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Components of Nudging in Product Design

Writer: Cenxi WeiCenxi Wei

1. Defaults

Definition – Defaults are some options/choices provided or recommended by choice architects to encourage users to do nothing to process. A rule in association with a defaulted option makes things happen, even though a decision-maker does nothing.


Example – In Fitness Boxing 2 (a Nintendo Switch game), there are 3 options for Daily Workout, and the default is “Regular” which I adopt the most frequently.



2. Expect Error

Definition – Expect Error is a mistake that users may make when using a product, which helps design to avoid or forgive these mistakes and give hints on overcoming them in advance. When these wrong situations are taken into product design, decision-makers could feel more confident and safer to use it, which improves efficiency.


Example – When I mention “attached” or “attachment” in an email without a file attached, the Gmail system will remind me to add a file to avoid the mistake, which may happen often when people forget.



3. Give feedback

Definition – Giving feedback is a helpful approach to inform users how they are doing and how they could improve, especially important when things go wrong. The timing to give feedback is also essential for a better understanding of how to solve problems.


Example – When using a TV mode on Nintendo Switch, I need to pull off both controllers from the console. However, I can only do it one by one, and the feedback on the left-bottom corner suggests I pull the left one if I want to have a fully-functional control.



4. Understanding mappings

Definition – Mapping is a matching process to build relations between analyzing outcomes and making decisions, making complex options/choices more understandable. Mappings could be different paths to transform information into action, understanding which could guide people to decide stuff.


Example – I am not an Apple Music user and don’t realize privileges in a monthly plan, so Apple offers a first-month free trial to create a “mapping” between the music experience and my subscription decision once I open the app.


5. Structure Complex Choices

Definition – Structuring complex choices is a strategy adopted by choice architects to make complicated options easier or more structural for decision-makers to choose. People could be their own choice architects, and occasionally, it helps people to make better choices by themselves.


Example – When browsing a merchandise description page of Nudge: The Final Edition on Amazon, there are 2 more relevant books recommended to buy together, which might be an instance of “collaborative filtering”.



6. Incentives

Definition – Incentives are the target audience’s motivations or desires that could encourage them to want more/less of services/products. When the answers to who chooses, who uses and who pays are one person, markets will perform pretty well.


Example – ClassPass is a trendy exercise booking app for gym rats, which offers a lower price per course by consuming credits. I could invite new users to gain free credits to redeem classes, and as a former member, I have received a 1-month free promotion with a picture from the studio I used to visit frequently.


7. Curation

Definition – Curation is a choice architecture strategy of how to render a unique and enjoyable experience of a small collection rather than simply offering more choices. Good curation is a combination of reducing bad options and illustrating new ones to satisfy decision-makers.


Example – On the homepage of the App Store, a category called “OUR FAVOURITES” with the slogan “What We’re Playing Now” caught my eyes due to a limited selection of mobile games that I could try without too much inner tangle.


8. Fun

Definition – Fun, as an ultimate element of good choice architecture, equals a certain degree of enjoyment, amusement and pleasure built on individuals’ interests. It makes activities desirable to motivate people to do tasks continuously and effectively.


Example – Duolingo is an English-learning application, integrated with mini-stories, achievements and challenges to make it fun for users to practice and learn.



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