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2025-12-01 - The NFC Research Archive - Persuasive Design Techniques in the Attention Economy

Title: Persuasive Design Techniques in the Attention Economy
Date: 2025-12-01 1:26:41 PM
NFC Podcast: https://nofluffcollection.com/podcasts.php?podcast=thebeacon&title=the_attention_game
Original: https://stacks.stanford.edu/file/druid:rq188wb9000/Masters_Thesis_Devangi_Vivrekar_2018.pdf
Archive: https://archive.ph/xUQqW

This entry is part of the NFC Research Archive, a permanent text-searchable copy of original research and source materials referenced in our productions.

Persuasive Design Techniques in the Attention Economy

User Awareness Theory and Ethics

by Devangi Vivrekar

A thesis submitted in partial fulfillment

of the requirements for the degree of

Master of Science

at Stanford University

June 6 2018

1

2018

Devangi Vivrekar

All Rights Reserved

2

To the Directors of the Program on Symbolic Systems I certify that I have read the thesis of

Devangi Vivrekar in its final form for submission and have found it to be satisfactory for the

degree of Master of Science

Signed Electronically

06062018

Professor James Landay Principal Advisor

Computer Science

To the Directors of the Program on Symbolic Systems I certify that I have read the thesis of

Devangi Vivrekar in its final form for submission and have found it to be satisfactory for the

degree of Master of Science

Signed Electronically

06062018

Professor Alia Crum Second Reader

Psychology

3

Acknowledgements

I would like to express my sincere gratitude to Professor James Landay my primary advisor for

overseeing this thesis over the course of my coterm and to Professor Alia Crum for being my second reader

I would also like to thank Grace Wu and Gobi Dasu who acted as coauthors on the study described in

Chapter 3 and Professor Michael Bernstein and Geza Kovacs for their advice and feedback on the work done

in Chapter 3 with the Chrome extension HabitLab My sincere thanks to Damon Horowitz and Mikey Siegel

instructors in my Symbolic Systems coursework who deeply influenced my thinking early on and Tristan

Harris for inspiring me to study this topic Finally I would like to thank my parents and sister for their

support throughout my academic journey

4

Table of Contents

Chapter 1 Introduction 5

Chapter 2 Related Work 6

21 The Attention Economy 6

22 Persuasive Technology 7

23 Cognitive Effects 8

24 Metaphysics of Related Modes of Influence 10

25 Persuasive Strategies 12

26 Persuasive Design Techniques 14

Chapter 3 Nudget System Design for User Awareness 16

31 Introduction 16

32 System 17

33 Evaluation 20

34 Results 20

35 Discussion 22

36 Summary 23

Chapter 4 Taxonomy of Persuasive Design Techniques 24

41 Motivation and Goals 24

42 Mapping Persuasive Design Techniques onto the Fogg Behavioral Grid 24

43 Design Space Dimensions 36

Chapter 5 Implications Ethics and the Philosophy of Technology 40

51 Structure and Agency 40

52 Ethical Persuasion 41

53 CounterArguments 45

54 Improvements 46

55 ValueDriven Design 49

56 Case Study Phenomenological Analysis of Google Maps 50

Chapter 6 Future Work and Conclusion 55

References 57

Appendix A Nudget Intervention Text 64

Appendix B Nudget Transfer Assessment 66

Appendix C LinkedIn Persuasive Design Techniques 68

5

1 Introduction

The systematic study of persuasion has captured researchers interest since the advent of mass

influence mechanisms such as radio television and advertising With the unprecedented growth of popular

social media applications that are ubiquitously accessible on smart devices consumers attention attitudes

and behaviors are constantly influenced by persuasive design techniques on platforms that profit by

maximizing users time spent on site We take three different approaches empirical theoretical and

philosophical to better understand the awareness mechanisms and ethicality of persuasive design

techniques in the modern attention economy

In Chapter 2 we review related work on the attention economy persuasive technology cognitive

foundations of persuasion the metaphysics of different modes of influence persuasive strategies in social

psychology and identifications of persuasive design techniques in the attention economy

Many users feel that these digital platforms draw them in and manipulate their time and behavior

but they lack a detailed awareness of persuasive design techniques in context of their use of the products In

Chapter 3 we discuss the creation and evaluation of a system that makes persuasive design techniques

visible on social media We compare the effectiveness of our system in improving user knowledge of such

techniques to traditional methods of educating users finding a significant improvement when our system is

used

Although there exists a rich social psychology literature on methods of persuasion and exploitable

cognitive biases we lack a mapping of the specific persuasive design techniques used by products like

Facebook or LinkedIn onto this persuasive space In Chapter 4 we take a theoretical approach to persuasive

design with the goals of showing how design techniques interrelate to function as influential systems and of

providing a more nuanced vocabulary with which to discuss them drawn from a range of relevant

disciplines We map our datasets of persuasive design techniques used on Facebook and LinkedIn onto

existing theoretical frameworks in behavioral design and also identify useful dimensions for future

taxonomies

Finally we find it important to include a detailed discussion of the ethical questions surrounding

persuasive technologies in the attention economy In Chapter 5 we discuss philosophical approaches to the

balance between persuasive structure and human agency and compile useful ethical heuristics to make

progress on the question of what constitutes ethical persuasive design We discuss the method of

valuedriven design as a way to create products designed for intentionfulfillment rather than

impulsefulfillment and we provide a sample phenomenological analysis of a modern product to showcase

how philosophy of technology can add value to our understanding of what technology adds and subtracts

from our lives In Chapter 6 we discuss opportunities for future work and present our conclusions

6

2 Related Work

We begin by reviewing related work on the emergence of the attention economy the foundations

of the field of study of persuasive technology the effects of digital technologies on cognition the distinctions

between modes of influence related to persuasion the social psychology account of persuasive strategies and

the identification of persuasive design techniques in digital products

21 The Attention Economy

The abundance and rapid growth in popularity of information technologies over the past two

decades has created a marketplace where consumers attention is a scarce and valuable resource Herb Simon

first identified this phenomenon now called the attention economy when he wrote about the need to

allocate that attention efficiently among the overabundance of information sources that might consume it

1 By using valuable intangibles in their design such as immediacy personalization accessibility and

findability popular digital applications constantly influence consumers attention attitudes and behaviors

2 By giving consumers the ability to share comment on and create their own content on social network

services SNS these technologies empower users to curate and reach their own audiences furthering

information abundance and constraining the resource of attention on not only an individual level but also

the scale of entire social populations 3 Persuasion scholar BJ Fogg has called the influential reach of

Facebook a social phenomenon of Mass Interpersonal Persuasion due to the culmination of persuasive

experience automated structure social distribution rapid cycle social graph and measured impact 4

These massive platforms exemplified by Facebook YouTube Snapchat Twitter and LinkedIn among

others often aim to maximize users time spent on their sites The desire to maximize the metric of time

spent on these platforms often stems from their bottom line profit from advertisements Advertisers pay the

platforms to host their ads on the sites and users views and clicks of the ads become a payment of time and

attention for their free use of the products The digital landscape then has become situated in an economy

where time and attention are the currencies The focus of this work is to analyze the design of mass

consumer digital products in the attention economy

Users around the world spend large amounts of time on these products 68 of American adults

across a wide range of ages and demographics use Facebook and 74 of them use the site daily 5 Among

1824 year old Americans 78 use Snapchat of which 71 visit the app multiple times a day 6 94 of

1824 year old Americans use YouTube 71 use Instagram and nearly half 45 use Twitter 6 The

median American uses at least three of the following eight products YouTube Facebook Instagram

Pinterest Snapchat LinkedIn Twitter and WhatsApp 6 Globally Facebook has over 2 billion monthly

active users and over 13 billion daily active users 8 For comparison this is just under the 23 billion

followers of Christianity the worlds largest religion 9 In addition to high frequencies of use these

technologies are characterized by long durations of use For example on mobile devices YouTube viewing

sessions last over 60 minutes on average and 70 of time spent on YouTube is driven by automated

recommendations according to its chief product officer 10

There are two broad categories of motivation due to which people engage with these products

instrumental and habitual Instrumental use occurs when a user approaches and engages the technology with

a specific purpose and habitual use occurs when a user engages with the technology less intentionally and

out of habit to merely pass time 11 Hiniker et al report that this dichotomy of styles of use could

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contribute to the level of meaning drawn from experiences engaging with products Furthermore they note

that the same products can be used in both these modes of engagement in 39 of samples participants

described their Gmail use as passively getting information whereas Gmail is listed under the

Communication category on the Google Play Store a category that might suggest instrumental use 11

Snapchat is listed under Social apps which might suggest more habitual use but in 66 of samples

participants reported active engagement rather than passive social media consumption Almost all

participants in a study of meaningful smartphone use reported passively scrolling on social media as a

meaningless activity and many reported a loss of autonomy citing the habitual nature of their social media

checking habits 11 Even instrumental motivation has been found to degrade over the duration of use of

these apps leading to an erosion of intention by the very products that exist to help us intentionally

consume information and communicate 11

Technologist and design ethicist Tristan Harris describes the attention economy using the analogy of

a city whose urban planners are the large corporations eg Apple and Google that lay the infrastructure for

the rest of the applications in the market and function as monopolies that set the standard for what other

applications must do to remain competitive in harnessing user attention 12 When all applications even

meditation apps that intend to instill calm must compete with social media apps for morning attention they

join what Harris calls the arms race for attention 12 This proliferates techniques that race to the bottom

of the brainstem 12

The effects of such techniques can be seen indirectly in user sentiment and the general epidemic of

overconsumption and underfulfillment a phenomenon that has been present in many social trends

including obesity heart disease industrial pollution social isolation diabetes credit card debt and now

Internet addiction 13 Many users are dissatisfied with the time they spend using these apps especially on

their phones 11 In a study done by Google vice president of product management Sameer Samat reported

that Over 70 percent of users had told Google that they wanted help striking a balance between their digital

life and realworld interactions 14 This has recently prompted the addition of new features to its latest

operating system Android P that reflect design ethicist Harriss calls for ensuring that time spent on these

products is time well spent 14 While Facebook has not replicated this feature it has started changing its

algorithm to promote interpersonal interactions and downrank viral videos that elicit passive consumption

15 Nevertheless the problems that arise for users of these products as well as for the societies in which the

products are fundamentally embedded are far from solved Thus the attention economy has become an

important subject of research for persuasion scholars who study the design of the technology that has these

farreaching effects

22 Persuasive Technology

The subset of persuasive technology we focus on in this work is that of digital technologies in the

attention economy that intend to persuade Digital persuasive technologies differ from traditional persuasive

media in that they act as persuasive intermediaries between the persuader and the target of persuasion and

unlike billboards or static content they interact dynamically with the target 16 The technologies we

analyze are all adaptive persuasive technologies that use both endadaptive and meansadaptive strategies

meaning that they learn about the user over time to better tailor their persuasion Endadaptive strategies are

8

those where the knowledge gained of the user has minimal application to future persuasive attempts in other

domains whereas meansadaptive strategies may apply in other domains 1718

The intermediary role of these technologies is the subject of study of the field of captology an

abbreviation for computers as persuasive technologies In the spirit of captology we focus on the planned

persuasive effects of computer technologies and study both the attitudes and behavior changes intended by

designers where intent is endogenous as opposed to exogenous 19 However as Atkinson warns if the

program results in unforeseen induced behavioural changes it is appropriate for the discipline to assume

responsibility and to name such phenomena 20 The two broad kinds of persuasion conducted by digital

technologies include macrosuasion the overall persuasive intent of a product and microsuasion the

smaller persuasive elements to achieve an overall goal 19 Microsuasion is embodied through elements of

visual and interaction design such as dialogue boxes icons interaction patterns or reward strategies 19 It

is these more granular microsuasive techniques that are of interest in the majority of this work

23 Cognitive Effects

We now discuss prior work on the effects of products in the attention economy on cognition By

virtue of competing in the attention economy these products capture not only users time but also their

attention or focused mental engagements on particular sets of information 21 For example many of

these products use structured notifications to draw users in interrupting other behaviors This in some part

results in people unlocking their phones over 150 times a day 7 The distraction cost of receiving a phone

notification during attentiondemanding tasks has been shown to be comparable in magnitude to that of

actively using a mobile phone for texting or making a voice call 22 When the interruption is contextually

different from the task it causes increased stress alters work strategies and mental states and increases task

reorientation time 23 Interruption and distraction from digital technologies can have more serious

consequences as well Case studies have documented shallow breathing and temporary suspensions of breath

while checking email a phenomenon called email apnea 24 In safetycritical domains an illtimed

notification could alter response times in highstakes situations causing loss of life or catastrophic damage

25

The dualprocess model of persuasion describes two ways of processing persuasion systematically

and heuristically In systematic processing people differentiate strong and weak arguments and are not

affected by variables outside of the substance of the message such as message length or attractiveness of the

message source 26 Systematic processing is triggered by things like forewarning that a persuasive message

will be presented In heuristic processing people are susceptible to factors external to the substance of

message Heuristic processing is triggered by the presence of heuristic cues such as social proof which is a

technique commonly used by SNS 26 The design of technologies in the attention economy often includes

such stimuli that act as demandances which unlike the utilitybased concept of affordances clues about

how something should be used are psychological pulls to execute a specific action like an itch that drive

goaldirected behavior 27

These effects on users attention have an impact beyond control of momentary awareness they are

also related to goaldirected achievement and higherorder aspects of cognition relevant to selfidentity

These three levels of cognition have been described as the spotlight starlight and daylight of attention

28 The spotlight refers to perceptual attention towards tasksalient features of the environment and

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interaction rules pertinent to those features Starlight refers to goals relevant to who a person wants to be

and how current tasks relate to those higher goals And daylight refers to metacognition or defining the

higherlevel goals in the first place By influencing our momentary attention affecting our daily attitudes

and changing our behaviors over time persuasive technologies affect all three of these cognitive modes For

example video advertisements on Instagram direct users perceptual attention towards sponsored content

while its aesthetically filtered photo feed leads to deeper attitudes like envy spiraling where users compare

themselves both subliminally and explicitly to glamorous images This in turn can lead to longerterm

changes in selfimage and by one users account negatively affect mental health and selfworth issues

1529 Persuasion ethicist James Williams similarly categorizes types of distraction in terms of the effect

they have on cognition functional which interferes with doing what you want to do and affects cognitive

processes like task or goal alignment and intention awareness existential which interferes with being who

you want to be and affects value and identity alignment workstyle regret and time management and

epistemic which interferes with wanting what you want to want and affects reflection willpower and

reasoning 30 The compounding effect of these products on higherlevel cognition can then be extended to

impact the very basis of our freedom wellbeing and even the integrity of the self which demonstrates how

these seemingly small design techniques can have large cognitive impacts when interacted with so frequently

and intimately 31

Persuasive design techniques often engage or exploit cognitive biases and psychological limits

misperceptions and fallacies 32 They trigger the same cognitive processes that for example cause people

to spend more on dinner when a restaurant is called Studio 97 instead of Studio 17 or to estimate higher

athlete performance for players with higher jersey numbers 33 These biases have been extensively studied

and documented in the field of social psychology which laid the groundwork for the field of behavioral

economics We now list some of these common biases and fallacies Biases that stem from lacking full

meaning in a situation include confabulation anthropomorphism authority bias bandwagon effect halo

effect reactive devaluation denomination effect illusion of transparency spotlight effect selfconsistency

bias hindsight bias timesaving bias and impact bias overestimating the length or intensity of future feeling

states 34 Biases stemming from the need to make decisions quickly include social desirability bias illusion

of control risk compensation actorobserver bias loss aversion endowment effect status quo bias

ambiguity bias decoy effect hyperbolic discounting irrational escalation of commitment appeal to novelty

identifiable victim effect social comparison decision fatigue ratio bias regret aversion Elaboration

Likelihood when people rely on peripheral rather than central processing and forecasting errors 3435

The overabundance of information can also trigger biases such as the availability heuristic bizarreness effect

anchoringframing priming confirmation bias bias blind spot choice overload ostrich effect

diversification bias and partitioningmental accounting 34 A final category of biases is due to memory

constraints the spacing effect fading affect bias suffix effect primacy effect peakend rule Google effect

and the nextinline effect 34

Users mental models of these platforms vary greatly In studying peoples stories about how the

Facebook algorithm ordered posts in their newsfeed Eslami et al found that people had a range of often

false folk theories that determined their mental model and interpretive stance towards the platform 36 If

users mental models do not align with the design or if technical constraints arise behind the scenes of the

product then designers of these platforms often employ some degree of what Adar et al call deception in the

user experience 32 For example when Netflixs servers are overwhelmed it seamlessly switches from a

personalized recommender system to a simpler one based on general popularity heuristics unbeknownst to

10

the user due to the lack of perceived change in the visual experience 32 Hiding or abstracting away critical

information is an important design technique that can be used both to improve users perception as well as

detract from it We now turn to what makes a particular design technique persuasive as opposed to

influential in another perhaps more negative way

24 Metaphysics of Related Modes of Influence

The study of influence is defined as the study of the cause of human change in belief attitude and

behavior 37 There exist several forms of symbolic transaction besides persuasion in which one tries to

influence others behaviors and attitudes for example manipulation and coercion Our definition of

persuasive technology ultimately casts a wide net across several of these related concepts However for

completeness we review here the ways they have been defined in the literature drawing from social

psychology political philosophy and philosophy of action 38

241 Compliance Historically compliance has been defined as inducing change in a behavior 39

Rhoads et al describe it as a quickfix solution to a social problem since it does not require user agreement

at a rational level and merely demands the performance of a behavior 39

242 Conviction Some distinguish techniques that achieve persuasion from those that achieve

conviction saying that persuasion relies more on symbolic strategies that trigger the emotions of intended

persuadees whereas conviction relies on strategies rooted in logical proof and reasoning and that appeal to

persuadees reason and intellect 26 In other words persuasion is said to cater more to irrationalities

whereas conviction caters to rationality

243 Education Education has been defined as inducing a change in beliefs and is similar in content and

technique to propaganda if we already believe in the target beliefs we tend to refer to it as education

whereas if we do not we call it propaganda 39

244 Deception One working definition of deception as it applies in humancomputer interaction is

when an explicit or implicit claim omission of information or system action occurs that is mediated by user

perception attention comprehension prior knowledge beliefs or other cognitive activity and creates a

belief about a system or one of its attributes that is demonstrably false or unsubstantiated as true where it is

likely that the belief will affect behavior or a substantial percentage of users 32 In philosophy deception

has been defined as outright lying to those manipulated including making false promises to them but also

misleading them without actually misrepresenting anything such as by encouraging false assumptions or

fostering selfdeception that is advantageous to the manipulators ends or getting the target to interpret the

situation in a light favorable to the manipulators purposes 38

245 Coercion Coercion is distinguished by its degree of constraint when a performed action is

characterized by the strong lack of an acceptable alternative a user is coerced or compelled or forced to

do it 38 However mere constraint in itself is different from coercion since constraint can exist even when

users have several acceptable options such as during automatic speed limit enforcement 40

