The document discusses behavior design and how technology companies influence user behavior. It describes the work of B.J. Fogg, who studied how computers could influence user behavior. While Fogg initially thought triggers were only external, later analysis found triggers could also be internal and linked to user emotions. The document notes that interactive technologies are now ubiquitous in everyday life and companies use behavior design principles to influence user choices and make their apps addictive by motivating users and appealing to their emotions and peer approval. It warns that algorithms control factors like losses in slot machines to influence continued gameplay without user awareness.
How social media and apps influence user behavior through design
1. Error correction 3ºE4 (Summary):
Nowadays social medias “raise behavior design to such
levels of sophistication”, than in the initial theory of Fogg.
Nowadays social media “raise behavior design to such
levels of sophistication”, that they significantly surpass the
initial theory of Fogg.
For him, the used triggers are internals (linked to the
emotions of the user) and not only externals as Fogg said.
For him, the triggers used are internal (linked to the
emotions of the user) and not only external as Fogg said.
If you found the good way to recompense someone you
can control the behaviour.
If you find the right/appropriate way to recompense
someone you can control their behaviour.
Fogg concludes than interactive technologies had become
part of people everyday live
Fogg concludes that interactive technologies have become
part of people’s everyday life
Normally when we want persuade someone to do something
we will try to motivate him
Normally when we want to persuade someone to do
something we will try to motivate them
It came out a new term “captology” (Computers as
Persuasive Technologies) which became after “behaviour
design”.
2. A new term came out / was coined: “captology”
(Computers as Persuasive Technologies) which then/later
became “behaviour design”.
They can order what they want from their screen as drinks
or food
They can order whatever they want from their screen such
as drinks or food
What the player doesn’t know is that slot machines are
controlled by algorithms who define how much he can lose
and still playing
What the player doesn’t know is that slot machines are
controlled by algorithms which define how much he/she (or
they) can lose and still be playing
This is an article from IAN LESLIE which title is “The
scientists who make apps addictive”, it resumes how we are
oriented in our choices
This is an article from IAN LESLIE whose title is “The
scientists who make apps addictive”, it sums up how we,
human beings, are oriented/biased in our choices
in this experience with a starving rat in a box…
in this experiment with a starving rat in a box…
Mr FOGG realise some studies about the “Behaviour design”,
it’s an explication about how people are influenced in the
utilisation of technologic computers
Mr FOGG realised that some studies about “Behaviour
3. design”, explain how people are influenced in/by? their use
of technological computers
For him it’s necessary to motivate with the persuasion
For him it’s necessary to motivate (people/users) through
persuasion
Companies are more and more efficient to give the subjects
what they need.
Companies are more and more efficient at giving the
customers what they need.
A study on slot machines in Las Vegas was completed, it
results that they are more sophisticated than expected...
A study on slot machines in Las Vegas was completed, they
proved more sophisticated than expected...
In 1997, B.J Fogg made a conference in Atlanta about “How
computers might be used to influence behaviour of their
users?”
In 1997, B.J Fogg gave a conference in Atlanta about “How
computers might be used to influence the behaviour of their
users?”
Now this premise is used as an applied discipline by
businesses and the governments, to influence our choices
we make every day.
Now this premise is used as an applied discipline by
businesses and governments, to influence the choices we
make every day.
4. When your motivation is high or the task is easy, people is
sensible to triggers like the Facebook notifications.
When your motivation is high or the task is easy, people are
sensitive to triggers like Facebook notifications.
Harris, another Fogg’s student is worry about the ethics of
the companies that used behaviour
Harris, another one of Fogg’s students is worried about the
ethics of the companies that are using behaviour design
Every people are tempted to check their phones
Everybody is tempted to check their phones
But at final, the companies use his researches in order to
have an affect on people
But at the end, (the) companies use his research in order to
have an effect/influence on people
App must give to people emotion
Apps must give people emotion
It is way too dangerous or it is incredibly bankable
It is either too dangerous or incredibly bankable
There is also an algorithm finding out the player pain point,
that is to say the point he has to reached to be fed up losing
There is also an algorithm which calculates the player’s pain
5. point, that is to say the point he has to reach to be fed up of
losing
All is about personal reward, appetite to be appreciated by
his/her peers...
It is all about personal reward, the appetite to be
appreciated by one’s peers...
He met Mr Fogg there that is a famous behavior specialist,
to explain what is the behavior and how to influence people
behavior, he tells about Skinner box
He met Mr Fogg there who is a famous behavior specialist,
and was explaining what behavior was all about and how to
influence people’s behavior, he also talked about the
Skinner box
This box exist in the real life it is...
This box exists for real / in real life
Nowadays technology is part of us, we are depending of it.
Nowadays technology is part of us, we depend on it.
It results that now we lost our free choice
To conclude it seems that we have lost our free choice