DesignLex
/人机交互/Persuasive Design
论文进阶

Persuasive Design

研究如何通过计算产品非强制性地影响用户态度或行为的设计学科(B.J. Fogg 称之为 Captology / 劝导技术)。

English Definition

"A design discipline (B.J. Fogg's 'Captology') that studies how computing products can intentionally yet non-coercively influence users' attitudes or behaviors."

用法说明 · 针对中文母语者

文本中以「persuasive tool」出现,所属设计领域即 Persuasive Design / Persuasive Technology。强调 non-coercive(非强制),与 dark patterns 截然不同;常用于健康、安全、可持续行为等「为用户好」的设计场景。

常见错误

  • ·把 persuasive 误当成「强制」——persuasion 的核心是 non-coercive
  • ·与 dark patterns(暗黑模式)混淆,后者是以平台利益为主、不透明地操纵用户

真实用例 · 3

"Fogg et al. (2009) suggested the use of a computer as a persuasive tool, which is a typical way to look at computers as tools or instruments"

论文Pipeline extracted — review needed·Fogg 等人将计算机视为「劝导工具」的工具视角

"from this perspective, computers intentionally but not coercively elicit changes in human attitude or behavior"

论文Pipeline extracted — review needed·强调劝导设计的非强制性

"computers can provide efficiency and productivity for a task and support a cognitive and affective process during such a task"

论文Pipeline extracted — review needed·计算机在任务中支持认知与情感过程,呼应劝导工具视角
由 pipeline 自动采集,待人工 review