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Hooked, CH05 WHAT ARE YOU GOING TO DO WITH THIS?

CH05 WHAT ARE YOU GOING TO DO WITH THIS?

6. WHAT ARE YOU GOING TO DO WITH THIS?

The Hook Model is designed to connect the user's problem with the designer's solution frequently enough to form a habit. It is a framework for building products that solve user needs through long-term engagement.

As users pass through cycles of The Hook Model, they learn to meet their needs with the habit-forming product. Effective hooks transition users from relying upon external triggers to cueing mental associations with internal triggers. Users move from states of low engagement to high engagement and from low preference to high preference.

You are now equipped to use the Hook Model to ask yourself these five fundamental questions for building effective hooks:

1. What do users really want? What pain is your product relieving? (Internal Trigger)

2. What brings users to your service? (External Trigger)

3. What is the simplest action users take in anticipation of reward, and how can you simplify your product to make this action easier? (Action)

4. Are users fulfilled by the reward, yet left wanting more? (Variable Reward)

5. What “bit of work” do users invest in your product? Does it load the next trigger and store value to improve the product with use? (Investment)

*

The Morality of Manipulation

So now what? Now that you're aware of the pattern for building habit-forming technology, how will you use this knowledge? Perhaps while reading this book you asked yourself if the Hook Model is a recipe for manipulation. Maybe you felt a bit unsettled reading what seemed like a cookbook for mind control. If so, that is a very good thing.

The Hook Model is fundamentally about changing people's behaviors; but the power to build persuasive products should be used with caution. Creating habits can be a force for good, but it can also be used for nefarious purposes. What responsibility do product makers have when creating user habits?

Let's admit it, we are all in the persuasion business. [cxiii] Technologists build products meant to persuade people to do what we want them to do. We call these people “users” and even if we don't say it aloud, we secretly wish every one of them would become fiendishly hooked to whatever we're making. I'm guessing that's likely why you started reading this book. Users take their technologies with them to bed.

[cxiv] When they wake up, they check for notifications, tweets, and updates, sometimes even before saying “Good morning” to their loved ones. Ian Bogost, the famed game creator and professor, calls the wave of habit-forming technologies the “cigarette of this century” and warns of their equally addictive and potentially destructive side-effects.

[cxv]

You may be asking, “When is it wrong to manipulate users?”

Manipulation is an experience crafted to change behavior — we all know what it feels like. We're uncomfortable when we sense someone is trying to make us do something we wouldn't do otherwise, like when sitting through a car salesman's spiel or hearing a timeshare presentation. Yet, manipulation doesn't always have a negative connotation. If it did, how could we explain the numerous multi-billion-dollar industries that rely heavily on users being willingly manipulated?

If manipulation is an experience crafted to change behavior, then Weight Watchers, one of the most successful mass-manipulation products in history, fits the definition.

[cxvi] Weight Watchers customers’ decisions are programmed by the designer of the system. Yet, few question the morality of the business.

But what is the difference? Why is manipulating users through flashy advertising or addictive video games thought to be distasteful while a strict system of food rationing is considered laudable? While many people see Weight Watchers as an acceptable form of user manipulation, our moral compass has not caught up with what the latest technology now makes possible.

Ubiquitous access to the web, transferring greater amounts of personal data at faster speeds than ever before, has created a more potentially addictive world. According to famed Silicon Valley investor Paul Graham, we haven't had time to develop societal “antibodies to addictive new things.” [cxvii] Graham places responsibility on the user: “Unless we want to be canaries in the coal mine of each new addiction — the people whose sad example becomes a lesson to future generations — we'll have to figure out for ourselves what to avoid and how.” But what of the people who make these manipulative experiences? After all, the corporations that unleash these habit-forming, and at times addictive, technologies are made up of human beings with a moral sense of right and wrong. They too have families and kids who are susceptible to manipulation. What shared responsibilities do we growth-hackers and behavior-designers have to our users, to future generations, and to ourselves?

With the increasing pervasiveness and persuasiveness of personal technology, some industry insiders have proposed creating an ethical code of conduct.

[cxviii] Others believe differently: Chris Nodder, author of the book Evil by Design, writes “... it's OK to deceive people if it's in their best interests, or if they've given implicit consent to be deceived as part of a persuasive strategy.” [cxix]

I offer a simple decision support tool entrepreneurs, employees, and investors can use long before product is shipped or code is written. The Manipulation Matrix does not try to answer which businesses are moral or which will succeed, nor does it describe what can and can not become a habit-forming technology. The matrix seeks to help you answer not, “Can I hook my users?” but instead, “Should I attempt to?”

To use the Manipulation Matrix (figure 36), the maker needs to ask two questions. First, “Would I use the product myself?” and second, “Will the product help users materially improve their lives?”

Figure 36

Remember, this framework is for creating habit-forming products, not one-time use goods. Now, let's explore the types of creators who represent the four quadrants of the Manipulation Matrix. The Facilitator

When you create something that you would use and that you believe makes the user's life better, you are facilitating a healthy habit. It is important to note that only you can decide if you would actually use the product or service, and what “materially improving the life of the user” really means in light of what you are creating.

