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Understanding the Seductive Experience

Article in Communications of the ACM · May 1999


DOI: 10.1145/301353.301407 · Source: DBLP

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Understanding the
Seductive Experience
Extraordinary products seduce the casual user, as well as the paying customer.
Software is no exception, as long as it fulfills its promises.

JULIE KHASLAVSKY AND NATHAN SHEDROFF Seduction is an aspect of the

growing field of captology, the study of how technologies persuade. This view of seduction
is derived from interactions with many products and experiences and can be used to create
software that is more enticing and valuable for its users. But be aware that the process of
seduction is highly subjective, not measurable in the same ways other forms of software
development are measured. That’s why we include theory and not experimental data here.
We all know someone who has been The Lion King are all examples of seductive expe-
seduced by technology—a friend riences going beyond beauty and efficiency.
who was first to own a Palm Pilot, What they have in common is the ability to cre-
who had to have a Bang and ate an emotional bond with their audiences,
Olufsen stereo, who proudly owns a almost a need for them. Except for some com-
limited-edition 20th Anniversary Macintosh, or puter games, software is generally absent from
who worships a Porsche Boxter as if it were a lists of seductive products. It could be that soft-
minor deity. Extending beyond the range of ware applications traditionally emphasize fea-
mere technology, the seductive power of the tures and functions, but we suspect that
design of certain material and virtual objects can developers simply don’t understand the mechan-
transcend issues of price and performance for ics of seduction in the same way designers of
buyers and users alike. To many an engineer’s video games, industrial products, and fashions
dismay, the appearance of a product, or the way understand them. Seduction also plays an
it feels physically, can sometimes make or break important role in automobile design, architec-
the product’s market reaction, as in the case of ture, and entertainment—fields that can offer
Apple’s iMac (positively) and IBM’s Peanut insight into how seduction works. Therefore, the
(negatively). two most important questions for software
Audrey Hepburn’s black dress in the movie designers concerning the use of seduction are:
Breakfast at Tiffany’s, the classic computer adven- How and why is it effective? and What does the
ture game Myst, and the Broadway version of answer mean for the future of technology?

