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Design with Intent Architectural Lens

The Architectural Lens draws on techniques used to influence user behaviour in architecture, urban planning, traffic management and aime prevention through environmental design (see also the Security Lens).

While most techniques have been developed in the built environment, many can also be appUed in interaction and product design, even in software or services; they are effectively about using the structure of systems to influence behaviour, while some of the patterns, such as SimpUdty, Feature deletion and Hiding things are reaLLy fundamental to design itself.

Can you slant or angle things so some actions are easier than others?

Can you channel people so they come together (or split up)?

Can you bring a ~ .... -feature to the users, or move the users to where you want them to be?

What wouLd happen if you simpLy took away features you don't want peopLe to use?

Can you hide functions or eLements you'd prefer people didn't use?

Can you use the properties of different materials to make some actions more comfortable ~ than others? -

Can get people to follow the path you want them to, on the way to reaching something they want?

Can you recognise the 'desire paths' of some of your users, and then codify them into your system, so others foLlow too?

Can you rearrange things so peopLe interact with them in the locations you want them to?

Can you put things in users' way, so they take an alternative route, or adjust their speed?

Can you divide your system up into parts, so people only use one bit at a time?m

Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison &. NeviLLe A Stanton. 2010. ISBN 978-0-9565421-0-6.

This work is licensed under the Creative Commons AttributionNoncommercial-Share Alike 3.0 licence. except for certain images separately licensed as detailed in the image credits.

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Design with Intent Errorproofing Lens

The Errorproofing Lens treats deviations from the 'target behaviour' as 'errors' which design can help avoid, either by making it easier for users to work without making errors, or by making errors impossible in the first place. Irs often found in ergonomics, heaLth & safety-related design, medicaL device design and manufacturing engineering (as poka-yoke): where, as far as possibLe, one really doesn't want errors to occur at all.

A key difference between errorproofing and some other views of influendng behaviour is that errorproofing doesn't care whether or not the user's attitude changes, as Long as the target behaviour is met. Attitude change might be an effect of the errorproofing, but it is not required.

Can you design an extra 'confirmation' step before an action can be performed?

Can you give users warnings based on detecting the error they've made, or might be about to make?

Can you edit the choices presented to users so only the ones you want them to have are available?

Can you detect and suggest a better option to users when it looks Like they're making an error?

Can you set things up so 0 action can't be performed untiL another is compLeted?

Can you make parts fit only when the right way round, or only with the products they should do?

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Can you change the size of the portions or the units of 'stuff' you give users?

Can you keep a task going that needs to be, or prevent one being started inadvertentLy?

'Portion packs' for snacks give customers the' righr amount of food to eat in one go (sometimes a particular amount of calories)

To prevent accidentally engaging reverse gear, most gearboxes include a 'gate' over/under whJch the stick must be lifted or

Can you make the defauLt setting the behaviour you'd prefer users to perform?

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Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison & Neville A Stanton, 2010, ISBN 978-0-9565421-0-6.

This work is licensed under the Creative Commons AttributionNoncommerciaL-Share ALike 3.0 licence, except for certain images separateLy licensed as detaiLed in the image credits.

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ALL the patterns are reaLLy about interaction design in one form or another, but the Interaction Lens brings together some of the most common design elements of interfaces where users' interactions with the system affect how their behaviour is influenced. So there are some core Human- Computer Interaction patterns here, such as kinds of feedback, progress bars, and previews, and some currently less-used such as feedforward.

This Lens also includes patterns from the growing field of Persuasive Technology, where computers and phones influence behaviour through contextual information and guidance. Among these are kairos, tailoring and tunneWng, identified in 8J Fogg's seminal book Persuasive Technology: Using Computers to Change What We Think and Do.

Can you use the form of your object itself as a kind of interface, giving feedback or suggestive cues?

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Can you let users @ ~ know their progress towards achieving a goal?

Could your system adapt what it offers to match individual users' needs and abilities?

The Pam personal activity monitor suggests exercise regimes tailored to the user-something approaching the role of a ~ personal trainer

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Can you give users a suggestion at exactly the right moment for them to change their behaviour?

Can you let users know how what they're doing is affecting the system?

Can you offer users a wizard to 'tunneL' them through a decision process in the way you'd Like?

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Can you show that the first stage of a process has been compLeted aLready, to give users confidence to do the next?

Can you give users a preview or simulation of the results of different actions or choices?

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Can you give users feedback on their behaviour from other users of the system, equaL in status to themseLves?

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Can you give users a report on what they've been doing, or its effects?

Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison & Neville A Stanton, 2010, ISBN 978-0-9565421-0-6.

This work is Licensed under the Creative Commons AttributionNoncommerciaL-Share Alike 3.0 Licence, except for certain images separateLy Licensed as detaiLed in the image credits.

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Design with Intent Ludic Lens

Games are great at engaging people for Long periods of time, getting them involved, and infLuendng people's behaviour through their very design. Yet this potential has (so far) been underexpLored in application to other kinds of situations outside 'recreation'.