11

246 Seduction Verbeek a philosopher of technology defines seductive technologies as those that do

not so much coerce people or persuade them to act in a certain way at the cognitive level but that simply

make some actions more attractive than others 40

247 Manipulation Manipulation has been characterized both as deceptive noncoercive influence and

as nonrational influence 38 Barnhill defines manipulation as directly influencing someones beliefs

desires or emotions such that she falls short of ideals for belief desire or emotion in ways typically not in

her selfinterest or likely not in her selfinterest in the present context 38 When influence leads to beliefs

or desires that are in someones selfinterest it is then not considered manipulative Manipulation can also be

indirect For instance evoking an emotion that does not directly induce a selfharming action but rather

evokes a state of mind that leads to decisions that are not directly in selfinterest is also manipulative if a

manipulator appeals to a cold competitive malice thats under his control then she does not manipulate

him because feeling controlled competitive malice and making decisions on the basis of it is likely to be in

his selfinterest However if she stokes a hot competitive malice thats not tightly controlled then she does

manipulate him since feeling and acting on nottightlycontrolled malice is typically not in ones

selfinterest 38 Barnhill further classifies types of manipulation as intricate vs blunt paternalistic vs

nonpaternalistic covert vs overt targeting beliefs vs emotions and changing a situation vs a person

These modes of influence are interrelated in interesting ways the use of some can amplify or lead to

the use of others and some can be seen as more intense applications of others Wood considers coercion and

manipulation to be on a continuous spectrum coercion destroys free choice by rendering all but one

option unacceptable whereas manipulation merely influences choice without removing it 38 However

some see the two as fundamentally different since a coercer typically alters the world or the product such

that seeing the altered worldview makes it rational to do what the coercer wants by the targets own lights

38 Manipulation by contrast aims to alter the targets viewpoints beliefs desires and values while

being indifferent to whether the alterations reflect what is true or desirable acting more as a puppeteer

messing with our heads 3841

Faden and Beauchamp contrast persuasion and manipulation by saying that persuasion improves

someones understanding of her situation but manipulation does not 38 They even define manipulation

in terms of a lack of the cognitive process of understanding as any intentional act that successfully influences

a person to belief or behavior by causing changes in mental processes other than those involved in

understanding 38 Mills claims that manipulation disguises itself as good persuasion by appearing to offer

valid reasons but in fact offers faulty ones even though the manipulator knows the reasons to be faulty He

defines manipulations as a persuasion manqu as an attempt at internally directed and nonphysicallybased

influence that deliberately falls short of the persuasive ideal 38

How then has persuasion been historically characterized Social psychology traditionally defines

persuasion as the process that changes attitude 37 Persuasion attempts to win the heart and mind of the

target which involves affective change it is also characterized by more longlasting effects than other forms

of influence such as compliance since the target accepts and internalizes the message to a greater degree 37

In humancomputer interaction persuasion has been described as a voluntary attempt to change attitudes or

behaviors or both whereas coercion implies force and deception implies misinformation 19 Persuasion

comes from someone elses conceptual framework 20 and involves specific intent from an outside agent

12

to cause the target to adopt previously untenable beliefs attitudes or behaviors that are foreign to their own

conceptual and behavioral repertoire 20 In this spirit we define persuasion as follows

Persuasion the mode of influence in which one agent for our purposes a digital technology acting as a

vehicle for the designer intentionally attempts to change another agents the users attitudes or behaviors

James Williams has identified even more modes of influence that persuasive technologies can have

over users which vary in degree of goal alignment and constraint these include technologies that demand

drive tempt guide invite suggest and direct 42 Moving forward we do not discard persuasive

techniques that fall under metaphysical categories besides persuasion and instead use the term persuasion as

a broad umbrella to capture techniques across these related modes of influence We default to the singular

term of persuasion because many of the other modes of influence have builtin normative connotations

and we aim to provide a descriptive and relatively nonjudgemental account of persuasive design especially

in Chapter 4 However we revisit the distinction between different kinds of influence in Chapter 5 where

we discuss the questions of what constitutes ethical persuasion and how to design for more ethically

permissible forms of persuasion

25 Persuasive Strategies

Designers of our physical world often employ persuasive strategies to encourage particular attitudes

or behaviors Although the approach of using interpersonal or nondigital persuasion to understand digital

persuasion has largely focused on computermediated communication rather than humancomputer

interaction 32 it is still insightful to review examples of realworld persuasion since their analogues are

present in digital design as well For example architectural elements in casinos such as mazelike paths the

illusion of small secluded spaces and lack of apparent exits persuade people to stay and continue spending

money 32 Visual cues indicating food portion size affect intake of items like Campbells soup and popcorn

by removing visual cues that indicate how much has been consumed or when to stop consuming people

engage more in activities that are considered mindless 43 Park benches with central armrests discourage

overnight occupation by the homeless 44 Placebo buttons such as those found in crosswalks elevators

and thermostats often provide the illusion of control without actual functionality 32 Dualbutton toilet

flush controls steer users to choose between two behaviors one that conserves water and one that does not

32

Underlying these nondigital persuasive design techniques are wellknown persuasive strategies that

have been studied and categorized in social psychology Kelton Rhoads conducted a review of landmark

compilations of persuasive strategies published since the topic gained prominence due to the advent of mass

media 39 What constitutes a persuasive strategy Marwell and Schmitt define it as the reduction of the

multitude of possible behaviors into meaningful clusters such that a strategy is a group of techniques

towards which potential actors tend to respond similarly 45 Rhoads found varying numbers of strategies

however these distinctions are often not rigid and quantitative but rather stem from the differences in level

of social psychology abstraction For example Marwell Schmitt identify several strategies in their 1967

taxonomy of the dimensions of compliancegaining behavior reward punishment positive expertise

negative expertise likingingratiation giftingpregiving debt aversive stimulation moral appeal positive

13

selffeeling negative selffeeling positive altercasting

negative altercasting positive esteem of others and

negative esteem of others 46 Sequentialrequest

compliance theory groups strategies into two kinds

footinthedoor FITD small initial request followed

by a larger but still reasonable second request and

doorintheface DITF first outrageously large

request followed by a smaller more moderate request

47 Levine Wheless identify 53 tactics in a 1990

review of previous taxonomies 48 listed in Figure 1

Robert Cialdini has taken a social psychology

and communications approach to persuasion breaking

down the psychological laws that govern persuasion

into presuasion the factors that establish trust and

set the tone for the persuasion and six psychological

principles reciprocation liking social proof authority

scarcity and consistency that represent certain

psychological universals of persuasion 49

The presuasion strategies include

1 Priming via context focusing recipients

initially on concepts that are aligned with

forthcoming information such as playing a

German song in a store to make people buy more German products

2 Associations irrelevant to goals using priming to elicit unsavory behavior such as exposing

subjects to violent language to increase the number of shocks administered

3 Mood contamination using earlier information to influence affective state relevant to later

questions or tasks such as how asking a question about happiness about social life influences

response to overall happiness levels

4 Agendasetting theory drawing on the fact that we assume earlier information points out what to

consider important in future information

5 Investigatory reflex using distinguishing factors and selfrelevance eg photos of self

unfinished arguments and unsolved problems to draw attention

The six key psychological factors in persuasion 49 include

1 Reciprocation our tendency to want to repay the favor

2 Consistency our need for internal selfunderstanding or our tendency to observe our own

behaviors to learn about ourselves which can trump rationality and is often enforced through

commitment

3 Social proof using the actions of others to decide on behavior for ourselves especially when we

view others as similar to us

4 Authority deferring to authority even in outrageous situations such as administering shocks to

other experimental participants due to the instructions of an experimenter

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5 Scarcity the fear of losing out on access to a scarce resource

6 Liking attractiveness which often leads to a massive halo effect where associated aspects of an

attractive prospect seem more attractive For example aesthetically pleasing designs and faces

including online avatars elicit more positive response than others regardless of function 52

From an HCI perspective Adar categorizes types of deception by functional behavioral and mental

model strategies which respectively misrepresent performance information take advantage of psychological

or sensory limits of perception eg Fitts Law is applied when a dropdown menu bar that is programmed

not to roll back as the user moves a couple pixels outside of the box and use metaphors to mislead users into

thinking something works differently than it actually does 32 Once users develop a relationship with the

product they become more susceptible to truth bias believing the computer to be truthful which opens the

door to further deception this is because users are less adept at placing themselves in the mindset of a

technological system as they might be with another human 32

There is also empirical work on persuasion that tests the success of different methods on controlled

populations For example computergenerated graphics are more persuasive than text as a form of

computermediated communication 50 In environmental conservation settings focusing persuasive

messages on descriptive normative information increased undesired behavior whereas focusing messages on

injunctive normative information suppressed it 51 High source credibility has been shown to lead to more

favorable attitudes than low source credibility when people agree with the message or perceive it as having

stronger arguments without knowing the source but high source credibility has the opposite effect when

people initially disagree with the message 52

26 Persuasive Design Techniques

For better or worse products in the attention economy employ persuasive techniques in their design

that are similar to the techniques that are used in the nondigital world Digital products use these techniques

virtually everywhere from the font colors to the text that frames anything from profile completion cues to

promoted posts 53 These techniques have been called subtle and Pavlovian and include things like the

red badge on Facebooks app that signals a posted comment or message YouTube and Netflix videos that

automatically cue up to play one after the other and the Snapchat orange fireball emoji that signals a streak

of daily chats between friends 54 Now entire products exist to help websites optimize for where to place

their content to get the most clicks and shares 55

While these techniques add utility for users to some degree some techniques are considered more

insidious than others One collection of more unsavory techniques called dark patterns includes bait and

switch confirmshaming disguised ads forced continuity friendspam hidden costs misdirection

purposefully focusing your attention on one thing in order to distract your attention from another price

comparison prevention sneak into basket and trick questions 124 In fact LinkedIns old version of the

onboarding flow to add a contact spammed the users contacts without explicit permission which led to the

class action lawsuit Perkins v LinkedIn in 2015 and allowed affected users to submit a claim to get a payout of

around 10 each 124 But some techniques are less contested and even more subtle by making use of

justnoticeable differences JNDs developers can create the illusion that an action has or has not been

influenced 32 Slight variations of these techniques appear throughout all products in the attention

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economy due to the nature of the attention economy itself For instance examining the Twitter home

screen reveals techniques that are present across all SNS Figure 2 Once one product starts for example

autoplaying videos it is more likely to increase users time spent on its platform and since attention and time

are limited resources competing products adopt successful design tricks from each other

Figure 2 The home screen of Twitter annotated with common persuasive design techniques that are also used in other

products 1 counts of unread messages 2 asymmetric dot buttons on the Home tab 3 artificially promoted trends at

the top of the trends list 4 text quantifying the amount of content to catch up on 5 animated buttons that fill with

color as users click them to share content 6 large ads formatted to look similar to other posts 7 customized

suggestions of more people to follow and 8 oneclick contact imports from other SNS

It is interesting to consider the question of how many persuasive design techniques there are We

gather data on what users of these products consider persuasive design techniques in Chapter 3 It is even

more interesting to consider how these techniques are related We address these questions in Chapter 4

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3 Nudget System Design for User Awareness

Modern social media websites routinely employ persuasive design to orchestrate specific user

actions To raise Facebook users awareness about the behavioral design techniques and tricks used on their

cognitive resources we developed a system Nudget that makes such techniques visible during Facebook use

Nudget named loosely after the idea of nudging user awareness through microinterventions annotates

desktop Facebook feeds in realtime offering information about relevant persuasive theory at play We

conducted a 5day trial in which 15 participants used Nudget while 6 participants used traditional

stateoftheart print material to learn about persuasive design techniques We found that Nudget users

displayed a significant difference in postintervention scores of learning about the techniques compared to

the control p001 We discuss the implications of our system on the effort to educate social media users

about the web design calculated to guide their online behavior

31 Introduction

To set and accomplish goals we must have control over our own attention Modern social media

users lose agency the capacity to act completely independently and make free choices because social media

platforms implement persuasive design techniques to orchestrate target behaviors that improve the websites

bottom line In particular they employ bottomup visual and contentdriven techniques to drive up their

engagement metrics 8 It is important to recognize measure and think critically about such manipulations

and their effect on cognitive resources but we lack modern vocabularies user awareness and transparency

to do so This motivates us to design a system that elucidates the underlying social and psychological tricks

driving users interaction with social media By drawing back the curtain to show users how websites

conceive of the purpose of their design features we aim to educate users about such techniques to make them

more aware for future social media use

Past studies have shown human susceptibility to social media persuasion and a number of systems

exist to encourage users to take control of their time spent on social media MeTime was a system that spread

user awareness by offering users a glimpse at their pie chart of time spent on various SNS ie how big of a

slice of their pie each social media company owns 5758 The MeTime system showed that pure awareness

helped users better manage their time and grow stronger against social media manipulations Another system

LivingSmart showed that it is possible to use technology like focussupporting browser extensions and task

management applications to prevent digital attention manipulation even with participants with attention

deficit disorder 59 These systems demonstrate the viability of using technology to empower users against

the platforms that reduce their agency to complete their own tasks and achieve their personal goals

We extend this work by expanding the design space of our interventions beyond postuse reflection

of time spent on social media sites Current systems can tell people post hoc that they have been manipulated

and provide them with graphical displays of their time consumed by corporations Existing solutions can also

block entire sites or remove news feeds but this option is not feasible for many social media users These

systems are not able to tell users when and how they are being manipulated in real time even though it is not

the sites themselves but rather the attentiongrabbing tactics they use that lead to user attention

manipulation Our system is granular enough to highlight manipulation in real time and in visual and

17

temporal proximity to the very manifestations of persuasive theory that manipulate user attention By giving

users realtime relevant insight into the underlying persuasive theory behind the features they use we aim

to improve knowledge retention about what happens behind the scenes of what they see on the screen

Although we believe educating users about the inner workings of persuasive technology platforms is a

valuable end in itself such interventions can also provide us with intuition about which persuasive design

techniques users find most memorable and problematic

32 System

Nudget is a Google Chrome extension that annotates users Facebook feeds on their desktop

computers showing informational popup messages about persuasive theory at play insitu We discuss the

design space of our Nudget intervention messages the design principles we considered when building our

display and the implementation of our system

322 Persuasive Theory Design Space

We now describe the subset of persuasive theories that inform the text of our Nudget interventions

Instead of exposing issues about time distributions or mental health disorders on the site as covered in

previous work we focus on situating our interventions in the larger space of persuasive technology design

We draw upon Robert Cialdinis research on the effects of persuasive framing on behavior 49 as well as Nir

Eyals and BJ Foggs persuasive technology design loops 6061 Taken together these theories suggest that

all the manipulations we are interested in occur at some point along the following model that describes user

behavior motivation ability and prompt 64 Motivation in a digital context refers to sensation anticipation

and belonging emotional needs ability refers to reducing the barrier to access for the target behavior and

prompt refers to deadlines or cues to make the target behaviors urgent For example getting and giving likes

as well as the Show Comments feature is an instance of motivation the social and emotional factors

relating to the need to be heard and make themselves heard which motivates people to generate and share

content Autoplaying a video from a post is an example of lowering ability needed to complete the target

behavior of viewing the video because it reduces the number of clicks needed from 1 to 0 The scrollable

everupdating side feed is a prompt a deadline for reading information now before it is forever swept away

to disappear The Home and Notification buttons are landing points for prompts such as the bright red

numerical count of unread updates because they are affixed to the top of the page and always noticed The

action flow from motivation to ability to prompt gets people to repeat the behavior on a fixed schedule This

is described by the following cognitive flow acquisition using external prompt creating desire and affixing

the internal prompts in other words attention comprehension elaboration integration and enduring

attitude change For example people come to Facebook out of habit boredom or loneliness prompts

external to the site and after the login have desires created by the motivators present onsite creating

desireselaboration have these desires fulfilled by manipulations onsite integration which completes the

cycle of these created desires being affixed to internal prompts leading to enduring attitude change over

time

18

323 Design Principles

To teach users about these complex persuasive theories we broke down the interconnected webs of

manipulation into featurespecific instances of persuasion Please see Appendix A for our final list of

informational Nudget messages called Nudgets In designing our messaging we wanted to balance a

desired level of knowledge with short attention spans and the rapid scrolling behavior users display on

Facebook We also did not want to disrupt the natural Facebook experience by demanding extensive reading

to the extent that users would uninstall our extension Via informal usability testing we determined that

users would tend to read 3 Nudgets on one screen We also realized that the optimal text length of Nudgets

would be about Tweetsized 280 characters and we included a twoword tagline on each Nudget to allow

for rapid reading A drawback inherent in our design is that we too use a bottomup attentiongrabbing

technique when displaying these bright popup messages However we found in usability testing that

without the popup animation or the bright yellow color users would not even notice our messages due to

the variety of elements already on their Facebook feeds as well as their habit of focusing intensely on the

central feed itself Thus we employed our own subset of persuasive design techniques to even be noticed in

the vicinity of Facebooks display We anticipated that this could make Nudgets slightly disruptive for some

users even while educating them

324 Implementation

We built the Nudget system on top of the HabitLab project out of the Stanford HCI Group 62

HabitLab itself is a Chrome extension that helps users gain control of their browsing We implemented our

custom intervention in Javascript and jQuery packaged it into a fork of HabitLab and deployed it to the