COMMUNICATIONS OF THE ACM May 1999/Vol. 42, No. 5 45


What Is Seduction? interface itself—may be loud, soft, beautiful, or
Seduction is an adjective most people would not ugly, but it has to differentiate itself from both its
associate with a computer interface, but whether competition and its surroundings, or environment.
they realize it or not, most people have been seduced Only by going to an extreme of some kind can the
or targeted for seduction by almost every form of product get itself noticed to begin with.
media. However, successful seduction is a careful art Immediately afterward, the product has to make a
not easily mastered or invoked. promise of some kind to hold that attention. It might
Seduction has always been a part of product be a promise to be interesting, exciting, or beautiful,
design, whether graphic, industrial, environmental, but the more closely the promise connects with the
or electronic. For many, “seduction” immediately goals and emotional aspirations of its viewers, the
connotes sex appeal or sexual enticement. But the more deeply it begins to seduce. This connection, by
sexual aspect is less the essence of seduction’s mean- the way, is how brands are built, and promises are the
ing than are enticement and appeal. While a stan- cornerstones of branding. Being loud or diverting
dard Webster’s dictionary defines “seduction” as “the attention momentarily is not enough. If the promise
act of leading aside or astray,” we feel seduction doesn’t hook the customer, the product won’t have an
should not be viewed in such a negative way. Web- opportunity to play out its message.
ster’s does a bit better with the word “seductive” as Worth noting here is that because seduction
“having alluring or tempting qualities.” This is far works through emotions and personal goals—which
closer to how seduction relates to design, although it are different for everybody—effective seductive
has come to mean more than that. experiences are tailored to individuals or, at least, to
Most important, the design of a successful seduc- groups sharing a similar culture. No seduction
tive product or experience is not simply visual or works on everyone without modification. The first
functional. Seduction involves a promise and a con- three basic steps toward seduction are:
nection with the audience or user’s goals and emo-
tions. Everyday objects, like French industrial • Enticement. Grab attention and make an
designer Phillipe Starck’s juicer (see Figure 1) and emotional promise;
Japanese fashion designer Issey Miyake’s fashions, go • Relationship. Make progress with small
beyond mere visual innovation to spark human fulfillments and more promises, a step that can
emotions—especially curiosity, surprise, and imagi- continue almost indefinitely; and
nation. One way these objects do so is by going • Fulfillment. Fulfill the final promises, and end the
beyond the obvious and the efficient, being not only experience in a memorable way.
original but more of everything than they need to
be. Whether elaborate or simple, seductive objects The next and ultimately most important step is to
need to promise to be more than what is expected of reward for the attention given and a reason to invest
them. They stimulate the imagination on many lev- more emotion into the experience, or the audience
els and seem to espouse values or allude to connec- will simply leave. This step is where the quality of
tions with what a person wants to have or to be. The interaction design in a product is most critical, when
customer’s imagination is where the first connection visual design will have become tiresome, unlikely to
is made. be able to differentiate itself or be new anymore.
Instead, the product itself has to fulfill based on its
How to Seduce function and feel. The longer it can do this, drawing
Seduction, like all emotions, is a process. It has a the experience out over time, the more successful it
beginning, a middle, and an end. And while the first will be.
and last step are momentary, the middle can be Think of long-running television shows, like
drawn out almost indefinitely. The first step is “M*A*S*H,” “Seinfeld,” and “The Young and the
enticement—the initial contact attracting a poten- Restless”; they survive by continuing the emotional
tial customer or user. This contact may be through engagement, making good on past promises, and
advertising (as in the original Apple Macintosh tele- making new ones for the future. Many automobiles
vision ad), which establishes the product’s tone, do this (so people love them so much they name
mood, and message. But at some point, the initial them and won’t part with them). Some clothes, like
experience with the product itself needs to entice the lucky hats, winning jerseys, favorite shoes, and many
viewer, customer, or audience. The key to entice- other types of products achieve this status in their
ment is first to get the audience’s attention, then to customers’ lives, because they continually reflect
make a promise. This attention-getting device—the back desired attributes and performance. They

46 May 1999/Vol. 42, No. 5 COMMUNICATIONS OF THE ACM


acquire this status chiefly
through quality design,
while focusing on the parts
of the experience that mat- Figure 1.
ter most to their perfor- Seduction
mance—the feel of a fabric, experience with
the fit of a garment, the a physical product
strength of a handle. In
contrast, it’s difficult to
think of a software product
so enduring you couldn’t
part with it once it was Seductive Quality Philippe Starck’s juicer
superseded by a new ver- Entice by diverting It is unlike every other kitchen product by
sion, or so elegant and attention nature of its shape, form, and materials.
wonderful to use you could
Deliver surprising It is not immediately identifiable as a juicer,
barely wait to use it again. novelty and its form is unusual enough to be
Growth is another com- intriguing, even surprising when its purpose
mon theme in seductive first becomes clear.
relationships. As long as the
Go beyond obvious To satisfy these criteria—of being surprising
user is growing emotionally needs and expectations and novel—it need only be bright orange
or intellectually in some way or all wood. It goes so far beyond what is
due to the experience, the expected or required, it becomes something
product or experience will else entirely.
be viewed as valuable, even Create an instinctive At first, the shape creates curiosity, then
if the experience is essen- response emotional response confusion and, perhaps,
tially unchanged during the fear, since it is so sharp and dangerous looking.
lifetime of the product. Rep-
Espouse values or It transforms the routine act of juicing an
etition of this sort is not connections to orange into a special experience. Its innovative
always a concern. Consider personal goals approach, simplicity, and elegance in shape and
how often many people performance creates an appreciation and desire
reread a favorite book or to possess not only the object, but the values
watch a movie (Titanic is a that helped create it, including innovation,
recent example). As devoted originality, elegance, and sophistication. It
audiences of opera have long speaks as much about the person who owns
it as it does about its designer.
understood, just because
you know what happens Promise to fulfill It promises to make an ordinary action
doesn’t mean the experience these goals extraordinary. It also promises to raise the
is no longer fun—as long as status of the owner to a higher level of
sophistication for recognizing its qualities.
the experience keeps deliver-
ing on its promises. If the Lead the casual viewer While the juicer doesn’t necessarily teach
experience constantly makes to discover something the user anything new about juice or juicing,
and delivers on new deeper about the juicing it does teach a lesson that even ordinary
experience things in life can be interesting and that design
promises, all the better. can enhance living. It also teaches to expect
In order to identify a wonder where it is unexpected—all positive
seductive experience, ask feelings about the future.
yourself whether the prod-
Fulfill these promises Every time it is used, it reminds the user of
uct you are using or are its elegance and approach to design. It fulfills
developing: these promises through its performance,
reconjuring the emotions originally connected
• Entices you by diverting with the product. It also serves as a point of
your attention; surprise and conversation by the associates of
• Surprises you with some- its owner—and is another chance to espouse
thing novel; its values and have them validated.
• Goes beyond obvious

