Design Crux

Information, Captology, Desirability in Design

Design Rhetoric

In the first and final analysis, design is about effecting change in people’s choices and behavior. People choose to use or enjoy a particular design. People change, modify or adapt their behavior in order to engage new features, new functionality and new experiences. In other words, they are persuaded—or they persuade themselves—that the design is worth their time, effort, money and/or resources.
The Power of Persuasion; by Michael Schrage

The question isn’t whether or not you should use persuasive design techniques. You already use design rhetoric; the question is how effectively? The captology of design rhetoric has a practical objective: To understand, through user testing, what design communicates. In other words design rhetoric is fundamental to design and communication literacy.

The implication of tests like The Stanford Web Credibility project is users are increasingly design literate, they will “read” into design to determine credibility. Designers need to understand the user takeaway of design decisions, and most don’t.

Design Ultimatums “The computer won’t let me…”

When prompted, users told us they knew they could donate money to the Red Cross. What they didn’t learn was that they could also donate stock, clothes, and airline miles. Even though this information was readily available on the content page, no user realized there were other options. We learned the content page was not doing its job communicating all of the relevant information. To succeed, the team needed to highlight the different vehicles for donation better.
5–Second Tests: Measuring Your Site’s Content Pages By Christine Perfetti

For an example of design rhetoric, take a nonprofit web site design. Making the site look opulent can send the wrong message. The user may get the impression the nonprofit has too much money or doesn’t spend money effectively. This does not mean a nonprofit site should be primitive looking, simply that it shouldn’t be overdesigned. Design rhetoric isn’t about making claims, but using the design to persuade users those claims have meaning.

Software construction provides the error code, an example of an ultimatum. Offering the user little information and less choice, error codes treat the user as just another chunk of code to pass data to.

Apple computer’s design rhetoric was to teach computers about people, when competitive wisdom was to adapt people to computers. It would have been far too easy to come up with hyperbole than develop the Apple human interface guidelines famous among interaction designers. Apple understands the alignment of product reality and marketing communication which returns to the classical roots of rhetoric as effective communication.

Users, wanting new music on their player, needed to purchase an entire CD album, even if they were only interested in a single song. Once purchased, putting the music on the machine was extremely difficult, requiring many steps and several different interfaces to “rip” the music, transfer it to the player, and subsequently listen to the music — all made by different companies with radically different commands and displays.
…Apple’s designers could see something better emerging from this mess. They imagined a future where music listeners could find the specific song they wanted, click a single button and the system would instantly purchase the music, download it, and transfer it to the player, ready to listen to.
Innovation is the New Black

Notice nobody makes MP3 players anymore, they make (or try to make) iPod killers. Cloners try to reverse engineer the technology, never the focus on user experience. And so one imitator after another — many with specs superior to the iPod — fails. Apple didn’t construct a small computer for processing MP3 data files; they designed a system for users to manage their music collection. The people constructing websites fall into the same trap product developers do. Focusing on discrete components to the exclusion of the connections and integration of the parts. And the design faithfully communicates fragmentation to the user.

Let’s make a key distinction here: These features and functionalities may, indeed, be easy to use. They may also be accessible. But ease of use and ease of access do not converge magically into persuasiveness. Just because I find something is easy to do does not mean I am persuaded to do it.

The Power of Persuasion; by Michael Schrage

A design team competing with Apple has to understand the product ecosystem of hardware, software and services; connections and integration rather than components and superior specs. Bruce Tognazzini provides a crucial interaction design analysis, “The origins of these bits and pieces, however, is not what’s important about the iPhone. What’s important is that, for the first time, so many great ideas and processes have been assembled in one device, iterated until they squeak, and made accessible to normal human beings.” Apple is design driven, relying on system thinking, which is at odds with the context of reductionism and technology centered, feature directed competition.

Wii gestural controlers shift from the passive to active voice in design language. Wired magazine gets to the crux, asking “Will the first batch of games for Nintendo’s Wii console make elegant, intuitive use of the system’s motion–sensing controls? Or will they just be the same old games, with gesture control tacked on as an afterthought?”

One understanding from the study of design rhetoric is what the product line, pricing and business policy also communicate to the customer. Design speaks lounder than the words in marketing materials. When services and policy don’t match design, brand dissonance is what makes a product dissuasive. Applying design rhetoric you can spot flaws; consequently don’t just look at the iPhone, or the EDGE network — the components — watch Cingular/AT&T and Apple.

Design Rhetoric Or Design Erudition

Leading customers to where they want to go, before they know it themselves, provides a huge competitive advantage. This approach involves all functions of the organization. It creates marketers with technological imagination and technologists with marketing imagination.
C K Prahalad

Much is made of the term design language, yet in The Power of Persuasion Schrage admonishes “the design community must invest greater creativity and rigor exploiting the potential of design rhetoric.” When there is no responsibility to design effectively, what we have is design erudition, or a design monologue directed at users and customers. Outré designs, conspicuously unusual simply for the sake of being unusual, remove the user from the loop in the name of artistic license.

Design rhetoric concerns using design effectively to please or persuade. Rather than competing monologues, user testing makes design a conversation. Captology provides the tools and interaction design methodology to make design rhetoric possible.

Wherever there is stakeholder buy–in there is persuasion. Whenever there is information there is a decision to be made and there is influence. Web site designs either persuade or dissuade visitors from converting into customers. Product desirability is bound to the idea someone is moved to buy one product and not another.

Design as language should imply a responsibility to discover what the user understands. Design rhetoric simply makes the designer’s responsibility clear.

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