Chrome store for our participants to install

Upon a user scroll event on the Facebook feed the system runs Nudget as long as Nudget has not

already run within the last 4 hours The system tracks divs of the various Facebook manipulations and

annotate those divs with 3 Nudget descriptions of the manipulative technique These bitesized chunks of

information appear with arrows pointing to the element on the screen to which the message refers The

annotations appear for 15 seconds one by one in the form of open popup boxes and then close up and move

to the top left corner of the screen where the arrows in the messages change into numbers to avoid spatial

mislabelling as users scroll Nudget annotations are clickable so that users can toggle an annotation between

open and closed states

Some examples of Nudgets are shown in Figure 3 and Figure 4 The first uses jQuery selectors to

find the notification button and then display the following text next to it Quantified FOMO Facebook

shows a number to tell you exactly how many important things youre missing out on What is actually

important Figure 3 The second uses selectors to find the small access point to settings in the top right of

the Facebook page and annotate the following text there Dont Leave Compare how easy it is to see your

feed vs deactivate your account in settings Facebook purposefully makes it hard for you to exit Figure 4

For a closeup of another contextual Nudget see Figure 5 To try Nudget on Google Chrome download it

here bitlynudget

19

20

33 Evaluation

To evaluate the effectiveness of the Nudgets as a system we conducted a 5day betweensubjects

study with 15 participants in the treatment group and 6 participants in the control group We recruited

participants through our personal networks and HCI class Both the treatment and control groups completed

two questionnaires at the beginning of the study The first questionnaire was a survey about their usage and

opinions of social media websites The second questionnaire see Appendix B was an openended quiz that

asked participants to identify manipulation techniques on three screenshots of LinkedIn a social networking

site that overlaps with Facebook in the design techniques used

After taking these surveys the treatment group used the Nudget system for a week on Facebook

while the control group read articles on persuasive techniques used by social media websites At the end of

the study both the treatment and control groups were given the same two questionnaires again We

hypothesized that if our system were successful it would increase the number of techniques identified by

people in the treatment group after the intervention significantly more than the number identified by people

in the control group

We used the first questionnaire to control for preexisting attitudes towards social media sites

explained further in the next section We used the second questionnaire to measure changes in knowledge

of persuasive techniques Specifically for each participant we calculated the difference in the number of

relevant persuasive techniques they identified across the screenshots of LinkedIn before and after the

intervention we used this difference to calculate two scores of awareness 1 the Nudgetspecific awareness

assessment score which we obtained by dividing the difference by 22 the size of the set of persuasive

techniques covered in Nudget interventions and 2 the general awareness assessment score which we

obtained by dividing the difference by 171 the size of the pool of all 171 unique persuasive design techniques

identified by the participants

In this way since the participants were instructed about the use of the techniques on Facebook and

tested on examples from LinkedIns our calculated scores parameterized transfer knowledge the

knowledge that transfers across platforms The

Nudgetspecific score allowed us to grade

participants in context of their learning with the

system and the general score allowed us to get a

sense of their performance when graded against a

more complete gold standard set of possibilities See

Appendix D for the full list of 171 techniques

34 Results

We now present both quantitative and

qualitative results measuring the effect Nudget had

on our participants awareness of design techniques

21

341 Quantitative Evaluation

We performed two statistical evaluations to determine whether condition was a significant predictor

of transfer knowledge scores

3411 Transfer Knowledge Evaluation I

We found that the condition participants were placed in experimental or control mattered

significantly in our assessment of transfer knowledge Namely a ttest yielded a significant difference

p001 between the postintervention transfer scores of the experimental group which was exposed to

Nudget and the control group Figure 6

We obtained the postintervention scores used in this test by grading against knowledge of

manipulations presented by Nudget not against the general answer pool While we also computed a

postintervention score graded against the general answer pool the system was not able to significantly

improve performance for the experimental group The ttest between postintervention general transfer

scores of the two conditions had a pvalue of 04

3412 Transfer Knowledge Evaluation II

We also performed a regression to predict participants postintervention Nudgetspecific awareness

assessment score using the following controls age how much users likeddisliked Facebook condition

experimental vs control preintervention general score and preintervention Nudgetspecific score We

found that condition was indeed a significant predictor p0023 Figure 7 However when we regressed

postintervention general awareness assessment scores we did not find that condition was a significant

predictor p0056 Figure 8

22

We note that in Figure 7 and Figure 8 the variable facebook_liking was split by our statistics software into

two variables one indicating whether the user liked Facebook or not before the intervention and the

other indicating whether or not the user had no feelings toward Facebook

342 Qualitative Evaluation

Participants had positive responses to the Nudget system When asked if they would rather learn

about the topics through Nudgets or reading articles 667 responded that they preferred the Nudgets

Many participants said the interactive and personal aspects of Nudgets made it more relevant and enjoyable

to learn about the topics They thought that seeing concrete examples of persuasive design techniques in a

product they used daily was more useful than reading an article One participant remarked in the

postquestionnaire Having the Nudgets appear on Facebook made the experience more interactive and it resonated

on a more personal level for me Sometimes when I read an article about these things I tend to distance those experiences

from my own experiences Seeing the Nudgets appear on my personal account allowed me to see just how affected I

personally am by Facebooks persuasive design techniques

However many participants also had suggestions for ways to improve the Nudgets Many said that

the Nudgets were repetitive and reported seeing the same Nudgets many times Others suggested that the

Nudgets should be more contextaware saying that sometimes the text of the Nudget did not correspond to

where and when the Nudgets showed up Finally some said that using the Nudgets for an extended period

would be a nuisance and would have diminishing returns after a few days of use because they had already

read most of the Nudgets before

Participants reported mixed results in regard to Nudgets changing their opinions and use of social

media sites Many people said that they already knew that social media sites used persuasive techniques but

Nudgets emphasized and enhanced that knowledge which is not surprising given that our participant pool

was highly trained and in several cases proficient in humancomputerinteraction Participants said that

Nudgets made them more aware of the pervasiveness of these design techniques and how intentional every

design choice is to maximize time spent on social media However most participants were unsure of how

this knowledge would translate to action 33 of participants in the treatment group said they would spend

less time on social media the rest said that the Nudgets prompted them to think more intentionally about

social media but they were unsure if they would actually spend less time on it

35 Discussion

We found that Nudget was able to teach users about the manipulations that it was designed to cover

with significant results from both a ttest and regression however Nudget did not facilitate statistically

significant generalizable awareness transfer learning The fact that condition was not a significant predictor

for generalizable knowledge transfer may have been because our system did not teach enough interventions

common to Facebook and LinkedIn effectively First perhaps the duration of our longitudinal study was not

long enough to repeat concepts enough times for users to gain higher level knowledge process

metaanalyze and retain The second reason may be that even though we coded our system to choose from

20 manipulations at random participants reported recalling only between 3 and 9 unique nudges Certain

divs like autoplaying videos or posts with comments open may not have showed up enough times to be

23

picked for annotation A third reason may be because such a system has to run on more than one platform

not just Facebook for participants to be able to generalize knowledge Finally the large size of the gold

standard answer pool size may have made increases in awareness a tiny effect size

Our results suggest that Nudget is most effective as an education tool that is used for a few days It is

clear that the Nudgets did increase awareness and knowledge of persuasive design techniques validating our

goal for creating Nudget Nudget effectively demonstrated persuasive design examples in real time on

Facebook a website that the participants regularly visited However after the first few days of the study

many participants complained that the Nudgets were annoying and repetitive for example one remarked

The Nudgets were super annoying because of where they were on the screen their color and their unavoidability

Additionally while Nudgets were an effective tool to increase awareness of persuasive design techniques this

did not translate into direct action Many participants said that they did not foresee themselves spending less

time on social media as a direct result of Nudgets For instance one noted Its hard to change such behaviors I

just feel more guilty about it now Maybe thats a start Therefore more work can be done to investigate how

increased awareness can inspire action We discuss additional future work to be done in Chapter 6

36 Summary

In summary we built and evaluated a system that makes persuasive design techniques visible on

Facebook We found that Nudget users displayed a significant difference in transfer learning scores

compared to those who used traditional print and video materials Given that Nudget improves transfer

knowledge it would be useful to investigate what other kinds of behavior change it can drive especially

compared to other interventions Creating interventions like Nudget also highlights the need to develop a

theoretical taxonomy of persuasive design techniques which we will discuss in the next chapter

24

4 Taxonomy of Persuasive Design Techniques

Having empirically studied user awareness about persuasive design techniques we turn to a more

theoretical question about these techniques how do they interrelate to form a system of persuasion We use

the datasets of Facebooks and LinkedIns persuasive design techniques gathered in our Nudget user study

along with theoretical insights from the literature to make progress on this question Specifically we map

persuasive design techniques onto a twodimensional behavioral grid to situate them along different

parameters pertaining to human behavior We then identify additional dimensions of interest to flesh out a

fuller design space within which to situate persuasive design techniques

41 Motivation and Goals

James Williams notes that an area ripe for impact is differentiating between different types of

technologydriven persuasion by how well they are aligned to our goals and how much they constrain our

actions 42 He points out the need for a better vocabulary in the attention economy asserting our freedom

of attention means developing its conceptual and linguistic foundations 63 There exists a rich behavioral

and social psychology literature on persuasion discussed in Chapter 2 but we lack a mapping of modern

digital persuasive design techniques onto this theoretical space 64 Thus in this chapter we take a

descriptive theoretical approach with the following goals in contributing to a taxonomy of persuasive design

techniques We want to more systematically categorize the different types of persuasive pulls we feel when

we interact with these massively popular mass consumer products to

1 Show how persuasive design techniques interrelate and function as a system to affect people

2 Provide a more nuanced vocabulary for persuasive design techniques drawing from the relevant

academic disciplines

3 Lay the foundation for pumping intuition about which kinds of persuasion we feel are problematic

or ethical

In this chapter we focus on the first two goals we address the third in Chapter 5

42 Mapping Persuasive Design Techniques onto the Fogg Behavioral Grid

Although interest in taxonomies of influence has existed since Marwell and Schmitts taxonomy of

16 techniques in 1967 no one has mapped the specific techniques used by mass consumer products in the

attention economy onto this persuasive space BJ Foggs 2009 paper The Behavior Grid 35 Ways Behavior

Can Change later updated in 2012 identifies a specific twodimensional theoretical space that categorizes

different digital and nondigital user behaviors based on how often they occur and how novel or frequent

they are 64 Fogg notes that we lack a mapping of both persuasive theories and persuasive design

techniques onto his behavior grid and that this is an important task for future work We focus here on

filling this gap by mapping persuasive design techniques onto the grid We focus on the design techniques

themselves and not persuasive strategies discussed in Section 25 since as he notes a single theory eg

operant conditioning might extend across multiple rows and columns of his grid reducing the usefulness of

the analysis For example such strategies might include allurement emotional appeal or guilt from

25

Levine Whelesss 1990 review of 53 tactics 48 A major ambiguity in dealing with persuasive strategies

would be accounting for all the different ways that a persuasive strategy can be used

Our grid adapts from Foggs 2012 updated 15box grid 65 as well as his earlier 2009 version of a

35box grid 64 Fogg identifies seven rows that capture the schedule on which a behavior occurs a

onetime behavior a onetime behavior that leads to an ongoing obligation such as adopting a puppy rather

than just playing with a puppy once behaviors that last for a period of time behaviors that occur on a

predictable schedule behaviors that occur on an irregular cue rather than a fixed schedule behaviors

performed at will and behaviors that are always performed He identifies five columns that capture the type

of behavior change performed a new behavior an existing behavior and increase in frequency or duration

of the behavior a decrease in frequency or duration of the behavior and a behavior that stops being

performed

We removed the behavior is at will row which Fogg defines as containing behaviors that the user

can perform at any moment primarily because these behaviors depend on the screen that the user is

currently on Due to the abundance of screens and user journeys on both Facebook and LinkedIn clicking on

a single button can take a user to a completely different page the only thing that remains constant is the

horizontal toolbar at the top of the web page that allows options such as Home and Notifications as well

as the search bar which allows users to independently type and navigate to their desired page Many of these

at will user behaviors are captured in the row that includes behaviors on a predictable schedule More

importantly the one and twoclick user journeys allow many different behaviors to occur at will

Furthermore the use of will conflates the line between autonomous action and action that is prompted by a

persuasive technique for which there are no clear metaphysical distinctions due to the ultrapersuasive

worlds into which such platforms place users Foggs nondigital examples of behavior for a period of time

include exercising for 30 minutes and flossing for a longer duration In the context of Facebook and

LinkedIn we took a period of time to refer to behaviors that take longer than a few seconds eg scrolling

for five seconds as opposed to clicking a button for less than a second

What constitutes a persuasive design technique that we might map onto this grid There is no

standard definition for what a persuasive design technique is and opinions vary on how many there are 66

As opposed to persuasive strategies of which there appears to be a finite set based on past literature the

number of design techniques is large perhaps uncountable 66 Every successful interface is designed to

achieve a purpose and guides the user to some degree to achieve a task For this reason from one

perspective almost anything could be considered persuasive as long as the design incorporates an argument

or usage intention 44 Following the standard definition from captology a persuasive design technique

occurs when a designer designs with intent to change an attitude or behavior 19 Since it is difficult to

survey the designers of these platforms for their intent about each specific design element without revealing

potentially sensitive information about the inner workings of their platforms our dataset of persuasive

design techniques consists of 1 techniques we identified on Facebook while designing Nudget and 2

techniques that subjects in our Nudget user study described in Chapter 3 perceived to be persuasive on

LinkedIn These are listed fully in Appendix A and Appendix C Fogg later defined persuasive design

techniques to be a specific implementation of a persuasive experience 64 The design techniques identified

by our study participants are along the lines of what Fogg has in mind as seen in the example he provides of

Amazons technique to offer free shipping for purchases over 25 the timing of Amazons offer and how it

is worded is a design technique 64

26

We take a relatively liberal approach to defining what constitutes a persuasive design technique In

our dataset anything from a monetization strategy technique 10 to the color of a button to the text used

under an icon could be considered the visual conduit of persuasion under a broad notion of what persuasion

is metaphysically We call the visual element through which the persuasion occurs the vehicle In our analysis

each persuasive design technique must have a vehicle as well as a method of persuasion how it persuades The

same visual element can have multiple methods of persuasion which we count as two different persuasive

design techniques eg techniques 6 and 7

421 Case Study Facebook

In Figure 9 we present the behavior grid populated with Facebooks persuasive design techniques

where the dark gray row labels indicate rows present in Foggs 2012 condensed version of the behavior grid

We sort the persuasive design techniques identified while designing Nudget into boxes on the grid We

supplement these with a few additional techniques observed by tracing the vehicles of the Facebook

behaviors that Fogg lists in his grid 64 An example of one of these additional techniques is illustrated in

Figure 10

Facebooks design techniques appear to encourage primarily onetime behaviors and behaviors that

occur on a cue Since Facebook has such a massive culture of heavy daily active use many of the persuasive

design techniques employed by the website upon opening it prompt behaviors for users that automatically

occur both on a predictable schedule in order to form habits with the product as well as behaviors that occur

on an unpredictable cue which relies on the behaviorist theory of variable reinforcement rewards 67

Creating this mapping also teaches us more about the behavior grid and its suitability for persuasive

analysis Many of the design techniques could belong in different boxes in the grid for example showing a

number overlayed over the notifications icon at the top toolbar serves to remind users on a predictable

schedule every time they open the website or app which for 2 billion users is a habitual part of their

monthly routine 8 But during continued use of the website or app the same notification style reappears

on the top toolbar on a variable rewards schedule which serves to increase the frequency and also

presumably the duration of users notificationchecking behavior Clicking on a notification in turn takes

them to other kinds of posts and events on Facebook where they then get transported to the boxes in the

behavior grid relating to liking commenting and other engagement behaviors Thus the entire user

experience can be modelled as a journey across the behavior grid where the initial behaviors determine the

initial conditions of the trajectory and the rest becomes a random walk that is a function of the elements and

design techniques that the user is then exposed to as well as any overriding behaviors the user performs

outside of the grid to direct their own behavior agentially onsite in spite of the pulls of persuasive design

Another example of a persuasive design technique that could lead to behaviors spanning multiple

rows is the design choice of autoenabling comments below each post and displaying all the comments sorted

by an algorithm that places the most active conversations above those that are less active This technique can

have multiple behavioral effects prompting a behavior of scrolling through comments which could be

thought to either always occurs bottom row since every post enables comments or occur for a span of time

greater than a few instantaneous seconds Similarly notifications that prompt you to wish your Facebook

friends a happy birthday trigger a behavior that occurs on cue the prompt is the notification however this

is also a behavior that creates an ongoing obligation due to the human tendency to reciprocate birthday

wishes The mysterious newsfeed feed algorithm seems to rank posts by usefulness which could be seen as

decreasing the behavior of browsing useless posts however it also keeps people scrolling via variable

27

reinforcement by providing mildly interesting posts on an unpredictable schedule which increases time

spent on site

A B C D E

Facebook

perform newunfamiliar

behavior

perform existingfamiliar

behavior

increase behavior intensity

frequency or duration

decrease behavior intensity

frequency or duration

stop a behavior

1 one time behavior

collection of personal and

network information during

onboarding ad placement and

display uniform with friends

posts display of friends who

have played each gameYou are

now connected on Messenger

chat notification with new

friends

turn on chat calltoaction

prepopulated write a

commenttext boxes

adjacent to profile picture

below posts

displaying posts that friends

are tagged in

2

one time behavior that

leads to ongoing

obligationcost

profilecompleteness cues

selfrepresentation leads to

envy spiraling oneclick

confirm friend menu adjacent

to newsfeed

comments as verbal

approval counts of

likesemoji reactions as

social approval friends

interestin events as social

proof

buried menu to

change

security

settings

3

behavior for a period of

time

twoclick option to play games

with friends

unauthorized autoplay always

enabling comments ability to

display multiples chat boxes

towards bottom of the screen

minimizing video to the right

side of newsfeed to allow you

to keep watching

4

behavior on a

predictable schedule

slot machine feed variable

reinforcement rewards

readtimestamps on

Messenger

glued reminders at the top

menu bar glued search bar

5 behavior is on cue

poking reciprocity

intentional interruption via

notification tagging as social

approval oneclick event

join button

quantified FOMO red color

overlay alerts notifications

prompting birthday wishes

6

behavior is always

performed

mystery algorithm

micropersonalization

autopopulation login

information and profile

picture

endless commentsbreaking

news side feed bottomless

bowl newsfeed

incompleteness of options in

left menu

Figure 9 Persuasive design techniques from Facebook mapped onto the Fogg Behavioral Grid color legend above