If you find yourself squirming as you ask yourself these questions or needing to qualify or justify your answers, STOP! You failed. You have to actually want to use the product and believe it materially benefits your life as well as the lives of your users.

One exception is if you would have been a user in your younger years. For example, in the case of an education company, you may not need to use the service right now, but are certain you would have used it in your not-so-distant past. Note however that the further you are from your former self, the lower your odds of success.

In building a habit for a user other than yourself, you can not consider yourself a facilitator unless you have experienced the problem first-hand.

Jake Harriman grew up on a small farm in West Virginia. After graduating from the U.S. Naval Academy, Harriman served as an Infantry and Special Operations Platoon Commander in the Marine Corps. He was in Iraq during the 2003 invasion and led men into fierce gun battles with enemy combatants. Later, he assisted with disaster relief in Indonesia and Sri Lanka after the 2004 Asian tsunami.

Harriman says his encounter with extreme poverty abroad changed his life. After seven and a half years of active duty, Harriman realized that guns alone could not stop terrorists intent on harming Americans. “Desperate people commit desperate acts,” Harriman says. After his service, Harriman founded Nuru International, a social venture targeting extreme poverty by changing the habits of people living in rural areas.

However, exactly how Harriman would change the lives of the poorest people in the world was not clear to him until he decided to live among them. In Kenya, he discovered that basic practices of modern agriculture — like proper seed spacing — were still not used. But Harriman knew that simply teaching farmers new behaviors would not be enough.

Instead, by drawing upon his own rural upbringing and experience living with the farmers, Harriman uncovered the obstacles in their way. He soon learned that the lack of access to financing for high quality seeds and fertilizer kept farmers from utilizing yield-boosting techniques.

Today, Nuru is equipping farmers in Kenya and Ethiopia, helping them rise out of grinding poverty. It was only by becoming one of his users that Harriman could design solutions to meet their needs.

[cxx]

Although it is a long way from Africa to Silicon Valley, the well-documented stories of the founders of Facebook and Twitter reveal they would likely see themselves as making products in the facilitator quadrant. Today, a new breed of companies is creating products to improve lives by creating healthy habits. Whether getting users to exercise more, creating a habit of journaling, or improving back posture, these companies are run by authentic entrepreneurs who desperately want their products to exist, firstly to satisfy their own needs.

But what if the usage of a well-intended product becomes extreme, even harmful? What about the users who go beyond forming habits, becoming full-fledged addicts?

First, it is important to recognize that the percentage of users who form a detrimental dependency is very small. Industry estimates for pathological users of even the most habit-forming technologies, such as slot machines gambling, are just one percent.

[cxxi] Addiction tends to manifest in people with a particular psychological profile. However, simply brushing off the issue as too small to matter dismisses the very real problems caused by technology addiction.

For the first time, however, companies have access to data that could be used to flag which users are using their products too much. Whether companies choose to act on that data in a way that aids their users is, of course, a question of corporate responsibility. Companies building habit-forming technologies have a moral obligation — and perhaps someday a legal mandate — to inform and protect users who are forming unhealthy attachments to their products. It would behoove entrepreneurs building potentially addictive products to set guidelines for identifying and helping addicted users.

However, for the overwhelming majority of users, addiction to a product will never be a problem. Even though the world is becoming a potentially more addictive place, most people have the ability to self-regulate their behaviors.

The role of facilitator fulfills the moral obligation for entrepreneurs building a product they will use, and which they believe materially improves the lives of others. As long as they have procedures in place to assist those who form unhealthy addictions, the designer can act with a clean conscience. To take liberties with Mahatma Gandhi's famous quote, facilitators “build the change they want to see in the world.” The Peddler

Heady altruistic ambitions can at times outpace reality. Too often, designers of manipulative technology have a strong motivation to improve the lives of their users, but when pressed, they admit they would not actually use their own creations. Their holier-than-thou products often try to “gamify” some task no one actually wants to do by inserting run-of-the-mill incentives such as badges or points that don't actually hold value for their users. Fitness apps, charity websites, and products that claim to suddenly turn hard work into fun often fall in this quadrant. But possibly the most common example of peddlers is in advertising.

Countless companies convince themselves they're making ad campaigns users will love. They expect their videos to go viral and their branded apps to be used daily. Their so-called “reality distortion fields” keep them from asking the critical question, “Would I actually find this useful?”

[cxxii] The answer to this uncomfortable question is nearly always “No,” so they twist their thinking until they can imagine a user they believe might find the ad valuable.

Materially improving users’ lives is a tall order, and attempting to create a persuasive technology that you do not use yourself is incredibly difficult. This puts designers at a heavy disadvantage because of their disconnect with their products and users. There's nothing immoral about peddling; in fact, many companies working on solutions for others do so out of purely altruistic reasons. It's just that the odds of successfully designing products for a customer you don't know extremely well are depressingly low. Peddlers tend to lack the empathy and insights needed to create something users actually want. Often the peddler's project results in a time-wasting failure because the designers did not fully understand their users. As a result, no one finds the product useful.

The Entertainer

Sometimes product-makers just want to have fun. If creators of a potentially addictive technology make something that they use but can't in good conscience claim improves users’ lives, they're making entertainment. Entertainment is art and is important for its own sake. Art provides joy, helps us see the world differently, and connects us with the human condition. These are all important and age-old pursuits. Entertainment, however, has particular attributes of which the entrepreneur, employee, and investor should be aware when using the Manipulation Matrix.

