Source [[Book - Laws of UX - Using Psychology to Design Better Products and Service]]
# How Technology Shapes Behavior
- B F Skinner - Operant Conditioning
- Too much or too little reinforcement led to the animals losing interest, but random reinforcement led to impulsive, repeated behaviour.
- Casino
- Addiction by Design, Natasha Dow Schull
- Currently, social media uses similar principles
## Intermittent Variable Rewards
- Use of Variable Rewards
- Pull to refresh
- Loading new content - like slot machine
## Infinite Loops
- Autoplay Videos, infinite scrolling feeds.
- Ensure passive consumption.
## Social Affirmations
- Social Media - "Likes", "Positive Comment"
- Dopamine
## Defaults
- Default settings - people usually change them (Facebook settings)
## Lack of Friction
- The more convenient it is, easier for it to become habits
- Remove barriers
## Reciprocity
- Social norms.
- Linkedin, - when people endorse you, you endorse the person back
## Dark patterns
- Purposely designed to mislead people.
- Like shopping website showing "Low stock", to drive scarcity
# Why Ethics Matter
- ## Good intentions, unintended consequences
- Facebook 2009 introduced LIKE,
- Snapchat filters drive body dysmorphia
- Melissa Hunt, Rachel Marx, Courtney Lipson, and Jordyn Young, “No More FOMO: Limiting Social Media Decreases Loneliness and Depression,” Journal of Social and Clinical Psychology 37, no. 10 (2018): 751–68.
- ## The Ethical Imperative
- Human goals vs company goals -- there is a gap.
- Build technology to enhance, and augment human experience, goals, not to replace them with virtual interaction and rewards.
- ## Slow Down and Be Intentional
- Think beyond the happy path
- that means design MVP based on nonideal scenario first, not "happy case".
- Diversify teams and thinking
- Look Beyond Data
- Quantitative Data is not a complete picture
- Qualitative Research!