The variability in each individual users familiarity with the product might also affect the box in the

behavioral grid into which we map a persuasive design technique For example the row behavior is always

performed differs based on how deeply the user has matched their mental model of the affordance the

28

platform provides with the exclusivity of the means to achieve it For instance teens using Snapchat often

start to measure the strength of their friendships through the apps streak feature they subscribe to the

subculture of the platform believing that the number of consecutive messages exchanged with a contact

parametrizes depth of connection 88 This extreme adoption of the platforms metrics can turn behaviors

that for some less invested users might only be performed on cue eg tagging your friend in a photo into

mandatory behaviors due to the expectations of the social group with which they interact through the

platform eg liking your friends profile picture as a kneejerk reaction to let them know youve seen it

The last two columns of Foggs matrix raise two

interesting questions what does Facebook allow us to do

less of and what behaviors does Facebook stop Fogg notes

that Facebook offered relatively few design techniques to

persuade people to decrease or to stop a behavior as shown

by the lack of items in Columns D and E 64 As Fogg

suggests in box D2 when users become flooded with

notifications that are repeatedly subpar in quality the

persuasive design technique of providing notifications for a

range of Facebook activities and updates may actually have

the effect of training users to ignore certain notifications

Similarly by including over 25 possible buttons to click in

the left column navigation menu pictured in Figure 11 the

platform trains users to not direct their attention to the less

used buttons which frees up more attentional tokens to

focus on the most useful presumably the ones at the top

The menus that social media platforms include provide

different means for connecting with people or engaging in

activities together but by reducing users frame of possibility to the options on the menu they decrease other

29

behaviors that users might take to connect with others such as using other platforms to send messages make

calls or hold facetoface meetings

422 Case Study LinkedIn

We now map the 171 persuasive design techniques identified by Nudget subjects on LinkedIn onto

our adaptation of the Fogg behavioral grid Since they are generated via a close reading of three specific

screenshots integral to a typical user flow on LinkedIn they achieve a level of granularity that our more

general observations of Facebook might not As expected by the social nature of LinkedIn and its

competitiveness in the attention economy LinkedIn uses similar persuasive design techniques to Facebook

However one important difference in LinkedIns design is the subscription business model called LinkedIn

Premium in which users can pay for additional insights into their profile as well as expanded messaging

capabilities among other exclusive features 68 This motivates LinkedIn to use strong persuasive pulls to

convince users to actually put down money and buy their subscription in addition to using their product for

free and paying via their time and attention We studied the persuasive design techniques across three

different screens on LinkedIn the Home screen the My Network tab and the Notifications tab The

data we use here are only the persuasive design techniques that our Nudget study subjects noted and reported

on their transfer assessments numbered and listed in Appendix C so they represent the elements most

salient to users both before and after our system intervention We divide the screens into regions along the

natural grid lines of the web page for clarity in discussion and we map the persuasive design techniques from

each of the three screens onto the Fogg behavioral grid screen 1 Figures 1214 screen 2 Figures 1517

screen 3 Figures 1820

Figure 12 LinkedIn screen 1 appears upon login and is comprised of a profile summary social feed news links and

messaging box

30

A B C D E

Screen 1

perform newunfamiliar

behavior

perform existingfamiliar

behavior

increase behavior

intensity frequency or

duration

decrease behavior

intensity frequency or

duration

stop a behavior

1 one time behavior

5 17 21 22 24 25 41

42 44 58 65 87 89 92

13 14 15 16 18 29 39

40 45 53 69 73

34 52 57 11

2

one time behavior that leads to

ongoing obligationcost

6 7 8 9 59 60 62 63

64

3 19 20 30 31 36 55

76

32 70

3 behavior for a period of time 33 12 35 43 68

4

behavior on a predictable

schedule

66 67 72 77 78 79 83 23 80

5 behavior is on cue 90 91

1 2 4 48 51 74 75 81

82

6 behavior is always performed 28 71 85 88

37 47 49 50 54 56 84

86

10 27 46 61 26 38

Figure 13 Persuasive design techniques from LinkedIn Screen 1 mapped onto the behavioral grid color legend above

Persuasive Vehicle Method of Persuasion

1

Notification badges on the horizontal toolbar

for notifications messages and network

Makes you want to click and see new notifications arouses

curiosity

2

Red color of notification badges on the

horizontal toolbar

Stands outcatches your attentionindicates urgency in order to

redirect your clicks to other peoples or companies pages

3

Number on the notification badges on the

horizontal toolbar

Makes it feel like a todo list and makes you want to get the

numbers to 0 arouses our base desire for having order instead

of chaos

4 Intermittent variable notifications

The delivery schedule of notifications is varied and intermittent

which keeps it changing and thus interesting

refer to Appendix C for full list

89 Promoted ad Encourages you to click on content that will make the site money

90 Use of huge emoji in promoted ad

Distracts you from other useful information to encourage you to

click on the promoted content

91 Blue learn more text below promoted ad The color blue makes it enticing to click on the promotion

92 In 1 week get job offer

Enticing and likely false promises in advertisements encourage

clicking

Figure 14 A sample of the list of persuasive design techniques from LinkedIn screen 1

31

As with Facebook it is interesting to see the rare persuasive design techniques that fall into the last

two columns In region 1A the work feature makes users think it will help them find work to do design

technique 11 but it turns out to be a collection of other LinkedIn features to use Thus it decreases the

behavior of looking for jobs which is what an unknowing user might think they are setting out to do and

instead redirects it to other features such as learning advertising and slideshare In region 1B LinkedIn

does not allow you to custom curate your feed technique 38 Even though you can follow people just as

you can on Twitter and Facebook you do not get to decide whose posts you want to see when so you are

forced to let the platform decide which posts you see first This decreases the behavior of controlling which

people or companies posts you get to see and does not let you actively prioritize what really interests you

Figure 15 LinkedIn screen 2 appears upon clicking My Network on the top horizontal toolbar and is comprised of a

network summary box pending invitations box suggested connections feed and Premium advertisement region

A B C D E

Screen 2

perform newunfamiliar

behavior

perform existingfamiliar

behavior

increase behavior

intensity frequency or

duration

decrease behavior

intensity frequency or

duration

stop a behavior

1 one time behavior

116 117 123 129 131

132

105 109 110 114 111 122 97

2

one time behavior that leads to

ongoing obligationcost

94 95 96 98 100 101

136 137 139 142

93 103 104 112 113

127 128 140

121 124 125

3 behavior for a period of time 99 106

4

behavior on a predictable

schedule

133

5 behavior is on cue 118 119 135 126 130 134 102

6 behavior is always performed 138 107 108 141 115 120

Figure 16 Persuasive design techniques from LinkedIn Screen 2 mapped onto the behavioral grid color legend on P30

32

Persuasive Vehicle Method of Persuasion

93

Showing your number of notifications in the

tab on Google Chrome

Attracts attention towards the LinkedIn tab by making you

wonder about the significance of the number

94

Toast prompting user to download Windows

app

Opens the door to moore notifications even while not on

LinkedIn allowing the site to pull you away even if youre doing

something else and spend more time on LinkedIn

95

Text in toast prompting user to download

Windows app

Use of words like seamless makes it seem like users will have a

better experience if they get the app

96

Placement of toast prompting user to

download Windows app

Layout breaks the grid of LinkedIn since the toast crosses over

into the next region which gets us to notice it

refer to Appendix C for full list

139 Repeating the Try for free call to action

The recurring nature of this call to action repeated left to right

across the screen makes it seem more urgent

140 Echoed stylization of try for free button

The try for free button uses the blue and white stylization of

the accept and connect buttons which have already been

associated with positive actions

141 Default status of messaging tab as closed

Lets you see articles and ads and allow their persuasion to attract

you first so you click on them

142

Highlighting the golden color associated

with the premium membership

Brings to mind the status that the site has associated the color

with

Figure 17 A sample of the list of persuasive design techniques from LinkedIn screen 2

In screen 2 the majority of techniques serve to persuade users to engage in onetime behaviors that

lead to ongoing obligations Since screen 2 is all about growing users network and amplifying the network

effects that boost both the individual use of and the overall number of users of the product there are many

techniques in Row 2 to give users a reason to come back and use the site more often For example in region

2A the use of persuasive language shows the ways LinkedIn appeals to key human needs on Maslows

hierarchy Never lose touch technique 102 and variations of the word connect and contact technique

108 These phrasings guide users to equate LinkedIn with human connection whereas true human

connection is only a small part of what the site persuades users towards By using the design pattern of

highlighting the accept button in blue and the ignore button in gray the latter using a word that alludes

to a negative realworld behavior the site dissuades the behavior of clicking ignore technique 121 By

making the count of notifications seem like a count of the number of action items left it decreases the

behavior of ignoring notifications and not acting upon them technique 125

Since the websites sources of income come from ad views and paid subscriptions the design

techniques that are plentiful in screen 2 are also the ones that have users perform new onetime behaviors

clicking on various creatively positioned and formatted ads that use your own profile photo technique 90

juxtaposing an ad with your profile picture and placing single lines of text permanently at the top of the

feed By deemphasizing and making certain links less symmetric eg Help Center and About LinkedIn

makes clicking on them less appealing and less likely technique 133 The same visual element can persuade

33

in multiple different ways For example placing your profile picture next to the company logo serves initially

as a hook to draw your eye in since we are naturally narcissistically attracted by photos of ourselves

technique 134 Once your attention has been directed to the right side of the screen you process the two

symbols photo and logo on a deeper symbolic level imagining the conceptual blending of the self and the

premium membership Once you get used to seeing who has viewed your profile the inherent curiosity and

selfconsciousness makes this a valuable piece of information that draws you repeatedly back to the platform

technique 136

Figure 18 LinkedIn screen 3 appears upon clicking Notifications on the top horizontal toolbar and is comprised of a

Chrome extension advertisement and a notifications list

34

A B C D E

Screen 3

perform newunfamiliar

behavior

perform existingfamiliar

behavior

increase behavior

intensity frequency or

duration

decrease behavior

intensity frequency or

duration

stop a behavior

1 one time behavior 150 151 153 158 160 169 170

2

one time behavior that leads to

ongoing obligationcost

143 145 147

146 154 155 156 157

159 163 164 165

149

3 behavior for a period of time 152 167

4

behavior on a predictable

schedule

5 behavior is on cue 144 148 168 171

6 behavior is always performed 162 161

Figure 19 Persuasive design techniques from LinkedIn Screen 3 mapped onto the behavioral grid color legend on P 30

Persuasive Vehicle Method of Persuasion

143 Extension download message

Opens to the door to more faster notifications even if not

onsite which creates more opportunities to pull you back to the

platform if youre online doing something else

144

Including the number of notifications 4

written and 2 overlayed on the app icon

Gets you to look at the ad

145

Glimpse of what the Chrome extension looks

like

Helps you imagine what it would look like which makes it easier

to make a decision to get it

146 Home button

Provides an easy exit to more of the feed which is architected

solely by LinkedIn

refer to Appendix C for full list

168 X liked Ys post notification Normalizes liking behavior and encourages you to do the same

169 White color of previous notifications

The softer shade of notifications below the fold makes our eyes

more comfortable looking at the notifications encouraging us to

spend more time in this section at the end

170 White color of previous notifications

Contrast with the blue background color of newer notifications

which makes you want to take action to make these more

uniform with the others

171 Including the timestamp of a notification

Conveys the urgency of reacting by counting the number of

hours elapsed

Figure 20 A sample of the list of persuasive design techniques from LinkedIn screen 3

In screen 3 the majority of techniques lead to behaviors that create an ongoing obligation due to the

nature of messaging a simple prepopulated oneclick reply action by the sender will actually initiate an

official chat conversation with the receiver The receiver is not made aware in the moment that the message

was generated by a LinkedIn button and has no way to distinguish between an organic independent

35

message and one generated by the platform The initial message then opens the door to a chat response

which sparks a longerterm communicative obligation that invests users in the platform Technique 149

uses the phrasing even when youre away to paint the default user state as not being away and to reassure

users that in the nonordinary case when they are away from the platform notifications can bring them back

A B C D E

LinkedIn

perform newunfamiliar

behavior

perform existingfamiliar

behavior

increase behavior

intensity frequency or

duration

decrease behavior

intensity frequency or

duration

stop a behavior

1 one time behavior

5 17 21 22 24 25 41

42 44 58 65 87 89 92

116 117 123 129 131

132 150 151

13 14 15 16 18 29 39

40 45 53 69 73 105

109 110 114 153 158

160

34 52 57 111 169 170 11 122 97

2

one time behavior that leads to

ongoing obligationcost

6 7 8 9 59 60 62 63

64 94 95 96 98 100

101 136 137 139 142

143 145 147

3 19 20 30 31 36 55

76 93 103 104 112

113 127 128 140 146

154 155 156 157 159

163 164 165

32 70 121 124 125 149

3 behavior for a period of time 99 33 106 152 12 35 43 68 167

4

behavior on a predictable

schedule

66 67 72 77 78 79 83 23 80 133

5 behavior is on cue 90 91 118 119 135

1 2 4 48 51 74 75 81

82 126 130 134 144

148

168 171 102

6 behavior is always performed 28 71 85 88 138

37 47 49 50 54 56 84

86 107 108 141 162

10 27 46 61 115 120

161

26 38

Figure 21 The full dataset of LinkedIns persuasive design techniques mapped onto the adapted version of the Fogg

Behavioral Grid Most techniques prompt onetime behaviors onetime behaviors that lead to ongoing costs behaviors

on cue Both new and existing behaviors are prevalent whereas changing behavioral habits on the product especially

decreasing or stopping behaviors are deemphasized

These mappings of Facebook and LinkedIns design techniques help elucidate how the seemingly

small individual techniques are interconnected to form a web of persuasive guidance One time behaviors

that are higher up vertically in the grid lay the foundation for more habitual behaviors lower in the grid For

example once users give in to the triggering message of the red notification count clear their notifications

and experience the satisfaction of removing the jarring red overlay and restoring visual symmetry over the

icon it lays the foundation for them to want to do so every time they login Moving from columns A to C

illustrates the typical progression of user behavior for tasks important to the platforms bottom line such as

engagement actions and ad views For example comments likes and emoji reactions are an important

measure of user engagement the creators of these platforms could plausibly aim for new users to like or

comment on their first post continue to do so after they see how easy and satisfying it can be and then

increase their frequency of commenting and liking A persuasive design technique like personalizing and

microtargeting ads causes behaviors that are onetime actions such as ad clicks over time as the platform

learns which topics to present the user with at the optimal times they affect the users mental models of and

stance towards the platform as well Each individual users behavior grid also influences that of other users

due to the interactive nature of social media the more comments under a post the more likely that other

36

users will spend more time with a post or see a comment that then compels them to comment The finite

limit on users time and attention in the attention economy connects the Fogg behavioral grid for LinkedIn

to that of Facebook and every other platform that seeks user attention Increasing the time spent on one

platform column C inherently decreases the time available to spend on another platform column D One

limitation of the grid however is that when placing persuasive design techniques into these buckets due to

the difference in what is novel to some users and not others it creates multiple mappings of the same

techniques which is an issue even Fogg runs into in his original paper where he includes certain behaviors

such as create a group and create a page under multiple boxes A2 and B2

43 Design Space Dimensions

Fogg identifies two dimensions of interest when studying persuasive design the type of behavior

change novelty and increasedecrease and the schedule on which the behavior change occurs ranging from

onetime to permanent We identify the following additional dimensions listed in Figure 22 synthesized

primarily from the persuasion theory psychology and behavioral economics literature These ultimately

provide a richer multidimensional theoretical space that can account more granularly for more of the

psychological concepts of interest in persuasion theory

The first category of dimensions deals with the temporal process of persuasion The Fogg behavioral

model 64 can be used to categorize design techniques based on which part of the workflow of

accomplishing a desired behavior they intervene in motivation ability or prompt Motivators

pleasurepain hopefear and acceptancerejection create the desire to engage in a behavior or have an

attitude ability factors time money physical and mental effort social deviance and routineness determine

the ease of performing the behavior and prompts sparks facilitators and signals offer opportune moments

to perform them In this theory with the right level of motivation followed by sufficient ability followed by

an opportune prompt the persuasive design technique will be successful The second dimension consists of

the 8Es of exploratory learning when using a technology experiment expectation what you predict will

happen evidence gathering evaluation comparing experiment with expectation explanation analysis of

gathered evidence editing revision of theorymodel exploration and exercise 119 Third we list the

cognitive components of the problemsolving process when a user interacts with technology forming an

interpretation of the technology defining goals and subgoals identifying and using operators stringing

operators into methods and selecting between methods using selection rules 119 We can classify

persuasive design techniques based on which cognitive component of this process they target The third

dimension incorporates uses of technology products that are not mindless and are more goaldriven eg

someone logging into Facebook to send a specific message or search for a particular group rather than engage

in the more mindless openended scrolling behavior The second dimension accounts for techniques that

evoke both structured and unstructured behaviors on the platform Since both these types of behaviors are

documented in the HCI literature 11 a strength of our list of dimensions is that they account for both

The fourth category of dimensions deals with the style of delivery of the persuasive techniques Fogg

identifies a functional triad of three different functions computers can play when interacting with people

they can function as tools increasing the users capabilities as mediums providing an experience or as

social actors creating a relationship 19 When a persuasive design technique is delivered by a computer

or technology product acting as a tool it can be recognized by the way it performs tasks like the following

37

reduction simplifying tunneling guiding completion through a sequence of tasks tailoring using

personally customized information as part of the design suggestion timed intervention at an opportune

moment where both motivation and ability are present selfmonitoring making behavior visible through

tracking surveillance making behavior observable by others and conditioning reinforcing target

behaviors When persuasive design techniques are enacted through a computer that functions as a medium

we can recognize them as offering exploration and insight via simulations and using procedural rhetoric 19