Art is often fleeting; products that form habits around entertainment tend to fade quickly from users’ lives. A hit song, repeated over and over again in the mind, becomes nostalgia after it is replaced by the next chart-topper. A book like this one is read and thought about for a while until the next interesting piece of brain candy comes along. As we learned in the chapter on variable rewards, games like FarmVille and Angry Birds engross users, but then are relegated to the gaming dustbin along with other hyper-addictive has-beens such as Pac Man and Mario Bros.

Entertainment is a hits-driven business because the brain reacts to stimulus by wanting more and more of it, ever hungry for continuous novelty. Building an enterprise on ephemeral desires is akin to running on an incessantly rolling treadmill: You have to keep up with the constantly changing demands of your users. In this quadrant, the sustainable business is not purely the game, the song, or the book — profit comes from an effective distribution system for getting those goods to market while they're still hot, and at the same time keeping the pipeline full of fresh releases to feed an eager audience. The Dealer

Creating a product that the designer does not believe improves users’ lives and that he himself would not use is called exploitation. In the absence of these two criteria, presumably the only reason the designer is hooking users is to make a buck. Certainly there is money to be made addicting users to behaviors that do little more than extract cash; and where there is cash, there will be someone willing to take it.

The question is: Is that someone you? Casinos and drug dealers offer users a good time, but when the addiction takes hold, the fun stops.

In a satirical take on Zynga's FarmVille franchise, Ian Bogost created Cow Clicker, a Facebook app where users did nothing but incessantly click on virtual cows to hear a satisfying “moo.” [cxxiii] Bogost intended to lampoon FarmVille by blatantly implementing the same game mechanics and viral hacks he thought would be laughably obvious to users. But after the app's usage exploded and some people became frighteningly obsessed with the game, Bogost shut it down, bringing on what he called “The Cowpocalypse.” [cxxiv]

Bogost rightfully compared addictive technology to cigarettes. Certainly, the incessant need for a smoke in what was once a majority of the adult U.S. population has been replaced by a nearly equal compulsion to constantly check our devices. But unlike the addiction to nicotine, new technologies offer an opportunity to dramatically improve users’ lives. Like all technologies, recent advances in the habit-forming potential of digital innovation have both positive and negative effects.

But if the innovator has a clear conscience that the product materially improves people's lives — first among them, the designer's — then the only path is to push forward. With the exception of the addicted one percent, users bear ultimate responsibility for their actions.

However, as the march of technology makes the world a potentially more addictive place, innovators need to consider their role. It will be years, perhaps generations, before society develops the mental antibodies to control new habits; in the meantime, many of these behaviors may develop harmful side-effects. For now, users must learn to assess these yet-unknown consequences for themselves, while creators will have to live with the moral repercussions of how they spend their professional lives.

My hope is that the Manipulation Matrix helps innovators consider the implications of the products they create. Perhaps after reading this book, you'll start a new business. Maybe you'll join an existing company with a mission to which you are committed. Or, perhaps you will decide it is time to quit your job because you've come to realize it no longer points in the same direction as your moral compass. *

Remember and Share

- To help designers of habit-forming technology assess the morality behind how they manipulate users, it is helpful to determine which of the four categories their work fits into. Are you a facilitator, peddler, entertainer, or dealer?

- Facilitators use their own product and believe it can materially improve people's lives. They have the highest chance of success because they most closely understand the needs of their users.

- Peddlers believe their product can materially improve people's lives, but do not use it themselves. They must beware of the hubris and inauthenticity that comes from building solutions for people they do not understand.

- Entertainers use their product, but do not believe it can improve people's lives. They can be successful, but without making the lives of others better in some way, the entertainer's products often lack staying power. - Dealers neither use the product nor believe it can improve people's lives. They have the lowest chance of finding long-term success and often find themselves in morally precarious positions.

*

Do This Now

- Take a minute to consider where you fall on the Manipulation Matrix. Do you use your own product or service? Does it influence positive or negative behaviors? How does it make you feel? Ask yourself if you are proud of the way you are influencing the behavior of others.

[End 0:22:32]

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CH05 WHAT ARE YOU GOING TO DO WITH THIS? CH(1)|||||||| CH05 WAS WERDEN SIE DAMIT MACHEN? CH05 ¿QUÉ VAS A HACER CON ESTO? CH05 COSA HAI INTENZIONE DI FARE CON QUESTO? CH05 이걸로 뭘 할 건가요? CH05 O QUE É QUE VAI FAZER COM ISTO? CH05 ЧТО ВЫ СОБИРАЕТЕСЬ С ЭТИМ ДЕЛАТЬ? CH05 BUNUNLA NE YAPACAKSIN? CH05 ЩО ВИ ЗБИРАЄТЕСЯ З ЦИМ РОБИТИ? CH05 你打算用这个做什么? ch05 你打算怎么处理这个?

6\\. WHAT ARE YOU GOING TO DO WITH THIS?

