Design/Persuasive
- Persuasive Design
- Persuasive design = UI/UX and product patterns intentionally designed to influence user behavior (e.g., motivate, guide, increase conversions, encourage habits). It sits on a spectrum from ethical guidance to manipulation. (Nielsen Norman Group)
- Short history + adjacency to UX/Pattern/Dark:
- 1/9/9/0/s–2/0/0/0/s (academic framing): Person/B. J. Fogg formalized "persuasive technology" (often called "captology") as interactive computing designed to change attitudes/behaviors via persuasion and social influence, and his work became a key foundation for modern "persuasive design" thinking in tech products. (Wikipedia)
- 2/0/0/3 (UX mainstreaming): Nielsen Norman Group was already discussing "persuasive design" in the context of web persuasion and captology-era ideas, signaling its uptake into practical UX and product design discourse. (Nielsen Norman Group)
- 2/0/1/0 (the ethical boundary gets named): UX designer Person/Harry Brignull coined UX/Pattern/Dark (via darkpatterns.org) to label interface designs that trick people into actions they wouldn't otherwise choose with full understanding. (Medium)
- 2/0/1/0/s–present (research + governance lens): UX/Pattern/Dark became a major topic in HCI research and policy discussions, increasingly framed as deceptive choice architecture—often using the same behavioral levers as persuasive design, but aimed at outcomes that primarily benefit the business over the user. (ACM Digital Library)