Finally when persuasive design techniques are enacted through computers that function as social actors an

approach studied in the field of computermediated communication we can recognize them via their

reliance on physical cues psychological cues persuasive language social dynamics and adoption of social

rules

Label Category

Description of

Dimension

Possible Values

Number

of

Possible

Values

1 Temporal

process

Function of technique in

Fogg behavioral model

motivation ability prompt 64 3

2 Temporal

process

Exploratory learning

process targeted

exploratory learning process targeted experiment

expectation evidence evaluation explanation

editing exploration exercise 119

8

3 Temporal

process

problemsolving substep

targeted

interpretation goals operators methods selection

rules 119

5

4 Delivery

style

interpersonal role of the

computer

tool medium social actor 19 3

5 Delivery

style

personalitymediated

dimensions

authoritativenonauthoritative instruction style

cooperativecompetitive social feedback extrinsic

intrinsic motivation type positivenegative

reinforcement 69

4

6 Users

cognition

Maslows hierarchy of

needs targeted

selfactualization esteem belonging and love safety

physiological 70

5

7 Users

cognition

degree of affective

cognition

receiving phenomena responding to phenomena

valuing organizing values into different priorities

internalizing values 71

5

8 Users

cognition

type of memory

targeted

procedural semantic episodic perceptual transfer

memory 120

5

9 Users

cognition

psychological biases

engaged

stems from not enough meaning need to act fast too

much information memory constraints choice

architecture 34

5

Figure 22 Our list of nine additional dimensions along which to classify persuasive design techniques based on their

occurrence during the temporal process of persuasion their delivery style and the aspects of the users cognition

engaged We list the various dimensions along with the possible values along each dimension

38

The fifth dimension incorporates findings from Halko and Kientz in the personalitybased

moderators of successful persuasive design They identify four parameters that can take on opposite values to

be more successful at persuading people with different personality types persuading using an authoritative

vs nonauthoritative instruction style through an agent persuading via the notion of cooperative social

feedback and teamwork vs encouraging competition persuading using extrinsic motivators like trophies or

badges vs intrinsic motivators like feeling fulfilled and persuading via negative reinforcement removing

aversive stimuli vs positive reinforcement adding positive stimuli 69 The sixth dimension refers to

Maslows hierarchy of needs a widely accepted ordering of the basic psychological social and physical needs

of humans from the highestorder to the lowestorder selfactualization esteem belonging and love safety

and physiological needs 70 We can categorize persuasive design techniques based on which needs they

primarily fulfill Next the seventh dimension in the user cognition category is taken from Bloom et als 1956

taxonomy of the affective domain which has to do with the stages of acquiring processing and internalizing

values Along this dimension persuasive design techniques can fall into the buckets of having to do with

receiving phenomena responding to phenomena valuing organizing values into different priorities or

internalizing values 71 The eighth dimension sorts persuasive design techniques by the type of memory

they target procedural which stores skills and procedures semantic declarative memory that stores facts

episodic which stores events perceptual which stores sensory data or transfer memory the interference

of old and new memories 120

Finally there exist several psychological limits and behavioral economics biases and the ninth

dimension categorizes persuasive design techniques by which biases they involve For example whether an

action is described in terms of risk or gain can involve the illusion of scarcity sunk cost fallacy and relative

memories to intentionally persuade 32 These biases have been grouped under different categories and can

arise when there is not enough meaning eg the halo effect where impressions in one area influence those

in another when fast action is required when there is too much information when memory processing

constraints are triggered 34 We list some of these specific biases in Chapter 2 In this dimension we also

include persuasive design techniques that are a direct result of choice architecture manipulation a design

method that asks what optimal users would truly want and then tries to minimize the costs imposed on

those who might satisfice nonoptimally plan and conduct behaviors in order to nudge them towards

the optimal behavior 72

Other dimensions that would be harder to parameterize accurately might be the utility level of the

persuasive direction for the users end goal is it helping you do something you wanted to do or is it

persuading you to do something you didnt want to do Using additional data sources that would be

accessible to the makers of these sites such as clickthroughrates or deviance in time spent due to controlled

introduction of a new feature we could categorize design techniques based on quantitative measures of their

performance in the product However identifying these nine dimensions makes progress on the second goal

of the taxonomy listed at the beginning of this chapter of providing a more expansive and nuanced

vocabulary with which to describe these techniques Although these dimensions are not perfectly orthogonal

eg the motivation parameter in dimension 1 might include needs from Maslows hierarchy in dimension

6 we could make a simplifying assumption that each persuasive design technique must take on a value along

each of the dimensions

This allows us to ask questions like which persuasive design technique serves to provide motivation

dim 1 as the user is engaged in the exploration part of the learning process dim 2 that is building the

users interpretation of the platform dim 3 while the computer is acting as a social actor dim 4 with an

39

authoritative feedback style providing extrinsic motivation dim 5 Taking the product of the number of

possible values across all dimensions gives rise to a space of 900000 possible persuasive design techniques

Conceptualizing different techniques in this space gives us the opportunity to discover new techniques and

identify the proper context in which to use them based on a deeper understanding of the theoretical

underpinnings from which they arise It also allows us to reverseengineer a design choice we find persuasive

and explain temporally and psychologically how and why it functions Our approach thus far does not

directly address the third goal of the theoretical approach moralizing persuasion and pumping intuition

about how to determine which persuasive techniques are ethical in which contexts How might we

determine what patterns maximize agency and minimize unauthorized persuasion This is a question we

address in the next chapter using a philosophical approach

40

5 Implications Ethics and the Philosophy of Technology

If we make explicit how certain technologies shape our lives we can create the distance we need to be able to

relate to these forces This generates the space to experiment with the use of technology keeping a sharp eye on

the quality of the practices resulting from them and based on the realization that every practice in which a

technology is used shapes our own subjectivity as well PeterPaul Verbeek 40

Our discussion so far has helped create the distance to which philosopher of technology Verbeek

refers such that we can step back and analyze persuasive design techniques and the way they interlock to

form digital systems of persuasion We can now turn to the third goal of the theoretical approach to

persuasive design techniques mentioned in Chapter 4 gaining a stronger intuition about which techniques

are considered ethical in different contexts Philosophical concepts like intentions and values will play a large

role in this discussion and they will perhaps contribute more to changing the way we frame questions rather

than providing direct answers However by raising these questions in light of the past two chapters we can

make philosophical progress In this chapter we begin by taking a descriptive approach and surveying past

work on agency and ethics We then transition from this philosophical review to a prescriptive argument in

which we analyze a digital product through the lens of philosophy of technology By doing so we

demonstrate a philosophical approach to measuring the merits of a technology

First why does the question of what constitutes ethical persuasion arise Many contemporary

accounts of ethical issues in digital technology focus on information security and privacy However there is

an underlying and sometimes overshadowed factor driving the design choices that lead to information crises

the fact that information abundance in the attention economy has created the need to profit by maximizing

the capture of attention using digital products Williams notes that the core challenge of the Internet is that

it optimizes more for our impulses than our intentions which creates important and sometimes unsalutary

threats to attentional freedom 73 Indeed as our relationship with technology has evolved we have slowly

allowed persuasive design to chip away at our agential control and more readily allowed platforms to steer us

perhaps similar to the way we will eventually cede control to selfdriving steering and took our hands off the

wheel When is the user steering and when is the platform To determine the ethicality of persuasion we

must first begin by understanding the nature of human agency and the balance between it and technological

structure in guiding behaviors and changing attitudes

51 Structure and Agency

Philosophers and social scientists have long studied the question of whether human behavior is

determined by social and contextual structure external to individuals or whether humans act freely of their

own agency The literature on this debate between structure and agency defines structure as the

recurrent patterned arrangements which influence or limit the choices and opportunities available and

agency as the capacity of individuals to act independently and to make their own free choices 74 On one

hand theorists emphasize the power that agents have in constructing the world However persuasion

theorist Kelton Rhoads claims that our lack of awareness about persuasive pulls creates an illusion of

freedom Id contend we only enjoy the limited amount of freedom that remains between the powerful

influences that largely determine our everyday lives Because we are not consciously aware of those

41

influences we perceive freedom 66 Products in the attention economy tread the fine line between

designing for users autonomous choices and persuading them to do things they did not autonomously decide

or want to do before coming onto the platform Overall it is undoubtable that they do persuade us but we

can also acknowledge that our level of control over our behavior plays a role in mediating the effects of these

products in our lives

This is why taking a middle ground stance is reasonable Modern theorists view structure and

agency as coexisting and coevolving structure influences human behaviour and humans are capable of

changing the social structures they inhabit 7577 Along this vein Verbeek proposes a hybrid model of

agency in which we must view the human and the persuasive technology as a hybrid system because the

defining questions of ethical persuasion dont exist without one or the other when people develop

connections with technology these connections form the places where freedom must be located freedom

is therefore also a hybrid affair distributed over people and artefacts 40 Freedom then is not the lack of

outside influence but the capacity to develop a relationship with these influences Developing this idea we

posit that freedom of attention is the capacity to have full agential control over actions in a digital setting

such that reflection on our relationship with these technologies yields a satisfactory balance between the

influence of the self and of the platform Verbeek further explains that every persuasive technology is

grounded in normative claims or assumptions and that in analyzing persuasive technology a design may

never be seen purely as instrumental but always as mediatory 40 Whether the normativity is rooted in a

financial bottom line from the attention economy or in a nonmonetary desire for behavior change it is

important to consider the technology as mediating between the human persuader and the human user

52 Ethical Persuasion

To answer which forms of persuasive design are ethical it is often easier to begin by identifying

forms that are not There exists a spectrum of different ways to persuade and in fact a spectrum of modes

of influence discussed in Section 25 including education compliance coercion manipulation seduction

and deception Correspondingly there should exist a spectrum of ethicality rather than welldefined

brightlines Consider the difference between persuading a dieting friend to eat a donut either by mentioning

donuts to them or by placing a box of donuts by their bedside every morning 12 Intuitively the latter

seems more unethical than the former yet they seem to fall along a contextdependent continuum To take a

modern technological example something seems similarly unethical about data analytics firm Cambridge

Analyticas micropersonalized targeted political ads that were ripe with disinformation and were delivered

on Facebook using personal information often gathered without consent 78 The recent indictment of

foreign adversaries that used platforms like Facebook and Twitter exactly as intended in order to

microtarget spread propaganda and incite protests similarly seems wrong 79 Perhaps one reason why

these persuasive operations feel wrong is that people are used as a means to an end and if one considers the

persuaders ends unethical then the operation becomes even more unethical In fact both Facebooks

former president and former head of user growth have admitted tremendous guilt over the products

divisive role in the public sphere and its addictive effects on children 80

In addition to harnessing intuition about the opposite of ethical persuasion we can look to past

work which has commented on the ethicality of specific types of persuasive design techniques For example

consider the question of how we should evaluate the strategic design of choice architectures eg persuasive

42

design techniques like optins and optouts in various contexts rather than forced constraints on choice

altogether According to Thaler and Sunstein such nudges are the most reasonable middle ground

between rigid structure and freeform agency especially since they do not coerce by prohibiting ability to

take the alternate course of action However the line between persuasion and coercion is not clear Miller

would argue that much persuasive discourse is indirectly coercive that is the persuasive effectiveness of

messages often depends heavily on the credibility of threats and promises proffered by the communicator

26 Sunstein and Thaler contend that the sheer complexity of modern life and the astounding pace of

technological and global change undermine arguments for rigid mandates or for dogmatic laissezfaire and

that emerging developments should strengthen at once the principled commitment to freedom of choice

and the case for the gentle nudge 72

According to Wood the persuasion present in advertisements bypasses rationality undermines

agency and manipulates us without blatantly deceiving us which is even more appalling than pure

deception 38 He says that even advertisements with beneficial ends such as giving up smoking do so by

unethical means since they corrupt the root of rational communication and preclude the possibility of any

free human community 38 Fogg takes a more moderate view on the use of emotion in persuasion

intuiting that it is only unethical when its intent is to exploit users or when it preys on peoples naturally

strong reactions to negative emotions or threatening information expressed by others 19 He suggests that

techniques like operant conditioning or extreme surveillance should raise red flags 19 Lockton suggests

considering intended commercial benefit intended social benefit and helpfulness to the user as orthogonal

dimensions of what he calls the DwI Design with Intent space in HCI 44 For example the design choice

of making it difficult to put a TV on standby is intended to be environmentally beneficial but could

inconvenience individual users However he admits that measures along these individual dimensions will

remain controversial which will make it even harder to scope out a space that will be ethically useful 44

The risk inherent in making general intuitive claims about different categories of design techniques

stems from the difficulty in accounting for the intentions of the designer the intentions of the users the

specifics of the means used and the actual ends achieved However we synthesize a list of useful ethical

heuristics and questions that users designers and ethical analysts can ask when developing a normative

judgement about a persuasive technology First we should consider the ultimate outcome of the persuasion

as a factor in determining ethicality Baron has advocated considering the utility or worthiness of the end

arguing that manipulation is less objectionable if the worthiness of any end taken by itself is sufficient to

justify manipulation as a means to it 38 Berdichevsky and Neuenschwander further argue for the

importance of considering the end since if something is unethical for you to do of your own volition it is

equally unethical to do when someone persuades you to do it 16

Second we should consider the means when evaluating normativity of influence and should

specifically consider if a form of influence can undermine rationality and agency by its very existence Harris

poses the following thought experiment what if YouTube knew the perfect video to play for you at a given

time that would be completely entertaining and helpful and it autoplayed that perfect video 81

Something about the act of autoplaying the video and taking over your control of the dimension of time still

makes it feel like structure is dominating agency and skewing the balance of the hybrid model of agency

Even if a technique steers a user back to a course that a reflective and rationally selfgoverning person would

have followed without needing to be steered what matters most according to Wood is the way the

manipulation undermines and demeans the person manipulated by violating and disrespecting his rational

capacities to choose for himself how to live 38

43

Adar et al tie together the consequentialist and deontological considerations by proposing a model

of ethical analysis of design based loosely on criminology which deals with intent as well as means and ends

This threepart model includes motive why it happens means how to do it and opportunity when it

works 32 Measuring motive can be tricky and some have cautioned against it saying that choice is such

a messy thing to dive deep into because then you realize that nobody knows what it means to choose 82

But taking into account intentionality when determining ethicality seems unavoidable If we merely rely on a

probabilistic operational picture of which laws of human behavior make certain outcomes more likely or

which means feel the most problematic we miss out on the underlying motivations and intentions that

ground the entire existence of the persuasion in the first place A useful tool in incorporating judgement of

intentions in analysis of persuasion is Foggs stakeholder costbenefit value analysis which asks the

questions of which stakeholders have the most to lose and gain 19 Mismatches in stakes could indicate

mismatches in motivation which would tilt the ethical equation

Figure 23 This flowchart adapted from Berdichevsky and Neuenschwander 16 illustrates one quick method of gaining

intuition for designer culpability or praiseworthiness based on the intentionality ethicality and predictability of the

outcome of persuasion However instead of serving to provide a definitive framework such a chart reveals several of

the key unanswered questions relating to ethical persuasion how should we gauge both user and designer intention

How do we explore the ethicality of the means and ends of the persuasion without collapsing it into a binary decision

And how do we attribute culpability given that persuasion is a symbolic transaction between two agents

One of the most important and interesting categories of ethical heuristics for persuasive design is

centered around the ideas of disclosure and transparency These ideas appear under many names throughout

the literature but they all boil down to a counterfactual transparency test of sorts whether or not the

persuasive technique still works if the persuasive strategy and vehicle are revealed to the user If revealing the

persuasion technique causes the opposite effect ie if people are so vigilant of not falling prey to the target

behavior that they actively perform the opposite behavior then perhaps there is a case to be made for why it

is not ethical John Rawls called this the publicity principle in 1971 In its simplest form the publicity

principle bans government from selecting a policy that it would not be able or willing to defend publicly to

its own citizens If it adopts policies that it could not defend in public it fails to manifest that respect

Instead it treats citizens as tools for its own manipulation 72 This is supported by Adars HCI definition

of benevolence in deception which says that if the enduser would prefer an experience based on the

deceptive interface over the experience based on the honest one we consider the deception benevolent

32 This notion of truth is important yet elusive since designers themselves could be unaware of the truth

44

or could be targets of a form of deception themselves eg noisy user data or miscalculated user intentions

32 Knowing this it is important to be aware of the slippery slope of increased social acceptance of

persuasion that initially seems unethical 83 Designers should maintain the essence of their initial ethical

intuitions about human agency even once their technology has become ubiquitous

One challenge is that there is no apparent way to systematically crowdsource user choice about each

persuasive design technique in a timely manner without greatly interrupting the user experience

Furthermore it is difficult to predict whether users will consent to or be able to continue being persuaded by

a technique once they have reverseengineered its mechanisms 16 Nevertheless Berdichevsky and

Neuenschwander claim as an ethical principle what they call the disclosure principle that creators of

persuasive technologies ought to disclose their motivations methods and intended outcomes except when

such disclosure would significantly undermine an otherwise ethical goal 16 The Nudget system described

in Chapter 3 provides an extreme example of what such transparency might look like if inbuilt on social

networking sites Efficient disclosure however should aim for direct concise and standardized

communication rather than Nudgets educational goals of generating interest and longerterm knowledge

retention

It is interesting to imagine what user response would be if each major design technique had to

display the reasoning behind its design onscreen or report time spent on site due to that technique These

ideas are beginning to be put into practice For instance viewing total time spent on site is currently

functionality implemented by HabitLab a Chrome extension that provides behavioral interventions to

reduce distraction by products in the attention economy 62 Google announced its forthcoming

implementation at a platform level of time spent statistics in its latest Android P operating system and so

did Apple in the Digital Health initiative incorporated in its newest operating system iOS 12 84121

However adopting mass transparency will still be difficult since meansadaptive persuasive systems are

likely weakened by disclosing how they adapt to individuals whereas endadaptive systems are more likely to

benefit from disclosure 17 Ploug et al explain that when Amazon for example makes personalized book

sale recommendations it is functioning as an endadaptive system that benefits from presenting reasons why

it recommended certain products whereas when it tweaks language to include superlatives like

international bestseller it is meansadaptive since the persuasive technique targets the means of persuasion

17 Drawing back the curtain on the latter kind of technique could reduce the success of the target behavior

85 So this kind of disclosure of means or intent would then affect the achieved end of the behavior which

would feed back into our ethical equation of the motive means and opportunity

Another important ethical heuristic is the golden principle based on Rawlss veil of ignorance In A