The Hook Model is designed to connect the user’s problem with the designer’s solution frequently enough to form a habit. Kanca Modeli, kullanıcının sorunu ile tasarımcının çözümü arasında bir alışkanlık oluşturacak kadar sık bağlantı kurmak üzere tasarlanmıştır. It is a framework for building products that solve user needs through long-term engagement. It is a framework for building products that solve user needs through long-term engagement. Uzun vadeli etkileşim yoluyla kullanıcı ihtiyaçlarını çözen ürünler oluşturmaya yönelik bir çerçevedir.

As users pass through cycles of The Hook Model, they learn to meet their needs with the habit-forming product. Effective hooks transition users from relying upon external triggers to cueing mental associations with internal triggers. ||||||||||señalando||||| Users move from states of low engagement to high engagement and from low preference to high preference.

You are now equipped to use the Hook Model to ask yourself these five fundamental questions for building effective hooks:

1\\. What do users really want? What pain is your product relieving? (Internal Trigger)

2\\. What brings users to your service? (External Trigger)

3\\. What is the simplest action users take in anticipation of reward, and how can you simplify your product to make this action easier? What is the simplest action users take in anticipation of reward, and how can you simplify your product to make this action easier? 用户在期待获得奖励时采取的最简单的行动是什么?您如何简化您的产品以使这一行动更容易? (Action)

4\\. Are users fulfilled by the reward, yet left wanting more? ||satisfechos||||ya||| (Variable Reward)

5\\. What “bit of work” do users invest in your product? Does it load the next trigger and store value to improve the product with use? (Investment)

***

The Morality of Manipulation

So now what? Now that you’re aware of the pattern for building habit-forming technology, how will you use this knowledge? |||consciente|||||||||||||| Perhaps while reading this book you asked yourself if the Hook Model is a recipe for manipulation. Maybe you felt a bit unsettled reading what seemed like a cookbook for mind control. |you||||uneasy||||||||| |||||inquieto||||||||| If so, that is a very good thing.

The Hook Model is fundamentally about changing people’s behaviors; but the power to build persuasive products should be used with caution. Creating habits can be a force for good, but it can also be used for nefarious purposes. |||||||||||||||nefastos| What responsibility do product makers have when creating user habits?

Let’s admit it, we are all in the persuasion business. [cxiii] Technologists build products meant to persuade people to do what we want them to do. ||||destinados||||||||||| We call these people “users” and even if we don’t say it aloud, we secretly wish every one of them would become fiendishly hooked to whatever we’re making. ||||||||||||||||||||||intensely addicted||||| ||||||||||||||||||||||diabólicamente||||| I’m guessing that’s likely why you started reading this book. Users take their technologies with them to bed.

[cxiv] When they wake up, they check for notifications, tweets, and updates, sometimes even before saying “Good morning” to their loved ones. Ian Bogost, the famed game creator and professor, calls the wave of habit-forming technologies the “cigarette of this century” and warns of their equally addictive and potentially destructive side-effects.

[cxv]

You may be asking, “When is it wrong to manipulate users?”

Manipulation is an experience crafted to change behavior — we all know what it feels like. ||||elaborada|||||||||| We’re uncomfortable when we sense someone is trying to make us do something we wouldn’t do otherwise, like when sitting through a car salesman’s spiel or hearing a timeshare presentation. ||||||||||||||||||||||||sales pitch||||vacation ownership pitch| ||||||||||||||||||||||||charla||||tiempo compartido| We're uncomfortable when we sense someone is trying to make us do something we wouldn't do otherwise, like when sitting through a car salesman's spiel or hearing a timeshare presentation. 当我们感觉到有人试图强迫我们做原本不会做的事情时,我们会感到不舒服,例如听汽车销售员的说辞或分时度假介绍时。 Yet, manipulation doesn’t always have a negative connotation. sin embargo||||||| If it did, how could we explain the numerous multi-billion-dollar industries that rely heavily on users being willingly manipulated? |||||||||||||||||||voluntariamente| If it did, how could we explain the numerous multi-billion-dollar industries that rely heavily on users being willingly manipulated? 如果确实如此,我们如何解释众多价值数十亿美元的产业严重依赖用户自愿操纵?

If manipulation is an experience crafted to change behavior, then Weight Watchers, one of the most successful mass-manipulation products in history, fits the definition. |||||elaborada|||||Weight|Weight Watchers||||||||||||| If manipulation is an experience crafted to change behavior, then Weight Watchers, one of the most successful mass-manipulation products in history, fits the definition.

[cxvi] Weight Watchers customers’ decisions are programmed by the designer of the system. [cxvi] Weight Watchers customers’ decisions are programmed by the designer of the system. [cxvi] 慧俪轻体顾客的决定是由系统设计者制定的。 Yet, few question the morality of the business. 然而,很少有人质疑该企业的道德性。

But what is the difference? 但有什么区别呢? Why is manipulating users through flashy advertising or addictive video games thought to be distasteful while a strict system of food rationing is considered laudable? ||||||||||||||||||||||||loable Why is manipulating users through flashy advertising or addictive video games thought to be distasteful while a strict system of food rationing is considered laudable? 为什么通过华丽的广告或令人上瘾的视频游戏来操纵用户会被认为是令人厌恶的,而严格的食品配给制度却被认为是值得称赞的? While many people see Weight Watchers as an acceptable form of user manipulation, our moral compass has not caught up with what the latest technology now makes possible. |||||||||||||||brújula moral|||||||||||| While many people see Weight Watchers as an acceptable form of user manipulation, our moral compass has not caught up with what the latest technology now makes possible. 尽管许多人认为 Weight Watchers 是一种可以接受的用户操纵形式,但我们的道德准则尚未跟上最新技术的发展。