The Ludic Lens includes a number of techniques for infLuendng user behaviour that can be derived from games and other 'playfuL' interactions, ranging from basic sodal psychology mechanisms such as goal-setting via chaLLenges & targets, to operant conditioning via unpredictable reinforce-

ment and rewards, to common game elements such as scores, levels and collections.

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you r system up into achievable levels which help users feel like they're making progress?

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What happens if you set people a challenge, or give them a target to reach through what they're doing?

Ludic design patterns for influencir

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What happens if you encourage users to coLLect a set of things (friends, activities, places, objects, etc) through using your system?

Can you leave deliberate gaps (in a design, message, etc) which users will want to fiLL, becoming engaged in the process?

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Easy-to-reach levels lower the barriers to participation and encourage continued engagement for games such as FarmVille

Whoever laid out this coffee tub as a target for throwing coins knew a lot about influencing people to donate generousl.yand enjoy it

What happens if your system gives users particular roles to play, or makes them feel Like they're playing a role?

What happens if you plan your design to be something people want to spread, and make it easy for them to do so?

Can you encourage users to take up or continue a

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through the design of the system?

Can you design something which 'plays' with its users, provoking curiosity or making interactions into a game?

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'bonus functions' to reward users who developed their skill level

Can you give users feedback on their actions as a score or rating allowing comparison to a reference point?

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Can you tell a story via your design, which interests users and keeps them engaged?

What happens if you give rewards or feedback on an IIErI unpredictable schedule, so users keep playing or interacting?

Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison & NeviLLe A Stanton, 2010, ISBN 978-0-9565421-0-6.

This work is licensed under the Creative Commons AttributionNoncommercial-Share Alike 3.0 licence, except for certain images separately licensed as detailed in the image credits.

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Design with Intent PerceptuaL Lens

The PerceptuaL Lens combines ideas from product semantics, semiotics, ecologicaL psychology and GestaLt psychology addressing how users perceive patterns and meanings as they interact with the systems around them, and puts them into forms which invite the designer to think about how they might influence people's behaviour. Most are predominantly visual, but they need not be: sounds, smells, textures and so on can aLL be used, individually or in combination.

These techniques may often applied by graphic and interaction designers in the course of a job or project without necessariLy considering explicitly the influence thay can have on users' perceptions and behaviour.

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Can you use symmetry to make elements look related, or asymmetry to difference and

Can you use colour to suggest associations between particular behaviours and outcomes?

Can you employ a metaphor / analogy of something familiar, so people understand or use your system the same way?

Can your system mirror or mimic a user's behaviour

Possibility trees

Can you give people a 'map' of the routes or choices they can use to achieve different goals?

Can you direct your users' attention to what you want, by making it more prominent, obvious or exaggerated?

Can you (perhaps selectively) reveal what's going on under the surface, to influence users' perceptions and behaviour?

Can you make a user feel like he or she (or someone else) 'owns' or has responsibility for something?

Can you create an obvious contrast between parts of your design or context in which it's used?

Is there anything to be gained from making something look like it works one way, while actuaLLy doing something else (or nothing at

Can you make it look Like there's a sequence for users to follow, through the layout of elements?

Is she a Rogerian psychotherapist, a semi intelligent chat hot, or just a toy?

Can you use images or other sensory stimuli to set a particular mood for a user's interaction with

Can you remove cues that people take for granted, to get them to think more about what they're doing?

Can you design the form of your system to suggest particular actions (or constraints on action) to users?

Can you group elements so that users perceive they have similar functions or should be used together?

Can you make elements look similar so users perceive them to share characteristics, or that they should be used together?

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Can you use ambient sensory effects (sound, light, smell. etc) to encourage users to interact or behave in the way you'd

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Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Locldon with David Harrison & Neville A Stanton, 2010, ISBN 978-0-9565421-0-6.

This work is Licensed under the Creative Commons AttributionNoncommerciaL-Share Alike 3.0 Licence, except for certain images separateLy Licensed as detaiLed in the image credits.

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Design with Intent Cog n itive Lens

The Cognitive lens draws on research in behavioural economics and cognitive psychology Looking at how people make decisions, and how this is affected by 'heuristics' and 'biases'. If designers understand how users make interaction dedsions, that knowledge can be used to influence interaction behaviour. EquaLLy, where users often make poor dedsions, design can help counter this, although this may lead to a 'we know whafs best for you' attitude.

Dozens of cognitive biases and heuristics have been identified which could potentiaLLy be applied to design. The patterns detailed in these cards are some of the most commonly used; this selection draws particularly heavily on the work of Robert CiaLdini, Dan Ariely, Richard Thaler and Cass Sunstein.

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Can you infLuence_ users by helping them reduce feelings of guilt about their behaviour?

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Can you use an authority figure or authoritative instruction to teLL users what they should (or should not) do?

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Can you get users to commit to an idea or goal, so they feel they should behave consistently with this commitment?

Can you add 'decoy' choices, making the others (which you want people to pick) Look better in comparison?

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Can you use people's desire for tidiness to influence them to rearrange elements or take actions you want them to?

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Can you design your system to engage people's emotions, or make them emotionally connected to their behaviour?

Is it possible to show users the choices that an expert or authority figure would make when in the same situation they're in?