COMMUNICATIONS OF THE ACM May 1999/Vol. 42, No. 5 47


needs and expectations;
• Creates an instinctive
emotional response;
• Espouses values or con-
nects to personal goals;
• Makes inherent Figure 2.
promises to fulfill these Seduction
goals; experience
• Leads you to discover with a software
something deeper than product
what you expected; or
• Fulfills small promises
related to your values
and aspirations.

The final step in a


seduction is to end it,
although doing so is not Seductive Quality Plumbdesign’s Thesaurus
always necessary. How-
Entice by diverting The inability to divert is a failure of the
ever, when the experience attention product (and the medium), as there is almost no
is ending, the seduction opportunity to divert users’ attention before
should not leave the audi- they have downloaded the Java applet.
ence with a bad or worth-
Deliver surprising The unusual interface is enticing immediately.
less feeling, or it will tend novelty While not an original interface (there are
to caution them against several examples of prior art), it is still
allowing themselves to be uncommon for most potential users.
seduced in the future—
Go beyond obvious It is long established that a thesaurus—online
unless, of course, that was needs and expectations and in print—need not be organized this way.
the promise all along.
Ending a seduction suc- Create an instinctive While this response is not the same for
cessfully is like parting emotional response everyone, sometimes it does elicit an emotional
response due to its visual beauty and ease of use.
from a romantic relation-
ship on good terms. It Espouse values or For writers, actors, and other lovers of the
should always be viewed as connect to English language, this thesaurus offers a loving
a positive, worthwhile personal goals and inquisitive approach to words, encouraging
users to expand their view of word relationships
experience—if the creator and explore the depths and connections of
of the product wants a word meanings.
chance at seducing the
same customers again or Make promises to Aside from the obvious goal of finding synonyms
fulfill these goals and antonyms for words, the experience of
being held in high regard working with this thesaurus also promises a
for having created the unique process, and fulfills on both promises.
experience in the first
place. Leaving the cus- Lead the casual viewer The experience of navigating via meaning may
to discover something lead people to understand that word meaning is
tomer with a good feeling deeper about the more than a simple binary relationship, but a
is important for develop- experience multidimensional relationship in which words
ers and manufacturers for have different vectors of meanings.
whom customer retention
Fulfill these promises The experience fulfills on both promises.
and brand strength—that
is, their future—are
important, as in Figure 1.
for improving the seductive qualities of the software
Seductive Software they develop—where appropriate, of course.
What all this means for software developers is that Imagine choosing software at a store (online or
there is a base level of experience on which to draw physical) offering more than the obvious in both its