Theory of Justice Rawls argues that we would only agree to obey the ethical rules that benefitted us

regardless of who we were in society had we no idea who we were 16 So the golden principle applied to

persuasive design states that the creators of a persuasive technology should never seek to persuade anyone of

something they themselves would not consent to be persuaded of 16 Furthermore the accuracy

principle states that designers ought not to lie especially because humans have a harder time distinguishing

computers lying than humans due to the lack of access to behavioral and bodily cues If human lying is

considered unethical then by extension so is computer lying

Bell and Whaley identify hiding and showing as two kinds of deception 32 which suggests that

we might begin an ethical analysis by asking ourselves what is hidden and what is shown and with what

intention It is also worthwhile to consider the extent to which the persuasion undermines your autonomy

ability to perform the nondesired behavior If the persuasion completely prevents the ability to perform

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the nondesired behavior then perhaps it is more constraining coercive and unethical than one where the

nondesired behavior can readily be performed Furthermore what is the level of reciprocal equality That is

can the user exert the same forms of influence over the technology or the particular technique in question

1932 If yes then that points to a balance in Verbeeks hybrid agency structure Lieto and Vernero pose the

question of whether the persuasive argument is reducible to a logical fallacy 86 If yes then that could point

to an undermining of rationality Fogg also points out the question if a human were using this strategy to

persuade me would it be ethical 19 This can help focus on the ethicality of the means since presumably

the motivation and outcome would be the same Finally we pose the question of how the persuasive

technology evolves a users original intention Is the change in intention eg from send a quick message on

LinkedIn to catch up on all my notifications considered a corruption of intention or an elevation of

intention How does this change in mental framing of intention align with the users ultimate goals

Answering these questions and checking different persuasive designs against these heuristics will

provide support and reasoning to back our intuition about each persuasive design technique in its own

context These questions and heuristics can also help answer questions of responsibility and blame as

Berdichevsky and Neuenschwander illustrate via the flowchart in Figure 23 Verbeek complicates their

picture by saying that due to the hybrid nature of agency between humans and persuasive technology

ambient intelligence and persuasive technologies therefore also interfere in the moral responsibility of

people for actions arising in interaction with them 40 What does this mean practically in terms of our

institutions of liability as well as the design practices that give rise to such situations Some say that

designers of persuasive technologies should be held responsible only for reasonably predictable outcomes

16 But what should be the threshold of reasonability given the platforms ability to conduct largescale

behavioral experiments that can track the impact of changing every pixel on the screen And what should the

responsibility of these platforms as a whole be in bringing about more ethically palatable forms of persuasion

and discarding problematic ones Before considering the possible designlevel and institutionlevel changes

that could help we consider a few counterarguments

53 CounterArguments

Some argue that the effects of persuasion and the call for more ethical persuasive design in the

attention economy is overblown One counterargument revolves around the use of advertisement blockers

since ads are the linchpin of the attention economy critics of the ethical awakening in persuasive design

argue that using ad blockers significantly reduces possible agencyundermining effects of these platforms

However as Williams explains not viewing ads still exposes you to the design that exploits your

nonrational psychological biases in ways that work against you a product or service does not magically

redesign itself around your goals just because you block it from reaching its own 31

Proponents of the agency side in the agency vs structure debate claim that instead of focusing on

the problem of how to make persuasion more ethical we should focus on empowering people to have more

selfcontrol While selfcontrol is an important part of responsibly using technology that is meant to addict

us we should remember the power of design techniques borrowed from settings like casinos and bottomless

buffets 43 that constantly pull us into the digital world of the attention economy With the massive

micropersonalization efforts and artificial intelligence underlying technology we are subjected to

algorithms that have been trained to observe and adapt to our behavior personality and most intimate

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preferences For example we should remember that the placement and wording of many advertisements

occurs through sophisticated techniques such as ad format selection via contextual bandits 87 While some

argue that products in the attention economy are just the latest iteration of mass influence technology such as

print advertising radio or television it is their ubiquitousness and daily active use pattern ubiquitousness

that make their influence different and often more insidious Portraying the problem as one in which we just

need to be more mindful of our interaction with apps can be likened to saying we need to be more mindful of

our behavior while interacting with the artificial intelligence algorithms that beat us at chess equally

sophisticated algorithms beat us at the attention game all the time 88 When we remember that hundreds

of engineers and designers predict and plan for our every move on these platforms it seems more justified to

shift the focus of the discussion towards ethical persuasion Williams maintains that asking users to adapt

to distraction become more media literate and choose options that arent on a platforms menu when they

dont align with the users values or goals comprises a pessimistic and unsustainable view of technology

89 Understanding that the problems with persuasive technology are not simply of information

management and user overuse but fundamentally of our attention is an important realization

Finally some say that it is difficult to reject the unethical side effects of persuasive design techniques

without allowing for the benefits they introduce into our lives The impact of these platforms has been far

from completely negative Products like Twitter and Facebook have brought the world together helped

organize resistance against totalitarian governments uplifted the voices of oppressed populations and

facilitated movements countering police brutality 90 But at what cost to the individuals cognitive

resources and freedom of thought and attention As long as there remains a mismatch in the bottom line

goals of the platforms and the deepest goals in our lives the way the technologies influence us will be far

from optimal and could often be unjustified By trying to hold our technology products to a higher standard

of ethical persuasion we open the door to more harmonious designs that continuously empower us instead

of distracting and frustrating us But what kinds of changes are needed in the way we make and use

technology to move towards this vision We now review and discuss improvements that could be made at

different levels in the attention economy

54 Improvements

My view of helpful steps to move persuasive technology in the attention economy away from

problematic modes of influence on users include 1 more contextawareness of users when considering the

behavior patterns for which we design in the attention economy 2 devicelevel changes to better inform

and empower users 3 better metrics for designers to design for what truly matters and 4 possible

institutional changes for widerreaching impact

541 Awareness of Users Ambient and Cognitive Context

As Mark Weiser famously remarked in The Computer for the 21st Century There is more

information available at our fingertips during a walk in the woods than in any computer system yet people

find a walk among trees relaxing and computers frustrating Machines that fit the human environment

instead of forcing humans to enter theirs will make using a computer as refreshing as taking a walk in the

woods Past work has demonstrated the successful design of a contextaware cell phone application SenSay

that uses multiple sensors to determine the optimal time and way to send notifications 91 Tsikerdekis et

al have shown the successful use of nonverbal detection techniques to prevent contextspecific

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identitybased persuasion to safeguard online communities from deception 92 Hiniker et al have

described how designers can detect when a product is being used intentionally or mindlessly and can change

its interface to adapt to the type of use by foregrounding the primary use case and backgrounding others

unbundling single common patterns of use and designing for disengagement once the primary purpose is

achieved eg when Gmail displays a congratulatory message over an empty inbox 11 When products

become more intentional about realizing the users purpose and style of engagement then they can design for

minimization of overreaching manipulation and elimination of all distraction besides what is necessary to

fulfill the primary intention at hand

542 Devicelevel Changes

Positive change in the movement towards ethical persuasion should also come at the device level

The very design of home screens and default notification structures drives many persuasive techniques that

can be disrespectful of our attention by placing us in a catchup mindset 13 We also need better

standards for labeling in a critical review of captology Atkinson advocates labelling persuasive elements

such as advertisements with consistent labels across apps which can bolster users rights to accept or reject

the content of persuasion 20 Harris suggests that the Apple App Store should reward apps that lead to a

greater proportion of time well spent determined by users through questionnaires instead of solely

rewarding the ones that are trending or have high download counts 12 In other words the menu for what

users can choose from should be sorted by whats good for you like placing healthier options at arms reach

on a shelf Another design change he advocates is the practice of having your phone or computer routinely

giving you detailed breakdowns about your time spent on various sites asking you whether this is how you

want to be spending your time and guiding you through changing your habits if it is not 12 Overall

architects of the platforms that host apps in the attention economy should design more intentionally to

prevent the possible unsavory side effects that their persuasive design causes and they can equip users with

higher levels of information about their use of the platforms healthier defaults and ways to continue

improving their digital habits Changes that come from the makers of smartphones and operating systems

will have a wide reach in selfregulating the attention economy and holding it to more consistent ethical

standards across the board

543 Better Metrics

Metrics are important because they play a key role in the feedback loops that drive design we

improve and iterate our designs based on what we can measure They also play a role in users mental models

of their purpose as they enter and spend time on these platforms often we adopt as our personal metrics

those the site deems important eg Facebook likes Tinder swipes and Snapchat streaks As designers we

parameterize a users needs and values through measured behavior using such metrics but we lose

information about their deeper driving desires Users do not come to these products with the intention of

solely spending time or money or sending a high number of messages or comments yet that is often what is

measured and optimized for This demonstrates the importance of creating more meaningful metrics that

parameterize what users truly care about as well as encapsulating the root of the needs and goals that bring

them to these platforms How might we move towards a more phenomenological understanding of questions

like Which YouTube videos helped you learn an instrument What comedy made you laugh What

encouraging videos helped you face your fears 93 We address a possible approach to these questions in

the next two subsections It might initially seem that answering such questions would not create metrics that

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link usefully to measuring revenue for the sites however metrics that align better with user values are not

always contrary to the longterm business profits of companies in the attention economy they actually pose a

market opportunity Holmen explains that people increasingly want to spend time well not spend more of it

If its our shallowest self which is reflected to us every time we open Facebook Instagram and YouTube

the best business opportunity around might be to begin to cater for our aspirational selves 94 Metrics that

help companies encourage the formation of healthy digital habits could actually inspire more loyalty and

customer satisfaction Analogous historical evidence for this can be seen in the sales successes of car

companies that offered seat belts almost two decades before they were federally mandated in response to

consumers desire for a safer user experience 122 Due to the nature of the attention economy such a

change made by one product could spur ripples of change across other products Finally better metrics

enable more introspective designers who can more easily determine the ethicality of particular forms of

persuasion with clearer answers about their users deeper values and the experiential and cognitive effects of

design choices

544 Institutional Changes

Legal regulation of persuasion is rarely an optimal route for the fastmoving technology industry

Nonetheless in light of the recent national impacts of technologies like Facebook Twitter and YouTube in

our fundamental democratic institutions eg foreign interference in the 2016 presidential election

789596 people have begun to call for regulation at an institutional level to reduce the social fallout of

these technologies by moderating the techniques they employ Proponents of such change compare

regulation of the attention economy to regulation of the addictive tobacco industry regulation of extraction

economies like coal or the rise of the userdemanddriven organic food movement 1297 In this way

design ethicists call for the attention economy to turn to green solutions that are regenerative and

replenishing since attention has become the modern mined resource Some have even called for the need for

a Silent Spring awakening in the attention economy that leads to a Digital Environmental Protection

Agency 98 transitioning control from the private sectors market regulation to the public sectors policies

Technosociologist Zeynep Tufekci explains why the time is ripe for public discourse about political action

regarding these platforms drawing on an analogy with the automobile industry Facebook is only 13 years

old Twitter 11 and even Google is but 19 At this moment in the evolution of the auto industry there were

still no seat belts airbags emission controls or mandatory crumple zones The rules and incentive structures

underlying how attention and surveillance work on the internet need to change But there are few

solutions to the problems of digital discourse that dont involve huge tradeoffsand these are deeply

political decisions 99

Undoubtedly more innovative business models will play a major role in restructuring the

motivations that compel companies to exploit psychological weaknesses in the name of profit Roger

McNamee an early investor in Facebook and a personal mentor to its creator Mark Zuckerberg recently laid

out the argument for a subscriptionbased adfree model of Facebook claiming that the lack of ads and

sponsored clickbait could improve the user experience enough to charge a subset of users a small fee 100

However switching to a monthly payment or payperuse business model would pose new challenges such

as peoples valuation of the product being highly variable due to the endowment effect where users in one

survey said they would pay an average of about 7 per month to use Facebook but would need 75 per

month to stop using it 101 There have also been creative ideas such as monetizing attention in escrowed

bonds at the outset of persuasion for a more decentralized marketbased solution regulated by consumers

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themselves based on their judgement of the outcome of the persuasion 102 However as we have discussed

earlier removing ads in lieu of other revenue streams will not solve all the issues that arise with

psychologically manipulative design McNamee has also called for greater user control over the social graph

including the power to export it more easily to other social networks which could give smaller platforms

access to network effects and make them more competitive with the monopolistic companies that currently

dominate the attention economy 100 Regulating the large monopolies that set the standard for design in

the attention economy could level the playing field and reset design standards for all apps

These institutional changes will require time and consideration to become enactable However there

are more immediate steps to be taken in the shorter term One such step is the wider adoption of the process

of valuedriven design an approach based on the principle of foregrounding deeper user values in design

We now briefly discuss this approach along with some of its challenges

55 ValueDriven Design

On every platform a person who wants to be attentive to their friends can find themselves in a state of

frazzled distraction As users we end up acting and socializing in ways we dont believe in and later regret

We act against our values by procrastinating from work by avoiding our feelings by pandering to other

peoples opinions by participating in a hateful mob reacting to the news and so on The coded structure of

push notifications makes it harder to prioritize a value of personal focus the coded structure of likes makes it

harder to prioritize not relying on others opinions and similar structures interfere with other values like

being honest or kind to people being thoughtful Joe Edelman 103

How might we keep persuasion that leads to a target behavior unaligned with the users deeper

values as low as reasonably achievable One approach is valuedriven design which maintains that we must

gauge and then design to support each users true values not just goals and that we must distinguish true

values from ideological commitments broader socialized values norms standards chosen due to social

consequences and goals or fears 103 Even direct values themselves include allegiances situational values

and performative values a range that stems partly from the fact that people have tiers of preferences about

what they want and what they want to want which social psychologists have encapsulated in theories of

multiples selves 104105 In the longer term this valuecentered design might involve rethinking

traditional separations between the user and the designer in the design process and wider adoption of design

methods like ValueSensitiveDesign VSD and Participatory Design PD 106107125

But an added challenge comes from the fact that persuasive technology influences human intentions

and values itself Not only does it condition human behavior but it also helps shape the interpretations on

the basis of which human beings make intentional decisions 40 In an extreme case of such influence our

capacity for moral reflection can be swapped for a voluntary exposure to influence from technology 40 So

then how do we truly gauge values and design for the values that will actually lead to organically defined

wellbeing What mental states or behavior patterns denote true human flourishing and how might we

strive towards those These are important questions for designers of persuasive technologies of the future

who are creating interfaces for users tired of being pulled and cajoled to take microactions that arent aligned

with their deepest intentions Getting people to understand their own values and goals will be a challenge

given the disparity between the experienced and remembered self 108 But there are things that we know

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we cherish and want in life when we are in touch with our highest deepest most reflective selves and

finding the vocabulary to describe and create those experiences will prove beneficial

From an analytical perspective we can move towards an experiential understanding of what we lose

and gain when we interact with a specific technology by drawing from foundational work on

phenomenology in the philosophy of technology We now analyze a specific technological product using a

phenomenological lens and we demonstrate the emergence of subtle and important insights about the

experiential impacts of technology

56 Case Study Phenomenological Analysis of Google Maps

Google Maps is one of the most prolific navigation technologies in the world and over the thirteen

years since its launch it has come to play an integral role in the daily lives of users worldwide 109 Recent

studies have shown that using Google Maps is linked to the weakening of particular cognitive functions

related to navigation Such findings shed light on the broader personal impact of such a seemingly

innocuous benevolent technology This aspect of Google Maps motivates questions about the user

experience that can be approached in unique ways using foundational concepts and opinions from the

philosophy of technology Although Google Maps is not directly a competitor to the mainstream products in

the attention economy its cognitive underpinnings make it insightful for this kind of analysis

Phenomenology provides a mode of inquiry into the conditions of what makes things appear as such and

lets us probe the coconstitutive nature of humans and technology and the complete experience in all its

sensory and cognitive fullness of interacting with a technology 110 We now deconstruct the technology

through the lens of two philosophers of technology and their phenomenological perspective towards

technologys impact on our minds and lives We draw from Heideggers 1977 essay The Question

Concerning Technology and Albert Borgmanns 1984 essay Focal Things and Practices By analyzing this

technology from the lens of philosophy we demonstrate a method of analysis that can be applied to products

in the attention economy in order to encapsulate some of the more abstract and experiential positives and

negatives with which they are associated

One of Google Mapss core features is providing voice and textbased navigational guidance Using

location data satellite imaging crowdsourced reviews and live traffic data it enables users to get accurate

realtime directions for the best route to a selected

destination There exist many similar GPSbased

routing services like Apple Maps Waze and

Hopstop and several of the critiques we discuss here

could apply to them However we choose to focus

on Google Maps since it is one of the oldest and

most farreaching solutions hosting maps of over 28

million miles since 2005 of locations ranging from

North Korea to the Great Barrier Reef 109111 It

also outranks its competitors in numbers of users by

millions and now has over a billion monthly users

112 We focus our analysis on the mobile use case

an illustration of which is captured in Figure 24

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Now we discuss the recent work in neuroscience and psychology that sheds light on how

navigational aids like Google Maps adversely impact cognition More specifically when using GPS

technology to navigate we put less work into generating our own internal picture of the world 113

