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How to build intentional UX in an era of persuasive technology

Summary

This article discusses the concept of persuasive technology and how it has begun to shape user experience design. It then proposes a new concept, Pre-Action, which encourages critical thinking and mindful decision-making before users take action. Examples of how this can be implemented are given, such as content customisation, opt-out empowerment, and information absorption. The article concludes by stressing the importance of adding Pre-Action to the Hook Model to create an intentional UX that promotes autonomy and trust in the product.

Q&As

What is the purpose of pre-action in the Hook Model?
The purpose of pre-action in the Hook Model is to enable critical thinking by informing and preparing users before they take an intended action.

What techniques are used to create persuasive technology?
Techniques used to create persuasive technology include personalised triggers, reinforcement schedules, content customisation, opt-out empowerment, information absorption, and progressive disclosure.

How does neuroplasticity affect user behaviour?
Neuroplasticity affects user behaviour by strengthening the ability to repeat a specific and heavily exercised task, leading to mindless scrolling and unproductive habits.

What are the consequences of addictive technologies?
The consequences of addictive technologies include concerns such as addiction and a more polarised society.

What are some examples of intentional UX design?
Examples of intentional UX design include content customisation, opt-out empowerment, information absorption, and progressive disclosure.

AI Comments

👍 This is an excellent article that provides a deep look into UX design and how persuasive technology can affect user decisions. It provides a great framework to help UX designers create intentional spaces for their users.

👎 This article is too long and contains too much unnecessary detail. It is difficult to get through the whole thing and understand the main points.

AI Discussion

Me: It's about how to create intentional UX in an era of persuasive technology and how to account for human vulnerabilities when designing products to boost metacognitive skills and internet literacy. It looks at the implications of persuasive technology and how it can be used to influence our decisions, sometimes at the cost of our autonomy.

Friend: That's really interesting! What do you think are the implications of this article?

Me: Well, it highlights the power of persuasive technology and how it can shape our behaviour and decisions. It also suggests ways to create intentional UX that promote critical thinking and mindful decision-making by introducing a bit of resistance before users take action. It also talks about decision hygiene and how it can help users make informed decisions. Overall, it underscores the importance of understanding how our brains are affected by technology and how we can use this knowledge to create better user experiences.

Action items

Technical terms

Metacognitive Skills
The ability to think about one's own thinking and learning processes.
Internet Literacy
The ability to use the internet to find, evaluate, and use information.
Limbic System
The part of the brain that controls emotions and behavior.
Neuroplasticity
The ability of the brain to reorganize itself by forming new neural connections in response to learning or experience.
Neurogenesis
The process of creating new neurons in the brain.
Filter Bubbles
A phenomenon in which websites make use of algorithms to selectively guess what information a user would like to see based on information about the user, such as location, past click-behavior and search history.
Algorithmic Power
The ability of algorithms to influence decisions and shape outcomes.
Noise
Unwanted or irrelevant information that can interfere with the understanding of a message.
Mega Menus
A type of menu that displays multiple options in a single menu.
Hover Controls
A type of user interface control that allows users to interact with an element by hovering the mouse cursor over it.
Regrettably Known as X
A phrase used to describe something that is known by a name that is not preferred.
Echo Chambers
A situation in which a person or group of people only encounter beliefs or opinions that coincide with their own, so that their existing views are reinforced and alternative ideas are not considered.

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