Anders Toxboe is the founder of Learning Loop and the creator of UI-Patterns.com. He works at the intersection of product management, strategy, design, and engineering, often serving as CTPO for startups and enterprises. His work focuses on helping teams design and ship products that users love while delivering strong business outcomes.
He writes and researches persuasive design and behavioral UX on UI-Patterns.com and is the creator of the Persuasive Patterns card deck and other resources that help teams apply behavioral science as well as product discovery and experimentation to digital products.
Many product teams still lean on usability improvements and isolated behavioral tweaks to address weak activation, drop-offs, and low retention – only to see results plateau or slip into shallow gamification. Anders Toxboe updates persuasive design for today’s reality, clarifying what has actually held up over the last decade.
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Building persuasive user experiences is like a relationship and you need to treat it like one. So, what do you want? A one-night stand or a lasting partnership? There are three common challenges when engaging users with a product: Sign-up challenge: seducing your users, first-time use challenge: falling in love with your product, and ongoing engagement challenge: staying in love. Your approach to engaging users should be appropriately adjusted to the relationship you have with them. We will examine the three stages of a user relationship and what tools are appropriate to use for each challenge. This article is a summary of Anders’ talk on designing with persuasive patterns at the Push Conference 2015.
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