These internal representations are called mental maps and consist of relative positional relations between

worldly landmarks According to one researcher They are very individualThe things which matter to you

might be completely different to those that matter to your wife or your children 113 These mental maps

allow people spontaneity and flexibility while traveling without them you can never deviate from the route

you know look for shortcuts or improvise if the situation calls for it 113 Furthermore additional

findings suggest that people who use a set of directions rather than traditional paper maps draw their route

and surroundings less accurately after the trip and are more susceptible to unknowingly taking redundant or

retraced paths 113 Neuroscientists have even demonstrated that English taxi drivers a seasoned group of

manual navigators have more gray matter in the posterior hippocampus of their brains 123 Although not

an inherent cognitive benefit in itself this represents a lack of risk of psychiatric disorders associated with

lower levels of gray matter

These cognitive findings draw attention to the link between Google Maps and changing subjective

experience As philosophers of technology we can then ask the question of what reality is like for someone

using Google Maps What qualities characterize the experiences of a Google Maps user and what representations of

the world are available to them Due to the phenomenological nature of the questions it seems natural to call

upon Heidegger to provide a formal approach His concept of enframing represents one of the main tenets

of his philosophy of technology that the essence of technology has to do with its way of revealing our

notions about our relationship to technology itself 114 For example Heidegger explains how upon

construction of a dam our conception of a river changes from that of a majestic flow of water to that of a

standingreserve of energy waiting to be tapped 114 By disentangling our own attitudes we can use our

understanding of our enframements of technology as windows into understanding the phenomenological

role of the technology Since society has conceived and developed Google Maps to supplant navigational

cognitive pathways and neural mapping capabilities we have signed away the capacity to experience the

fullness of selfconstructed direction sense This loss is not merely cursory but indicates the loss of a deeper

part of our reality As physicist John Huth puts it Its almost like depriving yourself of music or a

conversation with another person Theres a richness that youre missing out on 113 In this way

understanding what aspects of our brain we conceal via our collective enframing of Google Maps reveals

what we miss out on due to repeated usage of the tech

However it is undisputed that things are also gained phenomenologically Google Maps enables us

to feel the comfort of setting out fearlessly to new destinations with the guarantee of accurate rerouting in

case of misstep But is this enough to extinguish the concern of missing a deeper richness As Google

executive Dan Sieberg puts it the technology allows us to arrive anywhere Edinburgh Cologne Tokyo

and within moments know our way to our hotel have a list of the bestrated restaurants and know the best

route to take on the metro 111 It arguably reduces the friction of having to make manual searches phone

calls and physical map consultations to iron out these details ourselves It is not hard to imagine that being

forced to do this for every potential destination would be an unbearable burden on our time But are there

times when undertaking such actions would not only contribute to our own cognitive good but also return a

more encompassing splendor to our quality of experience We believe Heidegger would say yes Heidegger

might point out that regardless of the alleviation of certain mental efforts using the technology makes it so

that reality becomes more transactional The user interface constantly visually highlights the path to take

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and a voice regularly blurts out the next mental step a user should make or the next street name or turning

point to selectively seek This transforms a smooth continuous journey into a choppy discrete set of

miniature destinations one for each instruction in the route Users attention is focused so intently on the

directions from point A to B that it becomes hard to meaningfully observe let alone remember the current

surroundings

Another aspect of the human travel experience that is concealed when using Google Maps is the

spontaneity and serendipity of whimsicalness taking the long way just because you feel like it or even

thinking to turn down an unexplored road In addition there is a risk that the foresight afforded by Google

Maps could take away the magic of seeing a place for real for the first time 111 The integration of

thirdparty reviews of points of interest along the way could even make it so that everyone will head for the

same wellreviewed destinations 111 creating a sameness that would detract from the thrill of stumbling

upon exoticlittle known locations that become backdrops for unique memories only you have Overall the

same affordance of Google Maps the ability to always have a perfect virtual travel guide in your pocket

both adds and takes away from aspects of what is required to make travel completely and subjectively

fulfilling phenomenologically

Apart from the question of what is lost and gained when using the app is the question of the nature

of the embodied sense of presence felt by users of Google Maps Here it will be useful to draw upon

Borgmanns characterization of focal practices and their associated sense of wholesome presence which we

will now recount According to Borgmann focal practices are central to living the good life They consist of

a few simple things and are liberating and invigoratingdeeply touching and fleetingwhere effort and

joy are one split between means and ends with a unity of achievement and enjoyment of competence and

consummation 111115 He concretizes this by using the example of an outdoor runner running is simply

to move through time and space stepbystep But there is splendor in that simplicity he says describing

the wholeness of the experience of delighting in both the process of undertaking an activity as well as

completing it

Applied to Google Maps this concept spurs the following question If the purpose of travel is to

undertake a journey qua journey what are the implications of orienting the user in a such a way as to hide

key aspects of how the journey came to be Indeed the technology is designed such that the backend work

required to chart a path observe traffic adjust the path correspondingly and recommend suggested stops or

leisure activities is abstracted to the point where the user is never exposed to the nuanced decisionmaking

behind the scenes This disables the full endtoend understanding that characterizes a focal practice

Heideggers idea that everything you reveal conceals something else is also apt here Why reduce the possible

enjoyment and enrichment a user would experience in understanding the inner workings of the means of

travel by foregrounding the ends

Another relevant aspect of the technology under a focal practice lens is the egocentric reorientation

of the map to put users in the center Studies have shown that following egocentric cues leads to lower recall

of landmarks passed on the route as compared to traditional maps 113 In fact in one recent experiment

researchers studied the varied effectiveness in acquiring landmarkreferenced allocentric knowledge and

viewreferenced egocentric knowledge 116 They found that learning navigation using cartographic

maps led to faster improvements in judgements of relative direction while learning using routes led to more

accurate results in scene and orientationdependent pointing This sheds light on the fact that using a

routebased guide like Google Maps foregrounds aspects of the individuals perceived role in navigation and

gives users a quantifiably stronger sense of how the world points out away from them This contrasts with

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the allocentric presentation inherent in paper maps which forces you to plan and frame your route within a

meaningful context towns forts universities parks and natural features named for local heroes and history

or local flora and fauna 117 Although Google Maps does display these features when used as just a map it

strips away all extraneous details as soon as users enter a destination 117 In this way using the technology

lessens the potential to truly and focally make the practice of travel ones own

One could argue that Google Mapss recent integration of more threedimensional street views and

intelligent recommendations about midway stops represents attempts to make the technology more

allocentric Nevertheless just like Borgmanns concept of the outdoor runner there is something more

organically satisfying gained from disengaging with the technology to undertake the crux of the practice of

travelling One journalist who decided to navigate around Boston without Google Maps poignantly

recounted such an experience That evening as I drove down the Pike my window down and my phone

buried deep in my pants pocket the city snapped into shape around me Suddenly I was not just a guy who

had learned a set of moves I was a guy who knew his way 113

Viewing Google Maps through the lens of Heidegger and Borgmann allows us to articulate more

precisely what aspects of the human experience are at stake when we use the technology Thinking about

these issues as agents for technological change brings up important design questions to consider as we shape

the technology in coming years For example how might we design Google Maps to support mental

mapping instead of supplant it Might we include quizzes or routebased games to keep cognitive skills

sharp Could we create different modes of usage corresponding to peoples different intentions behind travel

allowing more transactional interactions for urgent targetoriented journeys versus more serendipitous

freeflowing travel experiences for leisure trips This could take a form ranging from a simple question

requiring user input about how leisurely their travel is before giving them a route to a redesign of the

routegeneration algorithms to increase room for seemingly suboptimal suggestions to parameterize

serendipity Furthermore how might we reduce the egocentric worldview the current technology induces

One writer notes that You can redirect most smartphone navigation apps to align with the magnetic

compass instead of your direction of travel 117 Might we make this an easier more quickly accessible

choice on the screen Might we remove the screen altogether and have the guiding voice be more mysterious

and whimsical

Even more ideas arise when responding to the insights gained from viewing Google Maps through

the focal practice lens How might we preserve the focal nature of travelling without ridding ourselves of the

ease of the tech Borgmann takes a step beyond Heidegger to say that we do not have to seek out

pretechnological enclaves to encounter focal things so might it be possible to use the global reach of Google

Maps to not just support the idea of travel as a focal practice but fully transform travel into a focal practice

Considering Borgmanns ultimate view of focal practices as providing a profounder commerce with reality

that deepens charity and compassion could we include prompts or incentives for travelers to engage

constructively with others along their journeys rather than being lone arrows on the screen Could we

achieve this by not providing statistical insights gained from others travels to allow for more

personalization What if we made the maps annotatable to allow users to scrawl personalized nicknames for

landmarks As a frontend engineer or user experience designer working on Google Maps or even a

designer using the Google Maps API for my own app such questions would be very relevant to my work

Framing them using the rhetoric of philosophical analysis provides a unique window into such design

choices

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In the end looking at Google Maps through the lens of Heidegger allows us to critically examine the

nature of the reality available to users showing both the experiential gains and losses Examining Google

Maps through Borgmanns concept of focal practices helps elucidate how abstracting information and

portraying egocentric symbols contributes to and detracts from wholesomeness of travel as a focal

experience As philosophers and technologists such analysis allows us to propose new directions for even the

most established technologies In a world where innovation often outpaces critical discourse bringing the

voice of philosophers into modern discussions is especially worthwhile as we strive to gain a more complete

understanding of the positives and negatives of technologies on the human experience

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6 Future Work and Conclusion

In the past three chapters we have taken a system design approach a persuasive theory approach

and an ethics and philosophy of technology approach to studying persuasive design techniques We began by

creating and evaluating a system that makes persuasive design techniques visible on Facebook feeds finding

that our system could improve transfer knowledge of such techniques significantly more than traditional

methods of educating users We then mapped specific persuasive design techniques from Facebook and

LinkedIn onto the behavior grid and theoretically analyzed how they interconnect to function as influential

systems offering a standard behavioral vocabulary with which to classify them Finally we synthesized

several normative heuristics to provide techniques for designers to intuit what constitutes ethical persuasion

providing a sample phenomenological analysis of Google Maps to advocate for experiential and valuedriven

perspectives in the development of future products in the attention economy

There is important future work to be done in all three of these domains On the empirical side we

measured the effects of a system like Nudget on user knowledge but how might such a system affect user

behaviors engagement styles or time spent on the platform We also hope to more granularly measure the

impact that design techniques in different categories of persuasive theory have on user engagement

attitudes and cognitive resources on social media Furthermore our participant pool was highly trained

which leaves scope for future work to answer the question of how a more representative sample would

respond to a system like Nudget and how results would change over the course of a longer longitudinal

study Using the insights from the user feedback on systems like Nudget can help create better design tools

for the architects of mass consumer social media sites by giving them more effective ways to understand

how their persuasive design techniques affect peoples cognition

From a persuasion theory standpoint we can continue to probe deeper into the Fogg Behavioral

Grid by more closely examining techniques in individual grid boxes of interest Using the additional

dimensions we identify in Chapter 4 it would prove incredibly fruitful to use a methodology like

morphological analysis to expand the theoretical space that persuasive design techniques occupy This would

help us discover new methods of persuasion as well as boundary conditions and extreme cases of persuasion

which would further develop our ethical intuition about persuasion 118 We could use such a taxonomy to

discover new persuasive techniques and to better understand how to benefit from the same cognitive

weaknesses and abnormalities that sometimes lead us to act against our goals by turning them into creative

ways to benefit from our flaws and perform behaviors we deeply want

We are at a critical point in our relationship with popular technology products in the attention

economy In the coming years understanding the ways in which they persuade us will be a crucial problem

to get right because the stakes and influence of these technology is higher than ever before These products

shape our thoughts and actions both when we are on and off their platforms Via personalization and filter

bubbles they change the spread of information and subsequent social and cognitive stratification of society

Maintaining a demand for ethical persuasion and freedom of attention demonstrates the need for more

constructive design institutionlevel conversations and shifts towards ethical persuasion We should

ultimately continue to find test and implement ways for designers of these platforms to design for our

deeper values and use technology to nourish rather than distract us to encourage us to fulfill our goals rather

than scroll mindlessly

56

There is a slow but sure social awakening occurring in the technology industry and in the attention

economy concerning the ethical responsibility of tech platforms to examine how they persuade and there

needs to be further work at the design level platform level and institutional level to make sure we maintain

the right level of control over our cognitive resources Understanding the way technology guides and shapes

our behaviors and attitudes is crucial to understanding how we function in the world today By empowering

both everyday users the creators of these technologies persuasion scholars and policymakers with better

ways to understand discuss and mindfully design the persuasive effects of our platforms we can make

progress towards a world in which people feel more empowered with an understanding and control of their

own attention autonomy and digital lives

57

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64

Appendix A Nudget Intervention Text

Nudget Location Nudget Text

Characte

r Count

Near a video in the

feed

Unauthorized Autoplay For Facebook your time is so it autoplays all

videos without consent to grab your attention

123

Near an

advertisement post

in the feed

Clever Ad Placement Facebook shapes ads like your friends posts making it

hard to ignore selling your attention to the highest bidder

139

Below the Home

button

Glued Reminders Facebook affixes these buttons here like a billboard

reminding you to keep clicking for more and more

119

Below the

Notifications

button

Quantified FOMO Facebook shows a number to tell you exactly how many

important things youre missing out on What is actually important

142

Below the

Notifications

button

Footinthedoor Seemingly harmless Facebook has a tiny request check

your notifs But were bad at forecasting time and 5 mins later youll probably

still be here

171

Below a post with

comments

Endless Conversation Facebook always enables comments so endless chatter

arouses your curiosity even if its not worth your time

127

Below a post with

comments

Comments Comments social approval Without them theres no incentive to

post content help Facebook earn even more

124

Below the Event

section of the right

scrollable feed

Social Proof With events Facebook lists your friends to tap into your

tendency to accept social proof as validity These friends might not even go

151

Below the Like

button of a post

Lucrative Likes Likes selfvalidation Facebook designed likes so youd click

to see friends names Its their oneclick ticket to buying more of your time

160

To the left of the

side feed

Silly Side Feed With this scrollable feed Facebook creates an artificial sense of

breaking news depicting a permanent flurry of activity

141

Near the top of the

feed

Bottomless Bowl Allyoucaneat buffets increase food intake Similarly your

Facebook feed never ends so they keep you scrolling

133

Near the top of the

feed

Mystery Algorithm Even thousands of FB employees dont really know how

the feed algorithm shaping your thoughts everyday works

128

Near the top of the

feed

Slot Machine Feed Facebooks algorithm makes useful posts appear

intermittently so we keep refreshing never sure when well receive that

dopamineactivating prize

165

Near the left menu

list

Missing Options The more we rely on Facebook the more we limit our sense

of the menu to what is shown here What about options for human connection

NOT on the menu

166

65

Near the Pokes

feature on the left

menu pictured

above

Reciprocity Facebook created pokes to leverage our vulnerability to social

reciprocitywhereas the initiators poke was evoked by a web of manipulation

in the first place

174

Near the

Messenger icon on

the top menu bar

Intentional Interruption Facebook knows an instantly delivered message is

more likely to elicit a response

108

Above the

messenger chatbox

bottom right of

screen

Receipts Facebook always tells the sender when you saw their message

increasing social pressure to respond

109

Below the rightmost

arrow for the

dropdown on the

top menubar

Dont Leave Compare how easy it is to see your feed vs deactivate your

account in settings Facebook purposefully makes it hard for you to exit

146

Near the top of the

feed

Digital Trails Facebook uses your every click to understand your preferences

in layout and content Megapersonalization keeps you clicking

141

Above a post that

begins was tagged

in a photo

Tagging Social Approval Facebook makes you think a tag is an organic

action whereas the tagger is often prompted by a targeted notif

138

Near a post with a

photo

SelfRepresentation Facebook makes it way too easy to conflate a perfect

selfcurated photo with real life

108

Below the

Notifications

button on the top

menubar

Loud Red Facebook knows that red is the optimal color to get you to click Red

biologically draws you in Its a race to the bottom of the brainstem

150

66

Appendix B Nudget Transfer Assessment

To measure transfer learning in our Nudget study we included the following 3 images of LinkedIn screens

each divided into 3 regions A B C We left 6 blank numbered spaces below each screen and requested

participants to identify and write out all the persuasive design techniques they think LinkedIn used in that

region We did not blur the images so as to be as realistic as possible and instead merely redacted last names

Screen 1

Screen 2

67

S

c

r

e

e

n

3

68

Appendix C LinkedIn Persuasive Design Techniques

Below we list all the persuasive design techniques identified by our participants in the pretransfer

assessments To constitute a unique persuasive design technique both of the following factors must be

different from all other techniques 1 the vehicle ie a UI element or group of elements and 2 a reason

why that element creates persuasion The second factor took many forms for instance participants described

their personal interactions with an element on the page the underlying social strategy at play network

effects visual theory and hypotheses about how users interact with the element in a way that aligns with the

websites bottom line goals to name a few

Screen Persuasive Vehicle Method of Persuasion

1A 1

Notification badges on the horizontal toolbar

for notifications messages and network

Makes you want to click and see new notifications arouses

curiosity

1A 2

Red color of notification badges on the

horizontal toolbar

Stands outcatches your attentionindicates urgency in order to

redirect your clicks to other peoples or companies pages

1A 3

Number on the notification badges on the

horizontal toolbar

Makes it feel like a todo list and makes you want to get the

numbers to 0 arouses our base desire for having order instead of

chaos

1A 4 Intermittent variable notifications

The delivery schedule of notifications is varied and intermittent

which keeps it changing and thus interesting

1A 5 Textual ad at the top Ready for a change

Tries to get you to click on that page by appearing organic and

relevant

1A 6

Try Premium for free at the top right of the

horizontal toolbar

Uses its prime accessible location near the first things you see at

the top to get you to pay more money

1A 7

Try Premium for free at the top right of the

horizontal toolbar

Places this action on equal footing with the other calls to action

making it seem like a normal action that most people would take

1A 8 Gold color of Try Premium for free

Evokes the concept of royalty and makes this feature seem even

more special

1A 9

The name Premium for the monetized

version

Makes the monetized version seem like a special offer

1A 10 Autobilling after your free trial has expired

The free offer will automatically turn into a payment unless you

actively cancel which makes it harder to remember

1A 11

Misnomer of the Work feature on the

horizontal toolbar

Makes you think its about jobs for you but is actually a collection of

LinkedIn products they want you to use

1A 12 Learning feature

Removes any guilt of time spent on that feature due to use of a

positive productive word

1A 13

My Network element on the horizontal

toolbar

Encourages you to click by arousing your curiosity about what

others are up to

1A 14 Messaging element on the horizontal toolbar

Makes it appear like all messages are organic conversation in order

to persuade you to check the sponsored ones as well

1A 15 Ordering of elements on the horizontal toolbar

Placing Notifications next to your photo which naturally attracts

your attention first makes you more likely to click on Notifications

rather than My Network Fitts Law which funnels your

prescribed clicks

69

1A 16 Number of elements on the horizontal toolbar

Breaking notifications into so many categories increases your

number of clicks

1A 17 Simplicity of icons Makes them friendly looking at not intimidating

1A 18

Placing My Network first in reading order

leftright on the horizontal toolbar

Foregrounds the rewarding nature of connecting with someone an

important theme throughout the site Maslows hierarchy of needs

70

1A 19

Including a photo of yourself on the horizontal

toolbar

Generates a feeling of selfworth or selfidentity which frames your

reference of mind and feels like it gives you agency when

interacting with the rest of the site

1A 20

Including a photo of yourself on the horizontal

toolbar

Makes you want to check out your own profile like mounting a

mirror next to your desk

1A 21 Me section

Foregrounds the idea of personal identity and representation

whereas it is primarily a way to get more data about you to drive

personalization

1A 22 Jobs button on the horizontal toolbar

Mismatch between expectations and reality this button draws you

in by making you think the features main purpose is to add value to

your job search whereas the sites priorities are split between you

and the companies that advertise on it

1A 23 Jobs button associated email campaign

The site sends daily emails saying it found jobs for you to pull you

back to the jobs feature

1A 24

Placement of the text ad Ready for a

change

Placing this ad about jobs near the Jobs icon makes it an outlet to

satisfy your use case of searching for job making it more likely to be

clicked

1A 25

Placement of the text ad Ready for a

change

Placing this at the top means you are forced to read it of you look at

things lower on the site even if you might not want to read the ad

1A 26 No X button to remove ads Forces you to read ads reducing your agency

1A 27 Placement of Home button

As the leftmost button provides an easy way to refresh the page to

load new content to the feed which is an unending cycle

1A 28 Overall color scheme

LinkedIn uses colors that are known to be trustworthy to gain

your trust

1A 29 Different color of horizontal toolbar Makes it stand out as the prominent elements

