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#Experimenting Rapport




Triggering Motivation
by Fin Kingma




                         20 november 2012
Overview
Reasoning
In my final year as Interaction Designer at the HKU I decided to focus my efforts on
understanding and translating motivation for design purposes. In short, motivation has two
components: a sustainer, and a trigger. The sustaining part focuses on the internalization of
the motivation. A lot of information can be found on this area on my motivation campaign
website: www.motivationcampaign.com.
But I still lack experience in understanding the triggering part. After I finalized my
motivation campaign (on sustaining), I started reading about persuasion design, emotional
design, affectance and other similar topics. Topics that describe how a person is triggered to
perform an action. I also watched several movies from Derren Brown, for inspiration.
In my efforts I discovered that the triggering part of motivation only partially depends our
cognitive processes. Most of our actions originate out of instincts and behavior.
After learning this, I decided to initialize a few experiments to test several triggering methods
and see if I can steer a user into a certain direction, without him being consciously aware of
the steering, using methods to steer the user's instincts and behavior.
Experiment #1
Goal
This first experiment is conducted to find out if I can get users to click on the same button,
without them being consciously aware which is the right button. The goal is to have at least
60% of all users click on the same button. I will place an alert on my Facebook to get enough
clicks on my webpage on short notice.


Premise
This first experiment was conducted according to two premises. The first:
   1. If the user experiences enough negative pressure, he will be less able to use his
        cognitive skills to make choices, to press the right buttons. This way I can focus solely
        on steering the instinctive and behavioral level of the user.
   2. To steer the instinctive and behavioral level I use subliminal messaging. If I place
        enough associations with the desired button to click, I should give the user an
        unconscious desire to click the right button (without him knowing that).


Variables
To ensure enough negative pressure I use the following:
   1. Time pressure. A clock will count down from five to rush the user. This will happen
      when the user clicks on the 'navigate' button to start navigation.
   2. The five seconds of the clock will in fact count to zero in four seconds. This will
      increase the time pressure effect.
   3. Use of dark and low saturated colors. In the book Emotional Design I found a list of
      methods that can be used to trigger a negative effect in users. The use of low saturated
      colors is one of them.

To have the user choose quickly and without a preconsistent behavior I use the following:
   1. I use Lorum Ipsum words for the buttons so that users do not have a preconsistent
      desire to click on one of the buttons.
   2. Restrictions. The user will only have three options to choose from. The user will also
      have two stages in which he has to choose between options. In total there are 9
      different options. But the goal of 60% will only count per each individual stage (having
      an average of 33%).

To plant the right associations in the mind of the user I use the following:
   1. The correct button for the first phase is 'Proin'. The correct button for the second phase
      is 'Malesuada'.
   2. The background of the page will carry words and letters that are part of the options
that I want the user to click on.
   3. The background of the page will carry products that are relating to words that look
      like the correct words
   4. The text on the intro page will contain many words that start with the same two letters
      as the correct buttons.
   5. An image will be shown on the front page that will focus the attention of the user on
      the position of the correct buttons.




Intro page




Navigation page
Navigation page 2




Result Page
Conclusion
As you can see in the Result Page a few unexpected things happen:
   1. The correct first button only gets clicked 27% of the time. LESS than average.
   2. The correct second button only gets clicked 14% of the time. Way less than average!
   3. The middle button gets clicked the least. It is possible that the reason behind this is that
      the associations worked, but had trouble dominating the instinctive and behavioral
      level of the user.
   4. Nearly 60% of the users clicked on the left button! That is almost the double of the
      average expected! It is possible that users associate 'left' with turning back, due to the
      use of arrows pointing to the left on most back-buttons. This is a logical response for
      users that experience the negative pressure that was added to this webpage.
   5. After most users clicked on the left button, they did not continue to choose the left
      option, they suddenly moved their mouse upwards and 53% of them chose the upper
      option.