48 May 1999/Vol. 42, No. 5 COMMUNICATIONS OF THE ACM


experience and its outcome. Such software would in these directions.
create a seductive experience by integrating func- • Make quality and amazing characteristics priori-
tionality with a visual and interactive design. People ties among development team members. Extraor-
often assume quality in visual appearance, audio dinary products do not invent themselves without
design, or other sensory traits translate into quality management support.
in performance. Software developers can learn these
techniques from other design fields to increase user Wonderful vs. More of the Same
satisfaction and create something more than is Seduction is not necessarily an element in a success-
expected by both their potential users and their com- ful product or experience, but it can certainly
petitors. However, the most important ingredient— enhance its chances. More than delivering success in
and a unifying element in all seductive products, no terms of sales, it can be a key element in making a
matter which medium—is that the products’ cre- product memorable and spectacular. While many
ators dared to care about their products and their types of software may simply not be intended for
customers to the extent that they willingly spent the personal use or to be lifestyle oriented, all forms of
extra time and energy needed to create something software can adopt these techniques to differentiate
extraordinary. themselves from their competition. Seduction
Unfortunately, this perspective is rare, as most becomes ever more possible and important as inter-
developers are concerned more with features, cost, faces become richer and more lifestyle-, entertain-
and schedules than quality, let alone extraordinary ment-, and consumer-oriented.
qualities. Two examples of seductive software are the While seduction is a form of persuasion, it is the
classic Russian-developed game Tetris and Meta- personal, intimate, and emotional that make it more
tools’ KPT Bryce 3D terrain-generation software for controversial, more powerful (when done well),
digital artists. Each represents more than its product more culture-specific, and more focused. Seductive
category or descriptions would suggest, and each has experiences are often multisensory and use broad,
succeeded largely due to its seductive qualities, not rich sensory media. They often include mystery and
merely its features and abilities. Each also has loyal subtle suggestion and may apply more to personal
followers who exhibit emotional attachment to the objects and environments than to public or imper-
software (see Figure 2). sonal experiences.
In the initial phases of developing software, we While seemingly elusive, seduction can be
recommend taking time to consider the possibilities achieved through the careful integration of function-
and value of building in seductive elements, not ality and visual design to create products that go
merely to enhance the visual or interactive experi- beyond a user’s expectations for the task at hand. By
ence but to enhance the product’s value to customers focusing on such seductive qualities from the begin-
and the place it occupies in their lives. In that ning of a design process, interaction designers can
process, it’s a good idea to follow six steps: learn from the world of physical product design,
architecture, filmmaking, and almost every other
• Get to know your audience. You are developing medium to take software development to the next
software for others, not for yourself. Discover level. The challenge for software (and hardware)
what appeals to them already—not only what developers is to celebrate computer technology by
they buy, but what they wish they could buy and creating new seductive experiences that have no
experience. physical counterpart.
• Search for the “aspirational” possibilities in your Moreover, this being a new approach to software
software product, that is, the opportunities to development—with little, if any, prior art—we feel
build meaning and emotional connections to the this is the moment to begin rigorous development of
software. deeper hypotheses and test them to derive a less
• Correlate these possibilities with the possibilities abstract and more empirical understanding of the
you find in your audience. These are your priori- phenomenon of seduction. c
ties for developing the seductive aspects of your
product.
• Immerse yourself in examples of seductive design, Julie Khaslavsky (jkhaslavsky@financialengines.com) is an
interaction designer at Financial Engines in Palo Alto, Calif.
allowing them to serve as inspiration for more. Nathan Shedroff (nathan@vivid.com) is the cofounder and chief
• Involve a visionary designer or developer. Only a creative officer of Vivid Studios in San Francisco.
developer who sees larger issues and expects more
meaningful experience can help guide a product © 1999 ACM 0002-0782/99/0500 $5.00

COMMUNICATIONS OF THE ACM May 1999/Vol. 42, No. 5 49


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