Ubiquitous access to the web, transferring greater amounts of personal data at faster speeds than ever before, has created a more potentially addictive world. Ubiquitous access to the web, transferring greater amounts of personal data at faster speeds than ever before, has created a more potentially addictive world. 无处不在的网络访问、比以往任何时候都更快的大量个人数据传输已经创造了一个更容易上瘾的世界。 According to famed Silicon Valley investor Paul Graham, we haven’t had time to develop societal “antibodies to addictive new things.” ||||||||||||||sociales|anticuerpos|||| 据著名硅谷投资者保罗·格雷厄姆 (Paul Graham) 所说,我们还没有时间开发社会“对令人上瘾的新事物的抗体”。 [cxvii] Graham places responsibility on the user: “Unless we want to be canaries in the coal mine of each new addiction — the people whose sad example becomes a lesson to future generations — we’ll have to figure out for ourselves what to avoid and how.” [cxvii] Graham places responsibility on the user: “Unless we want to be canaries in the coal mine of each new addiction — the people whose sad example becomes a lesson to future generations — we'll have to figure out for ourselves what to avoid and how.” [cxvii] 格雷厄姆将责任放在了使用者身上:“除非我们想成为每一种新瘾症的煤矿里的金丝雀——那些悲惨的例子成为后代的教训——否则我们必须自己弄清楚要避免什么以及如何避免。” But what of the people who make these manipulative experiences? But what of the people who make these manipulative experiences? After all, the corporations that unleash these habit-forming, and at times addictive, technologies are made up of human beings with a moral sense of right and wrong. |||||desatan|||||||||||||||||||||| After all, the corporations that unleash these habit-forming, and at times addictive, technologies are made up of human beings with a moral sense of right and wrong. They too have families and kids who are susceptible to manipulation. What shared responsibilities do we growth-hackers and behavior-designers have to our users, to future generations, and to ourselves?

With the increasing pervasiveness and persuasiveness of personal technology, some industry insiders have proposed creating an ethical code of conduct. |||pervasividad||persuasión||||||||||||||

[cxviii] Others believe differently: Chris Nodder, author of the book Evil by Design, writes “... it’s OK to deceive people if it’s in their best interests, or if they’ve given implicit consent to be deceived as part of a persuasive strategy.” |||||||||||||||||engañar|||||||||||||||||||||| [cxviii] Others believe differently: Chris Nodder, author of the book Evil by Design, writes “... it's OK to deceive people if it's in their best interests, or if they've given implicit consent to be deceived as part of a persuasive strategy.” [cxviii] 其他人则有不同的看法:《邪恶设计》一书的作者克里斯·诺德写道:“...如果欺骗人们符合他们的最佳利益,或者如果他们默许被欺骗作为说服策略的一部分,那么欺骗他们是可以的。” [cxix]

I offer a simple decision support tool entrepreneurs, employees, and investors can use long before product is shipped or code is written. The Manipulation Matrix does not try to answer which businesses are moral or which will succeed, nor does it describe what can and can not become a habit-forming technology. The matrix seeks to help you answer not, “Can I hook my users?” but instead, “Should I attempt to?”

To use the Manipulation Matrix (figure 36), the maker needs to ask two questions. First, “Would I use the product myself?” and second, “Will the product help users materially improve their lives?”

Figure 36

Remember, this framework is for creating habit-forming products, not one-time use goods. Now, let’s explore the types of creators who represent the four quadrants of the Manipulation Matrix. Now, let's explore the types of creators who represent the four quadrants of the Manipulation Matrix. 现在,让我们探索一下代表操纵矩阵四个象限的创造者类型。 The Facilitator

When you create something that you would use and that you believe makes the user’s life better, you are facilitating a healthy habit. It is important to note that only you can decide if you would actually use the product or service, and what “materially improving the life of the user” really means in light of what you are creating.

If you find yourself squirming as you ask yourself these questions or needing to qualify or justify your answers, STOP! ||||uncomfortable||||||||||||||| ||||inquieto||||||||||||||| You failed. You have to actually want to use the product and believe it materially benefits your life as well as the lives of your users.

One exception is if you would have been a user in your younger years. For example, in the case of an education company, you may not need to use the service right now, but are certain you would have used it in your not-so-distant past. Note however that the further you are from your former self, the lower your odds of success.

In building a habit for a user other than yourself, you can not consider yourself a facilitator unless you have experienced the problem first-hand.

Jake Harriman grew up on a small farm in West Virginia. After graduating from the U.S. Naval Academy, Harriman served as an Infantry and Special Operations Platoon Commander in the Marine Corps. He was in Iraq during the 2003 invasion and led men into fierce gun battles with enemy combatants. Later, he assisted with disaster relief in Indonesia and Sri Lanka after the 2004 Asian tsunami.

