AEA DC: Andy Budd
Published by Josh Clark (@globalmoxie) —
"We're surrounded by hidden persuaders"—@andybudd Design guides behavior. Do you use your powers for good or evil? #aea
"Addiction by Design: Machine Gambling in Las Vegas" mentioned by @andybudd available from Princeton Univ Press: http://t.co/rCntBX3J #aea
Study shows that certain scents increase/decrease purchase behavior. @andybudd mentioned this study: http://t.co/BAPIKu9t #aea
More on the effects of scent and music on in-store behavior: http://t.co/6ssFZgoZ #aea
Design tweaks change behavior sez @andybudd. Make stairs musical: 66% people use stairs instead of escalator: http://t.co/ZOqKgjIC #aea
Add sound effects to a trash can and double the amount of trash that's thrown out: http://t.co/jWke7S22 @andybuddy #aea
I wonder if this is also true for UI? Does sound effects increase the use of a button, for example? CC @globalmoxie
An overview of the psychology of restaurant menu design. More complex than you might think: http://t.co/4gUAJgJ2 @andybudd #aea
@globalmoxie @andybuddy @maxrudberg The trash sounds work because it's something new, if all trash bins would do it, nobody cares anymore.
@simurai Quite right. Delight fades to baseline expectation. Designing delight is work that's never done. @andybudd @maxrudberg
Design should nudge behavior, but it's not about tricking people, sez @andybudd. Encourage people to do things that meet their goals. #aea
@maxrudberg It's about unexpected delight/satisfaction, not sound specifically. See perhaps what happens when you clear a level in Peggle.