Can you sellectilvetv. present choices in a way which frames the range available in a more positive light?

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Can you make it easy for a new behaviou r to become habitual, by building it into an existing routine?

Can you give your system a personality or character that engages users, becoming a 'social actor'?

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Can you help users see other people's perspectives and thought processes, by revealing them through the design of your system?

Can you make us,~rs:;:;;1I;d;;:i=~i\~l! feel they've been done a favour (by the system, or by other users) and want to return it?

Can you rephrase or rename what you'd like users to do, so it aliqns better with what they already want to do?

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Can you emphasise that a resource is valuable, limited in quantity, or running out (or actually limit it artificially) ?

Can you show people what other users like them are

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Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison &. Neville A Stanton, 2010, ISBN 978-0-9565421-0-6.

This work is licensed under the Creative Commons AttributionNoncommercial-Share AUke 3.0 Licence, except for certain images separately Licensed as detailed in the image credits.

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Design with Intent MachiaveLLian Lens

The MachiaveWan Lens comprises design patterns which, while diverse, aLL embody an 'end justifies the means' approach of the kind assodated with NiccolO MachiaveW. These wiLL often be considered unethicaL, but nevertheless are commonly used to control and influence consumers through pridng structures, planned obsolescence, Lock-ins and so on, and are central to work by authors such as vance Packard and Douglas Rushkoff, reveaUng the 'hidden' structures which shape our everyday behaviour. In technology contexts, Benjamin Mako HiLL and Chris Nodder have both done great work exploring this area. Elements of game theory are present in some of the patterns, and this is worth further investigation.

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Can you deUberateLy disabLe some functions even though they're sti present, to drive users to upgrade, or to allow price discrimination?

Can you include something you want users to do, aLong with something they want to do, so both get done?

Can you degrade the performance of a product or system untiL users compLy with some behaviour change you want?

Can you give something away which gets peopLe interested or addicted, so they come back and pay for more?

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Can you design things to become unfashionabLe or undesirabLe quickLy, to spur the desire for replacement or upgrades?

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Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison &. NeviLLe A Stanton, 2010, ISBN 978-0-9565421-0-6.

This work is licensed under the Creative Commons AttributionNoncommercial-Share Alike 3.0 licence, except for certain images separately licensed as detailed in the image credits.

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MADE IN BRUNEI.:

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Design with Intent Secu rity Lens

The Serurity Lens represents a 'security' worldview, i.e. that undesired user behaviour is something to deter and/or prevent though 'countermeasures' designed into products, systems and environments, both physically and onUne, with examples such as digital rights management.

From a designer's point of view, this can often be an 'unfriendly' - and in some circumstances unethical - view to take, effectively treating users as 'guilty until proven innocent', However, taking inspiration from the the patterns, irs possible to think of ways that they could be appUed to help users control their own habits or behaviour for their own benefit - encouraging exercise, reducing energy use, and so on.

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Can you use ambient sensory effects (sound, Light, smeLL, etc) to make it harder for users to behave in certain ways?

What happens if users know (or believe) that what they're doing is visibLe to their peers also using the system?

Can you give people 'lower down' a hierarchy the ability to observe and monitor the behaviour of people above them?

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What happens if users know (or believe) their behaviour is visibLe to or monitored by peopLe in positions of power I

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What happens if your design threatens to (or actually does) harm users who behave in the

What happens if your design threatens to damage users' property if they use it the

Can you give users different choices or access to functions depending on the capabiLities they can demonstrate?

Can you give users options or access to different functions depending on their possession of a speciaL tool, key, device or token?

Access cards allow the issuer to restrict entrance to certain buildings or areas to whoever has a card with the right permissions

previous behaviour?

Can you make different choices available to users depending on their Location?

Can you use criteria innate to particuLar individuals, groups or objects to block or make different options availabLe?

a common error.

You have made ,uestioll 01 the las:

, take in the first qt terms and 'lou d

You made a, mrs in SI coheren .

asked to define ~O~k~- OU 1ailed to d\stlngu

the answer was , take because \j

You made thiS rrns efix M (mega) ~

m (mil Ii) and the pr

10-'g-10-'k9 I cas'

1 mg= - e result 0 a

II be that tllis error ~a;a~ and lower cas'

It may we lth use of uppe

conversant ;;n refix symbols. nt 'Iou will

symbols an P u are conversa ,

•!l!""'''!'!''' __ ~""'!'''!~~-'''' t sure that yo k .

f you are no " k of this boa. •. ,

Teaching machine' textbooh viii at the nac

allow students to progress In 9 e

different orders depending on which kl the exercise below. ~

concepts need more explanation OW tac e ~

Can you change the options available to

Can you test what users know (information, passwords, etc) to give them access to different functions?

users based on their current or

Based on Design with Intent: 101 patterns for influencing behaviour through design by Dan Lockton with David Harrison &. Neville A Stanton. 2010. ISBN 978-0-9565421-0-6.

This work is licensed under the Creative Commons AttributionNoncommercial·Share Alike 3.0 licence. except for certain images separately licensed as detailed in the image credits.

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