Harriman says his encounter with extreme poverty abroad changed his life. |||encuentro||||||| After seven and a half years of active duty, Harriman realized that guns alone could not stop terrorists intent on harming Americans. ||||||||servicio||||||||||||| “Desperate people commit desperate acts,” Harriman says. After his service, Harriman founded Nuru International, a social venture targeting extreme poverty by changing the habits of people living in rural areas.

However, exactly how Harriman would change the lives of the poorest people in the world was not clear to him until he decided to live among them. sin embargo|||||||||||||||||||||||||| In Kenya, he discovered that basic practices of modern agriculture — like proper seed spacing — were still not used. |||||||||||adecuada|semilla|espaciado|||| But Harriman knew that simply teaching farmers new behaviors would not be enough.

Instead, by drawing upon his own rural upbringing and experience living with the farmers, Harriman uncovered the obstacles in their way. |||||||crianza||||||||descubrió||||| He soon learned that the lack of access to financing for high quality seeds and fertilizer kept farmers from utilizing yield-boosting techniques.

Today, Nuru is equipping farmers in Kenya and Ethiopia, helping them rise out of grinding poverty. It was only by becoming one of his users that Harriman could design solutions to meet their needs. ||||convirtiéndose|||||||||||||

[cxx]

Although it is a long way from Africa to Silicon Valley, the well-documented stories of the founders of Facebook and Twitter reveal they would likely see themselves as making products in the facilitator quadrant. Today, a new breed of companies is creating products to improve lives by creating healthy habits. |||tipo|||||||||||| Whether getting users to exercise more, creating a habit of journaling, or improving back posture, these companies are run by authentic entrepreneurs who desperately want their products to exist, firstly to satisfy their own needs. si||||||||||escritura||||||||||||||||||||||||

But what if the usage of a well-intended product becomes extreme, even harmful? What about the users who go beyond forming habits, becoming full-fledged addicts? |||||||||||plenos|

First, it is important to recognize that the percentage of users who form a detrimental dependency is very small. Industry estimates for pathological users of even the most habit-forming technologies, such as slot machines gambling, are just one percent.

[cxxi] Addiction tends to manifest in people with a particular psychological profile. However, simply brushing off the issue as too small to matter dismisses the very real problems caused by technology addiction. ||||||||||importa|desestima||||||||

For the first time, however, companies have access to data that could be used to flag which users are using their products too much. Whether companies choose to act on that data in a way that aids their users is, of course, a question of corporate responsibility. si|||||||||||||||||||||| Companies building habit-forming technologies have a moral obligation — and perhaps someday a legal mandate — to inform and protect users who are forming unhealthy attachments to their products. It would behoove entrepreneurs building potentially addictive products to set guidelines for identifying and helping addicted users. ||convendría||||||||||||||

However, for the overwhelming majority of users, addiction to a product will never be a problem. Even though the world is becoming a potentially more addictive place, most people have the ability to self-regulate their behaviors. |||||está volviéndose|||||||||||||||

The role of facilitator fulfills the moral obligation for entrepreneurs building a product they will use, and which they believe materially improves the lives of others. ||||cumple||||||||||||||||||||| As long as they have procedures in place to assist those who form unhealthy addictions, the designer can act with a clean conscience. To take liberties with Mahatma Gandhi’s famous quote, facilitators “build the change they want to see in the world.” 在对圣雄甘地著名的名言随意修改的情况下,促进者“建立他们希望看到的变革。” The Peddler |el vendedor 卖货郎

Heady altruistic ambitions can at times outpace reality. desmesuradas|altruistas|||||| 高尚的利他抱负有时会超越现实。 Too often, designers of manipulative technology have a strong motivation to improve the lives of their users, but when pressed, they admit they would not actually use their own creations. |||||||||||||||||||presionados|||||||||| 设计操纵性技术的设计师往往有强烈的动机来改善用户的生活,但是当被迫时,他们承认他们实际上不会使用自己的创作。 Their holier-than-thou products often try to “gamify” some task no one actually wants to do by inserting run-of-the-mill incentives such as badges or points that don’t actually hold value for their users. |más sagrados|||||||gamificar|||||||||||||||||||||||||||| 他们那些自认为圣洁的产品往往试图通过插入诸如徽章或积分这样的平庸激励来“游戏化”一些实际上没有人想做的任务,而这些激励实际上对他们的用户没有实际价值。 Fitness apps, charity websites, and products that claim to suddenly turn hard work into fun often fall in this quadrant. 健身应用程序、慈善网站以及声称能够将辛勤工作变成乐趣的产品通常会落入这个象限。 But possibly the most common example of peddlers is in advertising. |||||||vendedores|||publicidad 但也许最常见的小贩例子是在广告中。

Countless companies convince themselves they’re making ad campaigns users will love. innumerables|||||||||| 无数公司说服自己他们正在制作用户会喜欢的广告活动。 They expect their videos to go viral and their branded apps to be used daily. 他们期望自己的视频能够病毒式传播,品牌应用能够每天被使用。 Their so-called “reality distortion fields” keep them from asking the critical question, “Would I actually find this useful?” 他们所谓的“现实扭曲场”阻止他们问出关键问题,“我真的会觉得这有用吗?”