1A 30

Showing your number of notifications in the

tab on Google Chrome

Attracts attention towards the LinkedIn tab by making you wonder

what kind of notifications await you

1A 31

Showing a little red dot on the LinkedIn icon in

the tab on Google Chrome

Attracts attention towards the LinkedIn tab by making you wonder

what kind of notifications await you

1B 32 New posts pill Prompts loading more updates which increases time spent on site

1B 33

Interactionbased expansion reexpanding of

comment box when you click on an article and

return to feed

Suggests that you should write a comment on your thoughts

1B 34 Likes and comments

As a content creator these keep you coming back to the site to see

who has responded to your post

1B 35 Comments

Keeps you reading below a post even when youre done reading the

post itself

1B 36

Interactionbased recommendations after an

article click you see similar articles or after

following someone you see similar people to

follow

Suggests that you should do similar actions

70

1B 37 Personalization of all content in the feed

You are only shown content first that you are likely to find

interesting according to the sites algorithm

1B 38

No choice of what you want to see in the feed

LinkedIn chooses all the content

Allows them to display what they think is best for their success

metrics my clicks

1B 39

Akshay likes this text indicating your friend

likes a post

Increases likelihood of post engagement via social proof If my

friend X liked this maybe Ill like it too

1B 40

Akshay likes this text indicating your friend

likes a post

Gives you a false sense of your friends digital presence on the site

1B 41 Existence of ads as part of the news feed Gets you to click on ads

1B 42

Enticing text at the beginning of the Aha

advertisement

Makes you want to keep reading arouses curiosity

1B 43 Unverified content in news articles

Not factchecking the content in news articles allows for

sensationalized content in feeds which gets more clicks

1B 44 Calling advertisements like Aha promotions Makes it appear like ads are special deals

1B 45

Deemphasis of the word promoted on a

promoted post

Makes ads look like other content in the feed

1B 46 Showing profile pictures along with posts

Makes the posts seem more personal and also indicates that

content is personalized for you

1B 47 Having the second post cut off halfway Encourages us to scroll down to see the rest of it below the fold

1B 48 Including blue links in posts Encourages us to click on people and things mentioned in posts

1B 49 Bottomless bowl feed is an infinite scroll list Keeps you endlessly scrolling to the bottom

1B 50 Adoption of feed structure from Facebook

Borrows mindless scrolling behavior from Facebook by borrowing

the feed element

1B 51

Variable reinforcement temporal delay upon

reload of feed

Builds anticipation for the content thats loading

1B 52

Default sort by top ordering posts on the

feed by popularity not recency

Makes popular articles even more popular snowball effect

1B 53

Box at the top of feed providing ways to write

an article etc

Makes content generation which otherwise requires commitment

and time very accessible and increases the pool of content

available to be shown in feeds

1B 54

Presence of jobs recommended for you in the

news feed

Brings personalized job recommendations outside of the Jobs

page to the feed increased personalization means more relevance

and thus aroused interest

1B 55 Like button

A oneclick indication of content relevance which allows LinkedIn

to improve personalization in the future

1B 56 Left column stays fixed Allows affixed cues to continue to cue you as your scroll

1B 57 Promoting famous people

Uses your friends names as bait to get more followers to already

famous people

1B 58

Tooltip with a summary profile when you

hover over someones name

Gets you to easily click on their profile to learn more

1B 59

3 shared connections in the tooltip that

appears when hovering over someones name

Makes you want to know who those people are by clicking on their

profiles as well

1B 60 Brown in badge for Premium users

Displayed like a status symbol which makes it compelling to want

and respect nudging you towards a Premium membership

1B 61 Displaying your number of connections Makes this a metric that you want to maximize

71

1B 62

Displaying a message encouraging you to

access exclusive tools

Makes these tools such as finding out how many people viewed

your profile a metric of interest that you want to maximize

1B 63 Displaying Try Premium for Free message

Makes it easy for you to maximize insights by clicking and

subscribing to the paid version

1B 64 Placement of Grow your network message

Placing grow your network near your number of connections

makes it seem like growing this number is as easy as the click of a

button

1B 65 Grow your network message

Makes you feel like youre not doing enough and could do more

through LinkedIn

1C 66 New message notification Cues user to click on the message

1C 67 Highlighting unread messages Prompts you to read them first and check them off your list

1C 68

Chatbox element as opposed to chat being a

different tab

Allows chatbox to be ubiquitously present and unable to be fully

rid of This allows message responses without leaving engagement

on a particular page

1C 69 Chatbox element

Makes it appear like all messages are organic conversation in order

to persuade you to check the sponsored ones from recruiters as

well

1C 70 Chatbox element

Drives conversion to the site since you now have a concrete

investment in a communication pipeline through the site

1C 71 Size of chatbox

Doesnt completely cover the articles and ads which lets you be

distracted to click on those even as you write a message

1C 72 Size of chatbox

Makes messages prominently displayed which conveys a sense of

urgency to reply

1C 73 Message preview size

Not showing the full message arouses curiosity about the rest of

the message and encourages users to click on the message

1C 74 Online status of messaging contacts Makes it easier to start a conversation with a contact

1C 75

Automatic popup of chat box when a contact is

online and you visit their profile

Makes it easier to start a conversation with a contact

1C 76

Automatic new message when you make a

connection

Prompts you to start sending messages to each new contact

1C 77

The text What people are talking about now

at the top of the trending articles

Uses social proof to show that you can stay in the loop with others

by focusing your attention on this section

1C 78

The text What people are talking about now

at the top of the trending articles

Making it seem like this content is driven purely by others hides the

fact that LinkedIn actually curates it

1C 79 Trending topics list

Uses social proof what others are interested in to convince you to

spend longer on the site

1C 80

Number of readers listed below each article in

the trending topics

Greater number of people increases your likelihood of clicking

bandwagon effect

1C 81 Blue dot next to each trending topic

Similar to notification badges makes you want to click through all

the headlines to get rid of the blue dot

1C 82 Timestamp on each news item

Entices you to make sure you are caught up with news over a time

period

1C 83 Show more link below the news items

Encourages us to interact with the box by expanding it downward

and keeps us hooked to the new content since we purportedly

chose to see more content using our own agency

1C 84 Tracking of your clicks on the trending topics Leads you to see content that you are more likely to click on

72

1C 85 Default status of messaging tab as closed

Lets you see articles and ads and allow their persuasion to attract

you first so you click on them

1C 86 Right column stays fixed Allows affixed cues to continue to cue you as your scroll

1C 87

Incentivizing text like USERNAME are you

ready for a job

Directly appeals to your need of finding a job Maslows hierarchy

of needs 70

1C 88

Personalized ads matching your photo with a

company logo

Makes you wonder what it would be like to have that company on

your profile which is an artificially constructed representation of

self in the first place

1C 89 Promoted ad Encourages you to click on content that will make the site money

1C 90 Use of huge emoji in promoted ad

Distracts you from other useful information to encourage you to

click on the promoted content

1C 91 Blue learn more text below promoted ad The color blue makes it enticing to click on the promotion

1C 92 In 1 week get job offer

Enticing and likely false promises in advertisements encourage

clicking

2A 93

Showing your number of notifications in the

tab on Google Chrome

Attracts attention towards the LinkedIn tab by making you wonder

about the significance of the number

2A 94

Toast prompting user to download Windows

app

Opens the door to moore notifications even while not on LinkedIn

allowing the site to pull you away even if youre doing something

else and spend more time on LinkedIn

2A 95

Text in toast prompting user to download

Windows app

Use of words like seamless makes it seem like users will have a

better experience if they get the app

2A 96

Placement of toast prompting user to

download Windows app

Layout breaks the grid of LinkedIn since the toast crosses over into

the next region which gets us to notice it

2A 97

Size of X button on toast prompting user to

download Windows app

The relatively smaller size of the X button makes it harder to close

the toast

2A 98

Gray bar info icon on toast prompting user to

download Windows app

Makes it seem like the toast needs your attention and the icon

makes it look especially important

2A 99 Prompt to See all connections

Proposes and normalizes a seemingly ridiculous action of scrolling

through hundreds of people youve already connected with

2A 100 Your contact import is ready text

Making it seem like a difficult helpful task is already done hides the

fact that this is LinkedIns way of getting more information and

furthering its network effects

2A 101 More options below the connect button

Makes you feel another click invested in the process if you click on

it a process whose purpose is to get more data

2A 102 Textual framing never lose touch

Makes user think site is suggesting an action in the users best

interest whereas adding more contacts is beneficial to keeping you

on the site more content for feed more possible people to message

and interact with

2A 103 Number of connections displayed

Foregrounding this key metric reinforces your commitment to the

site at a user showing how much investment youve already made

sunk cost

2A 104 Font size of number of connections displayed

Makes this seem like a measure of how effectively you are using

LinkedIn

2A 105 Thumbnail photos of your connections

Makes you want to click on their profiles and want to add even

more people

2A 106

Location of thumbnail photos of connections

adjacent to see all

Tiered effect human faces attract you to the photos which makes

you more likely to click on See all

73

2A 107 Repeated use of the word connect

Makes you want to connect with people need for human

connection Maslows hierarchy of needs

2A 108

Repeated use of the word your your

connections your contacts

Makes the product feel more personal improving your relationship

with it

2A 109 White box on gray background Color contrast focuses attention more efficiently on white box

2A 110

Consistent stylization blue text and same font

for all calls to action See all Get the app

Connect

Makes it easier to spot the calls to action

2B 111 Text ad at the top of the screen

This ad persists throughout screens making it a permanent fixture

that appears more often with a greater chance of being clicked

2B 112

Personalized invitation snippet See more

prompt

Snippet arouses curiosity and See More gives users a way to

satisfy that curiosity

2B 113

Showing a message from people below their

invitation

Gives the invitation a more personal context and incentivizes you

to connect with them by making you feel like you must reply

2B 114

Showing the positions of people who sent you

invitations below their names

Serves as a hook to make you want to learn more about them

2B 115 Showing profile photos

Makes everyone seem more human which draws upon the norms

and pressures of human interaction

2B 116

Showing mutual connections you share with

people who sent you invitations

Serves as a hook to make you want to learn more about them

because of your shared network social proof

2B 117

Showing mutual connections you share with

people who sent you invitations

Helps you develop more of a personal bond with a potential

connection

2B 118

Personalized suggestions of who to connect

with People you may know

Creates a goal that you then embrace makes the norm of behavior

to want to increase the number of connections you have by

exploring the network of people in your network

2B 119

Personalized suggestions of who to connect

with People you may know

Increases the likelihood of you making connections with more

people which accelerates LinkedIns network effects

2B 120

Bottomless bowl list of people you know is an

infinite scroll list

Increases the number of new connections you might makes which is

linked to how much time you spend on the site

2B 121

Accept button blue highlighted vs Ignore

button grayed out

Makes you more likely to notice and click on the accept button

which is the desired action that increases LinkedIns network

effect which leads to more time invested in the site

2B 122 Loaded word ignore

Makes it harder to choose this action which has a negative

connotation

2B 123 Loaded word invitation

Makes it more tempting to open a connection request by calling it

an invitation rather than a reviews

2B 124 Manage all feature

Allows you to accept all invitations instantaneously which

accelerates LinkedIns network effects

2B 125

Showing the number of invitations in

parenthesis

This large number in parentheses looks unappealing and makes us

want to decrease the number

2B 126 Red color of notification badges

Stands outcatches your attentionindicates urgency in order to

redirect your clicks to other peoples or companies pages

2B 127 Show more button

By not showing all the relevant details encourages you to

clickscroll further to truly find out more information given that

youve come this far You can keep going with it forever

2B 128 Blue color of Show more button

Makes it more enticing to click on it blue stands out compared to

the rest of the color palette

74

2B 129

In 1 week get job offers from top companies

coming straight to you text in the ad

Enticing vivid language in advertisements shown on LinkedIn

prompts clicks

2C 130 Red new message badge

Makes you want to click to reopen the chatbox even when its

closed

2C 131 Custom personalized ad in the right column

Directly forces you to envision yourself in a context that LinkedIn

wants

2C 132 Size of ad in the right column

Makes ad most likely item to clicked whereas useful things like

Help Center are tiny links Fitts Law

2C 133 Layout of the About Help Center links

This layout is formless and unattractive which serves to add more

emphasis to what we should be looking at the big square ad

2C 134 Showing your photo next to company logo Your own face attracts your eye hook

2C 135 Showing your photo next to company logo

Makes you think of what it would be like to work there and have

that company on your profile another place on the site you look at

your photo

2C 136 See whos viewed your profile

Makes you curious in a narcissistic way a manufactured desire

that can be mitigated by the solution presented purchasing

LinkedIn Premium Ironically this rarely improves your professional

life

2C 137

Use of your name NAME start your free

trial

Makes the monetization request more personal

2C 138 Promoting LinkedIn ads LinkedIn ads ensure that you will stay on the site

2C 139 Repeating the Try for free call to action

The recurring nature of this call to action repeated left to right

across the screen makes it seem more urgent

2C 140 Echoed stylization of try for free button

The try for free button uses the blue and white stylization of the

accept and connect buttons which have already been

associated with positive actions

2C 141 Default status of messaging tab as closed

Lets you see articles and ads and allow their persuasion to attract

you first so you click on them

2C 142

Highlighting the golden color associated with

the premium membership

Brings to mind the status that the site has associated the color

with

3A 143 Extension download message

Opens to the door to more faster notifications even if not onsite

which creates more opportunities to pull you back to the platform if

youre online doing something else

3A 144

Including the number of notifications 4

written and 2 overlayed on the app icon

Gets you to look at the ad

3A 145

Glimpse of what the Chrome extension looks

like

Helps you imagine what it would look like which makes it easier to

make a decision to get it

3A 146 Home button

Provides an easy exit to more of the feed which is architected

solely by LinkedIn

3A 147 Blue fill of Get the extension button

The use of blue is enticing and filling the buttons with blue makes

them the most visually attractive

3A 148 Depiction of notifications

Makes it seem like they are comprehensive reminders whereas

LinkedIn selectively chooses notifications

3A 149 Even when youre away text

Makes you feel like you should be thinking about LinkedIn even

when youre not using it

3A 150

Horizontal text ad crosses over into this

vertical region

Guides your eye across the screen from left to right

75

3B 151 Text ad at the top of the screen

This ad persists throughout screens making it a permanent fixture

that appears more often with a greater chance of being clicked

3B 152 Selection of notifications shown

Showing notifications related to connections you already care

about increases the likelihood of you checking notifications

3B 153

Suggested reply buttons Say congrats Say

happy birthday

Lowers the barrier time you need to spend to reply

3B 154

Suggested reply buttons Say congrats Say

happy birthday

Makes it seem like a lower effort interaction whereas these buttons

actually send a message to the other person

3B 155

Suggested reply buttons Say congrats Say

happy birthday

Makes you feel bad if you dont follow the Wish person X

instructions

3B 156 Bolded suggested reply buttons Entices you to click on the more prominent option

3B 157

Blue color of suggested reply buttons Say

congrats Say happy birthday

Conditions us to associate the color blue with good

3B 158

Existence of birthday and work milestone

reminders

Makes it more likely for you to outsource your memory of

birthdays or work milestones to this feature

3B 159 Receiving birthday and milestone wishes

Makes these seem like organic messages to the receiver whereas

they were prompted by targeted notifications

3B 160 Text of suggested replies

Makes it seem like youre building or strengthening your

connections

3B 161 Recording the replies you choose to send

Allows LinkedIn to personalize your feed to rank these connections

posts higher both in the feed and in these notifications

3B 162 Like button

Allowing you to like a post from within your notifications makes

them more interactive and gives you a calltoaction for the

notifications about posts

3B 163 Cue to sign up for a premium membership Gives you a way to satisfy your desire for more features

3B 164

Placement of cue to sign up for a premium

membership at the top of the notifications

Draws your attention to your need to know what others think of

you first also what makes the site more money first

3B 165

3 people viewed your profile before the

Premium call to action

Hooks you by feeding into your curiosity about how others

perceive you and taunts you with your lack of further information

3B 166

Text giving a taste of a premium membership

free trial stay anonymous

Whets your appetite for the greater number of features to engage

with

3B 167 Premium membership itself

Makes you feel like you should make the most of your membership

and use the platform more

3B 168 X liked Ys post notification Normalizes liking behavior and encourages you to do the same

3B 169 White color of previous notifications

The softer shade of notifications below the fold makes our eyes

more comfortable looking at the notifications encouraging us to

spend more time in this section at the end

3B 170 White color of previous notifications

Contrast with the blue background color of newer notifications

which makes you want to take action to make these more uniform

with the others

3B 171 Including the timestamp of a notification

Conveys the urgency of reacting by counting the number of hours

elapsed

Posted on: Dec 1, 2025
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