Follow-up
During this experiment, I tried to make users click on the right button. Obviously it failed, but
for a follow-up experiment I plan to use these same techniques to point users to the left
button. Let's find out if for the next experiment I can get 80% of all users click on the left
button!

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Triggering Motivation

  • 2. Overview Reasoning In my final year as Interaction Designer at the HKU I decided to focus my efforts on understanding and translating motivation for design purposes. In short, motivation has two components: a sustainer, and a trigger. The sustaining part focuses on the internalization of the motivation. A lot of information can be found on this area on my motivation campaign website: www.motivationcampaign.com. But I still lack experience in understanding the triggering part. After I finalized my motivation campaign (on sustaining), I started reading about persuasion design, emotional design, affectance and other similar topics. Topics that describe how a person is triggered to perform an action. I also watched several movies from Derren Brown, for inspiration. In my efforts I discovered that the triggering part of motivation only partially depends our cognitive processes. Most of our actions originate out of instincts and behavior. After learning this, I decided to initialize a few experiments to test several triggering methods and see if I can steer a user into a certain direction, without him being consciously aware of the steering, using methods to steer the user's instincts and behavior.
  • 3. Experiment #1 Goal This first experiment is conducted to find out if I can get users to click on the same button, without them being consciously aware which is the right button. The goal is to have at least 60% of all users click on the same button. I will place an alert on my Facebook to get enough clicks on my webpage on short notice. Premise This first experiment was conducted according to two premises. The first: 1. If the user experiences enough negative pressure, he will be less able to use his cognitive skills to make choices, to press the right buttons. This way I can focus solely on steering the instinctive and behavioral level of the user. 2. To steer the instinctive and behavioral level I use subliminal messaging. If I place enough associations with the desired button to click, I should give the user an unconscious desire to click the right button (without him knowing that). Variables To ensure enough negative pressure I use the following: 1. Time pressure. A clock will count down from five to rush the user. This will happen when the user clicks on the 'navigate' button to start navigation. 2. The five seconds of the clock will in fact count to zero in four seconds. This will increase the time pressure effect. 3. Use of dark and low saturated colors. In the book Emotional Design I found a list of methods that can be used to trigger a negative effect in users. The use of low saturated colors is one of them. To have the user choose quickly and without a preconsistent behavior I use the following: 1. I use Lorum Ipsum words for the buttons so that users do not have a preconsistent desire to click on one of the buttons. 2. Restrictions. The user will only have three options to choose from. The user will also have two stages in which he has to choose between options. In total there are 9 different options. But the goal of 60% will only count per each individual stage (having an average of 33%). To plant the right associations in the mind of the user I use the following: 1. The correct button for the first phase is 'Proin'. The correct button for the second phase is 'Malesuada'. 2. The background of the page will carry words and letters that are part of the options
  • 4. that I want the user to click on. 3. The background of the page will carry products that are relating to words that look like the correct words 4. The text on the intro page will contain many words that start with the same two letters as the correct buttons. 5. An image will be shown on the front page that will focus the attention of the user on the position of the correct buttons. Intro page Navigation page
  • 6. Conclusion As you can see in the Result Page a few unexpected things happen: 1. The correct first button only gets clicked 27% of the time. LESS than average. 2. The correct second button only gets clicked 14% of the time. Way less than average! 3. The middle button gets clicked the least. It is possible that the reason behind this is that the associations worked, but had trouble dominating the instinctive and behavioral level of the user. 4. Nearly 60% of the users clicked on the left button! That is almost the double of the average expected! It is possible that users associate 'left' with turning back, due to the use of arrows pointing to the left on most back-buttons. This is a logical response for users that experience the negative pressure that was added to this webpage. 5. After most users clicked on the left button, they did not continue to choose the left option, they suddenly moved their mouse upwards and 53% of them chose the upper option. Follow-up During this experiment, I tried to make users click on the right button. Obviously it failed, but for a follow-up experiment I plan to use these same techniques to point users to the left button. Let's find out if for the next experiment I can get 80% of all users click on the left button!