[cxxii] The answer to this uncomfortable question is nearly always “No,” so they twist their thinking until they can imagine a user they believe might find the ad valuable. ||||||||casi|||||||||||||||||||| [cxxii] 对于这个令人不舒服的问题,几乎总是“不”,所以他们扭曲思维,直到他们能够想象到他们相信可能会发现广告有价值的用户。

Materially improving users’ lives is a tall order, and attempting to create a persuasive technology that you do not use yourself is incredibly difficult. 从根本上改善用户的生活是一项艰巨的任务,而试图创造一种你自己不使用的有说服力的技术是非常困难的。 This puts designers at a heavy disadvantage because of their disconnect with their products and users. 这让设计师处于极大的劣势,因为他们与产品和用户之间存在脱节。 There’s nothing immoral about peddling; in fact, many companies working on solutions for others do so out of purely altruistic reasons. 推销并不道德不道德; 实际上,许多为他人解决问题的公司正是出于纯粹利他主义的原因这样做。 It’s just that the odds of successfully designing products for a customer you don’t know extremely well are depressingly low. ||||||||||||||||||deprimente| 问题仅在于为你不太了解的客户成功设计产品的几率令人沮丧地低。 Peddlers tend to lack the empathy and insights needed to create something users actually want. Peddlers|||||||||||||| |tienden||||||perspectivas||||||| Often the peddler’s project results in a time-wasting failure because the designers did not fully understand their users. As a result, no one finds the product useful.

The Entertainer

Sometimes product-makers just want to have fun. If creators of a potentially addictive technology make something that they use but can’t in good conscience claim improves users’ lives, they’re making entertainment. 如果一个潜在上瘾科技的创作者制造出了他们自己使用但又不能说能够让用户生活变得更好的东西,那他们所制作的就是娱乐。 Entertainment is art and is important for its own sake. |||||||||por sí misma 娱乐就是艺术,对于艺术本身而言至关重要。 Art provides joy, helps us see the world differently, and connects us with the human condition. 艺术带来快乐,帮助我们以不同的视角看待世界,并让我们与人类的境况联系在一起。 These are all important and age-old pursuits. 这些都是重要且古老的追求。 Entertainment, however, has particular attributes of which the entrepreneur, employee, and investor should be aware when using the Manipulation Matrix. ||||||||||||||conscientes||||| 然而 Entertainment 具有特定属性,企业家、雇员和投资者在使用 Manipulation Matrix 时应该注意。

Art is often fleeting; products that form habits around entertainment tend to fade quickly from users’ lives. |||efímera||||||||||||| 艺术常常是短暂的;围绕娱乐形成习惯的产品往往会很快从用户生活中消失。 A hit song, repeated over and over again in the mind, becomes nostalgia after it is replaced by the next chart-topper. 一首热门歌曲在脑海中反复播放后,被下一首热门歌曲取代时,会变成怀旧的回忆。 A book like this one is read and thought about for a while until the next interesting piece of brain candy comes along. 这样的一本书会被人阅读和思考一段时间,直到下一篇有趣的脑力食品出现。 As we learned in the chapter on variable rewards, games like FarmVille and Angry Birds engross users, but then are relegated to the gaming dustbin along with other hyper-addictive has-beens such as Pac Man and Mario Bros. |||||||||||||||absorben|||||relegados||||cubo de basura|junto||||||||||||| 正如我们在有关变化奖励的章节中学到的,FarmVille和Angry Birds等游戏吸引了用户的注意,但随后被归类到游戏垃圾箱中,与其他诸如Pac Man和Mario Bros这样的超瘾游戏一起。

Entertainment is a hits-driven business because the brain reacts to stimulus by wanting more and more of it, ever hungry for continuous novelty. 娱乐是一个靠热门作品驱动的行业,因为大脑对刺激的反应是渴望越来越多,永远渴望持续的新奇感。 Building an enterprise on ephemeral desires is akin to running on an incessantly rolling treadmill: You have to keep up with the constantly changing demands of your users. |||||||similar|||||||cinta de correr||||||||||||| 以短暂欲望为基础建立一个企业就像在不停滚动的跑步机上奔跑:您必须跟上用户不断变化的需求。 In this quadrant, the sustainable business is not purely the game, the song, or the book — profit comes from an effective distribution system for getting those goods to market while they’re still hot, and at the same time keeping the pipeline full of fresh releases to feed an eager audience. ||||sostenible||||||||||||||||||||||||||||||||||||||||||||ansioso| 在这个象限中,可持续的业务不仅仅是游戏、歌曲或书籍-利润来自于一个有效的分销系统,将这些商品推向市场,同时保持管道里充满新鲜作品,以满足渴望的受众。 The Dealer

Creating a product that the designer does not believe improves users’ lives and that he himself would not use is called exploitation. 设计师制作一个他自己不相信能改善用户生活、并且自己也不会使用的产品是被称为剥削的。 In the absence of these two criteria, presumably the only reason the designer is hooking users is to make a buck. 假设在缺乏这两个标准的情况下,设计师唯一的目的是为了赚钱。 Certainly there is money to be made addicting users to behaviors that do little more than extract cash; and where there is cash, there will be someone willing to take it. ciertamente|||||||||||||||||||||||||||dispuesto||| 当然,让用户沉溺于只会提取现金的行为中可以赚取利润;而只要有现金,就会有人愿意拿走。

The question is: Is that someone you? Casinos and drug dealers offer users a good time, but when the addiction takes hold, the fun stops.

