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Product details

File Size: 11323 KB

Print Length: 242 pages

Page Numbers Source ISBN: 0321725522

Simultaneous Device Usage: Up to 5 simultaneous devices, per publisher limits

Publisher: New Riders; 1 edition (June 13, 2011)

Publication Date: June 13, 2011

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B0056A8VO6

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Amazon Best Sellers Rank:

#414,844 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

Anderson puts psychology and technology in a blender and hits frappé in this short and highly-readable primer on interactive design. In chapters thick with practical examples, he covers the basics of aesthetics (particularly as it relates to user experience), persuasive technology, and gamification, all in a laid-back conversational tone. Color illustrations abound, allowing readers to actually see the design elements Anderson discusses in action, as it were.Given that I read this for a class, I would have appreciated more footnoting/endnoting (he occasionally cites a work, but it's rare), along with a bibliography and glossary at the end, but readers who are just looking at this as a jumping off point for work projects are less likely to notice that lack. Overall, Seductive Interaction Design manages to be both informative and entertaining, proving Anderson can make full use of the tricks of the trade even when his technological medium is old-fashioned paper.

Stephen Anderson does an excellent job introducing the questions that we ask ourselves when we visit a website, open software, buy physical products, and gravitate toward certain people. The book's psychological approach to explaining the catalysts and triggers of human behavior is thorough and provides good examples of how to use those triggers to create a lasting and impressionable experiences. There are 25 chapters which are grouped into four sections...see section descriptions or skip to the bottom line.Section one (Aesthetics, Beauty, and Behavior) covers topics like gestalt principles/psychology, perceived affordances, product credibility and personality, affect, cognition, and association. Anderson makes plenty of references to other quintessential UX books such as Designing with the Mind in Mind by Jeff Johnson, Visual Thinking for Design by Colin Ware, and Emotional Design by Donald Norman. Section two (Playful Seduction) covers ways to engage audiences with positive affective states such as humor, the mystique of unexpected behavior, and `delighters'. Anderson also uses specific phenomenon such as the information gap theory to explain alternate methods of eliminating the feeling of deprivation in users seeking information. Section three (The subtle Art of Seduction) covers some of the covert ways that our behavior is influenced by revealing topics such as the endowed progress effect, default options, and the many interfaces that offer suggestions such as Twitter's `Who to follow'. Topics such as loss aversion were clearly outlined and empowers users to be more aware of the influences we encounter while online. Section four (The Game of Seduction) takes a gamification approach to explaining the intrigue of certain user experiences. Anderson explains the power of `fun' by introducing the elements of game design (challenges, choices, and conflicts)BOTTOM LINEThis book provided so many examples and references that even a proficient UX specialist would learn something new or easily be referred to other helpful sources of information. Rarely have I found so much information packed into such a short book. I highly recommend the book for newcomers to UX, but I also encourage experienced practitioners to grab a copy for reference.

This is a helpful book for people begining to read about ux and game design. No new insight, it's only a summary of other popular books and research. It serves more as a pitch to the author's deck of cards summarizing the jist of this book. The book of lenses by Jesse Schell is more useful in terms of game design and there are a ton of more useful books in terms of behavior; made to stick, hooked and persuasion are just a few mentioned in this book.

I'm not a UX expert, but rather a web developer with a huge desire to take an existing interface and make it more compelling to users. For me, this book was exactly what I needed, because it helped me to better understand the psychological triggers that lead to delight and encourage us to come back for more.For other developers who've maybe read or try to adhere to the concept of 'don't make me think', this should be the next step along the path to understanding and growing your audience. While an interface that is functional and unobtrusive is great, this book will teach you how make your experience one that will leave a lasting positive impression on its users.

This book gave me new and valuable perspectives on a design project I am working on. The ideas are well thought out. The author is intelligent and modest with a clear and easy to follow style.More and more it seems as though emotion is what drives decision, so it is therefore important to understand how certain products have an effect on our emotions. It is important to understand how to effect emotion in others through design and testing.If you are designing a novel concept of doing business then you should read this book. It will offer guidance and reference.Even if you are doing business as usual, putting good use of some of these techniques in subtle ways will probably put you in successful regards with your customers and clients.We create seductive design to introduce the world to our true potential and missions. If our missions and purposes are great then customers will fall in love, that is if we behave in such a way as to be lovable also. This is where design plays a part by inspiring emotion to get us to do the right things. In doing the right things, we feel good. Feeling good about what we do, does make this world a better place.

This book is an overview on different topics. The first chapter about the piano staircase really sucks you in, making you think it's going to be a great book. However, the next few chapters got dry and boring, going over topics or information you probably already knew. For example, visual design is just as important as layout. Overall, I don't think this book lives up to it's name. The material in this book is shallow and does not go in-depth into any topic. If I were to rename this book, I would call it " A Book of User Experience" examples.

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