-- brought together in practical comprehensible terms and chapters. No new insight, it's only a summary of other popular books and research. Eg - we look where people are looking, they can reinforce social proof of supporters, they can encourage people to follow through on commitments, or make it harder to leave a community. The examples and experiments presented make it easier to actually understand what the author trying to say.
It is not so much about functional or graphical usability although it also covers some of these aspects but more about influencing users and seduce them towards certain behaviour within the site, app etc. How do you get people to stick around long enough to see how your service might be of value? This beautifully-designed book follows its own principles of seduction and examines what motivates and causes people to act. This book is a next step into designing useful and involving user experiences. Overall, a very nice book : The focus of most interaction design books tends towards interface design - where to use a button, when to show a list, etc. He created the Mental Notes card deck, a tool that's widely used by product teams to apply psychology to interaction design. How do you get people to stick around long enough to see how your service might be of value? What behaviors do you want your users to have? In doing the right things, we feel good. We dont have any banner, Flash, animation, obnoxious sound, or popud ad.
Seductive IxD maintains the perspective t Seductive Interaction Design is more than a provocative title. Display information in a way that arouses curiosity and encourages pattern-seeking behaviour. If our missions and purposes are great then customers will fall in love, that is if we behave in such a way as to be lovable also. This beautifully designed book examines what motivates people to act. And when the robot puppy does succeed, we are delighted. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. We tend to think that if applications are easy to use and efficient, they will be enjoyable.
To design interactions that are playful, include careful use of humor when appropriate general rule of thumb: if it's appropriate in real world interaction, you can consider it for use online. Despite being a relatively small book, it is filled with lots of useful tips, suggestions and anecdotes. I found it a thoughtful guide to the ongoing design development process. This belongs on the shelf with Don't Make me Think and The Design of Everyday Things. I'll confess that I thought it'd be more about the hard-sell, but there's nothing sleazy or dodgy about the methods shown here. What are some subtle ways to influence behavior and get people to move from intent to action? He spends unhealthy amounts of time thinking about design, psychology and leading intrapreneurial teams—topics he frequently speaks about at national and international events.
Performance payoffs are the common focus of product development as you add more features. Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. If you want to create a revolutionary product, you need to shift from a bottom-up task focus to a top-down experience focus. This book managed to include a bit of theory but plenty of clear examples of what to do and what not to do when building an App. Anderson does a stellar job illustrating the building blocks and levers to think about when creating an interactive design. And how do emotions affect judgment and behavior? Similarly, the user interface design decisions we make affect the perceived personality of our applications.
Maybe I was expecting something else, and that's why I almost give up before reaching the half of the book, but I have to admit that after finishing I really liked it. It has plenty of examples and references to studies and it's really easy to read. The author is intelligent and modest with a clear and easy to follow style. The example on the right was a simple widget designed to track points in a rewards program. While packed with insights ultimately Seductive Interaction Design is a very good introduction and a great read, but it's overall not a great reference.
I particularly enjoyed the last chapter of the book that gives a larger focus to questions surrounding the area of gamification. Examples of more images slowing load time, fancy-looking title bars appearing clickable when they aren't, and website layout making it difficult to read on mobile. Are there lessons to be gained from learning theories or game design? Filled with lots of examples and experiments explaining psychology aspects that can be used for designing a seductive interaction design. Actually it is, but I had to say that I felt a bit disappointed as I found some of the examples from the beginning of the book just too silly. Are there lessons to be gained from learning theories or game design? And even if you get only few thoughts or ideas from the book that you can use, it's worth reading it. Topics such as sequencing, framing, anchoring, associations, feedback loop, variable rewards, etc.