In a satirical take on Zynga’s FarmVille franchise, Ian Bogost created Cow Clicker, a Facebook app where users did nothing but incessantly click on virtual cows to hear a satisfying “moo.” 在对Zynga的FarmVille系列游戏进行讽刺之后,Ian Bogost创建了Cow Clicker,这是一个Facebook应用,用户只需要不停地点击虚拟奶牛来听到令人满意的“咩”。 [cxxiii] Bogost intended to lampoon FarmVille by blatantly implementing the same game mechanics and viral hacks he thought would be laughably obvious to users. |||||||de manera evidente||||||||trucos|||||ridículamente||| Bogost打算通过公然实施相同的游戏机制和病毒式黑客来讽刺FarmVille,他认为这些对用户来说将是可笑而明显的。 But after the app’s usage exploded and some people became frighteningly obsessed with the game, Bogost shut it down, bringing on what he called “The Cowpocalypse.” ||||||||||aterradoramente||||||||||||||| 但在该应用的使用量激增并且一些人变得着迷于游戏后,Bogost关闭了应用程序,引发了他所称的“牛启示录”. [cxxiv]

Bogost rightfully compared addictive technology to cigarettes. |justamente||||| Bogost rightfully compared addictive technology to cigarettes. Certainly, the incessant need for a smoke in what was once a majority of the adult U.S. 当然,美国成年人中吸烟需求极高的情况已经被对设备进行无休止检查的几乎同等强烈的冲动所取代。 population has been replaced by a nearly equal compulsion to constantly check our devices. 人们对不断检查我们的设备的需求已经取代了人口。 But unlike the addiction to nicotine, new technologies offer an opportunity to dramatically improve users’ lives. 但与对尼古丁的成瘾不同,新技术提供了极大改善用户生活的机会。 Like all technologies, recent advances in the habit-forming potential of digital innovation have both positive and negative effects. 就像所有技术一样,数字创新形成习惯的潜力的最新进展既有积极影响,也有负面影响。

But if the innovator has a clear conscience that the product materially improves people’s lives — first among them, the designer’s — then the only path is to push forward. 但是,如果创新者确信产品在实质上改善了人们的生活 - 首当其冲的是设计师自己 - 那么唯一的道路就是继续前进。 With the exception of the addicted one percent, users bear ultimate responsibility for their actions. 除了上瘾的百分之一用户外,用户对自己的行为负有最终责任。

However, as the march of technology makes the world a potentially more addictive place, innovators need to consider their role. 然而,随着技术的进步,世界变得更具上瘾性,创新者需要考虑自己的角色。 It will be years, perhaps generations, before society develops the mental antibodies to control new habits; in the meantime, many of these behaviors may develop harmful side-effects. For now, users must learn to assess these yet-unknown consequences for themselves, while creators will have to live with the moral repercussions of how they spend their professional lives. 目前,用户必须学会自行评估这些尚未知道的后果,而创作者将不得不承受他们如何度过职业生涯的道德后果。

My hope is that the Manipulation Matrix helps innovators consider the implications of the products they create. 我希望Manipulation Matrix能帮助创新者考虑他们所创造产品的影响。 Perhaps after reading this book, you’ll start a new business. 也许读完这本书后,您会开始一家新的业务。 Maybe you’ll join an existing company with a mission to which you are committed. Or, perhaps you will decide it is time to quit your job because you’ve come to realize it no longer points in the same direction as your moral compass. 或许你会决定辞掉工作,因为你意识到它与你的道德指南不再指向同一方向。 *** *

Remember and Share 记住并分享

- To help designers of habit-forming technology assess the morality behind how they manipulate users, it is helpful to determine which of the four categories their work fits into. - 为了帮助习惯性科技的设计者评估他们如何操纵用户的道德问题,确定他们的工作属于四大类别之一是有帮助的。 Are you a facilitator, peddler, entertainer, or dealer? 你是促进者、推销者、娱乐者还是经销商呢?

- Facilitators use their own product and believe it can materially improve people’s lives. - 促进者使用自己的产品,并相信它可以在实质上改善人们的生活。 They have the highest chance of success because they most closely understand the needs of their users.

- Peddlers believe their product can materially improve people’s lives, but do not use it themselves. vendedores|||||||||||||| They must beware of the hubris and inauthenticity that comes from building solutions for people they do not understand. |||||arrogance||||||||||||| ||tener cuidado||||||||||||||||

- Entertainers use their product, but do not believe it can improve people’s lives. They can be successful, but without making the lives of others better in some way, the entertainer’s products often lack staying power. - Dealers neither use the product nor believe it can improve people’s lives. They have the lowest chance of finding long-term success and often find themselves in morally precarious positions.

***

Do This Now

- Take a minute to consider where you fall on the Manipulation Matrix. - 花一分钟考虑一下你在操纵矩阵中的位置。 Do you use your own product or service? 你是否使用自己的产品或服务? Does it influence positive or negative behaviors? 它是否影响积极或消极的行为? How does it make you feel? Ask yourself if you are proud of the way you are influencing the behavior of others.

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