A retrospective on persuasive design over the past decade, examining what worked, what failed, and how the field evolved into behavioral design. Key lessons include the limits of gamification without intrinsic motivation, the shift from simple trigger-based models (Fogg Behavior Model) to holistic frameworks like COM-B, and the
Table of contents
Is Persuasion The Same As Deception?A Decade Later, What Have We learned?Lesson 1: From Quick Fixes To Behavioral StrategyA Decade Later: What Has Proven To Work In PracticeBuilding A Shared Vocabulary For Product PsychologySort: