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130613s2013 xx o 000 0 eng d |
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|a TK5105.8885.D74 .N384 2013
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|a 005.46
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|a 006.7.
|2 23
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|a UAMI
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100 |
1 |
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|a Nodder, Chris.
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245 |
1 |
0 |
|a Evil by Design :
|b Interaction design to lead us into temptation.
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260 |
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|a Hoboken :
|b Wiley,
|c 2013.
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300 |
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|a 1 online resource (320 pages)
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336 |
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|a text
|b txt
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|a How to make customers feel good about doing what you want Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes: Pride - use social proof to position your product in line with your visitor.
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588 |
0 |
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|a Print version record.
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505 |
0 |
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|a Cover -- Foreword -- Introduction -- Evil designs and their virtuous counterparts -- Pride -- Misplaced pride causes cognitive dissonance -- Social proof: Using messages from friends to make it personal and emotional -- Closure: The appeal of completeness and desire for order -- Manipulating pride to change beliefs -- Sloth -- Sloth: Is it worth the effort? -- Gluttony -- Deserving our rewards -- Escalating commitment: foot-in-the-door, door-in-the-face -- Invoking gluttony with scarcity and loss aversion -- Anger -- Avoiding anger -- Embracing anger -- Using anger safely in your products -- Envy -- Manufacturing envy through desire and aspiration -- Status envy: demonstrating achievement and importance -- Manufacturing and maintaining envy in your products -- Lust -- Creating lust: Using emotion to shape behavior -- Controlling lust: Using desire to get a commitment -- Lustful behavior -- Greed -- Learning from casinos: Luck, probability, and partial reinforcement schedules -- Anchoring and arbitrary coherence -- Evil by Design -- Should you feel bad about deception? -- Should you feel bad about using the principles in this book? -- Be purposefully persuasive -- The Persuasive Patterns Game -- Pride -- Sloth -- Gluttony -- Anger -- Envy -- Lust -- Greed -- References -- About the Technical Editor -- Introduction -- Pride -- Sloth -- Gluttony -- Anger -- Envy -- Lust -- Greed -- Summary -- Credits -- About the Author -- About the Technical Editor -- Acknowledgments.
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504 |
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|a Includes bibliographical references and index.
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546 |
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|a English.
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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0 |
|a Marketing.
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650 |
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0 |
|a Persuasion (Psychology)
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650 |
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0 |
|a User interfaces (Computer systems)
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650 |
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0 |
|a Web site development.
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650 |
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0 |
|a Web sites
|x Design.
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650 |
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0 |
|a Interactive multimedia.
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650 |
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6 |
|a Multimédias interactifs.
|
650 |
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6 |
|a Sites Web
|x Conception.
|
650 |
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6 |
|a Marketing.
|
650 |
|
6 |
|a Interfaces utilisateurs (Informatique)
|
650 |
|
6 |
|a Sites Web
|x Développement.
|
650 |
|
7 |
|a marketing.
|2 aat
|
650 |
|
7 |
|a Interactive multimedia
|2 fast
|
650 |
|
7 |
|a Marketing
|2 fast
|
650 |
|
7 |
|a Persuasion (Psychology)
|2 fast
|
650 |
|
7 |
|a User interfaces (Computer systems)
|2 fast
|
650 |
|
7 |
|a Web site development
|2 fast
|
650 |
|
7 |
|a Web sites
|x Design
|2 fast
|
758 |
|
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|i has work:
|a Evil by design (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFCwy8bP3cYbXRPh7wygqP
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Nodder, Chris.
|t Evil by Design : Interaction design to lead us into temptation.
|d Hoboken : Wiley, ©2013
|z 9781118422144
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1207614
|z Texto completo
|
938 |
|
|
|a EBL - Ebook Library
|b EBLB
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
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