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Persuasion: Affect, decisions and Neuromarketing MS3305

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Title: Persuasion: Affect, decisions and Neuromarketing MS3305


1
Persuasion Affect, decisions and Neuromarketing
MS3305
2
Persuasion
  1. Recapping Affect (MS2306)
  2. The Techniques of Neuromarketing
  3. Independent Reading Notes on Gabriel Tardes
    Society of Imitation

3
Affect and Deciding
  • Recap from MS2306

4
  • To Influence?
  • To Affect?

5
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7
  • What was affected?
  • What was influenced?
  • Scores go down with sound turned off

8
The Atmosphere of Affect
  • Insubstantiality of affect makes it difficult to
    touch. It has no substance, but it does have an
    influence a force

9
Affect, Communication and the Senses
Regarded as top of the hierarchy of the senses
Pheromones affect behavior or physiology
10
Pheromones and Decisions
Firm adds smell to video games
See also Jussi Parikka Insect Theory of Media
An Archaeology of Animals, Technology and
Cultural Theory. To be published by Minnesota
University Press - Posthumanities Series
11
HCI
  • The focusing of
  • Attention
  • Understanding
  • Memory
  • Cognitive framework to understand decision making
    processes

12
Emotional Design
  • Still focusing on decision-making processes
  • But moving increasingly towards emotional
    experiences

13
  • Subconscious, beneath conscious awareness
  • Affect (visceral)
  • Rapid judgments, determined by environmental
    pressures
  • Safety
  • Danger
  • Gut Feelings
  • Queasy, uneasy, tense, edgy, shocked, jolted,
  • Muscles tighten
  • Digestive system upset
  • Jump out your skin affect
  • Cognitive
  • Consciousness, arrives late, after affect
  • Info processing
  • Interpretation
  • Making sense of the world
  • Decision-making?

14
MS3305
  • Need to consider emotional design in terms of the
    module debate
  • As part of consumer economy
  • The essays

15
Emotional Design Brands
  • Normans Emotional Design occurs in the world of
    products
  • Brands are all about emotions
  • They draw the consumer towards the product
  • Emotional branding is about building
    relationships with users
  • (Norman pp. 59-60)

16
New Media Producer/Consumer Relation Nigel
Thrift (2008)
  • Producers of commodities and brands establish
    passionate, affective relationship with consumers
    (p. 245).
  • The corporate exploitation of noncognitive and
    pre-discursive realm of the user

17
Thrift
  • Corporations are in the business of making
  • hormonal splashes through increasing contact
    with consumers'
  • Attempts to manipulate the emotional mood of
    consumers

Consumer arousal
18
The generation of passions
The added value of emotions and affects
Sensory design of commodities
19
Sensory Design
Scented laptops
20
Normans claimYou cannot escape affect
  • All three levels interact with each other
  • Bottom up driven by perception and gut
    feelings/reactions
  • Top down driven by thought
  • Everything has a cognitive and affective component

21
You cannot escape affect
  • Cognitive assigns meaning culturally learned
    responses
  • Affective assigns value changes how we think

22
Persuasion and the New Media
  • Techniques of neuromarketing
  • Shifts in cognitive science/neuroscience

23

Watch this one http//www.youtube.com/watch?vQBD
vj2L7eb4 http//www.youtube.com/w
atch?vCBLb3NZu1_4 Damasio speaks at the
Neuromarketing World Forum 2014 http//viralcontag
ion.wordpress.com/2014/02/28/damasio-does-neuromar
keting/ Nielson Neurofocus http//www.youtube.com
/watch?vq_74vS5Zsis

24
White Paper on Persuasionposition paper for
neuromarketing
  • Persuasion and Engagement
  • Watchwords of advertising
  • Consumers spend less time in captive environments
  • Focus on grabbing the ever-thinning slice of
    consumer attention
  • Understanding the level to which consumers are
    engaged and persuaded in the brief moments they
    interact with the brand, product, service, or
    show
  • TV advertising
  • Radio advertising
  • Print advertising
  • Billboards
  • Live event advertising
  • Internet banners and text advertising
  • Interactive content
  • Product placement

25
Eye-Mind Hypothesisvision, attention, conscious
thought
  • Just Carpenters Eye-mind hypothesis (1976)
  • What a person is looking at is assumed to
    indicate the thought on top of the stack of
    cognitive processes
  • Eye-movement recordings can provide a dynamic
    trace of where a persons attention is being
    directed in relation to a visual display'
  • i Poole, A. Ball, L. J. (2005). Eye Tracking
    in Human-Computer Interaction and. Usability
    Research Current Status and Future Prospects. In
    Ghaoui, Claude (Ed.). Encyclopedia of Human
    Computer Interaction. Idea Group, pp. 211-219

26
Traces pathway between what enters the eye and
the mind
  • Follows a glint in the eye of the consumer emits
    an infrared light which reflects onto the eye (a
    corneal reflection)
  • Fixations records duration of attention
  • Saccades measures movement from one fixation to
    another
  • Scanpaths fixations saccadic movements
  • Heat Map
  • most attention hot
  • less attention cold

Feature of usability testing and interface design
27
Heat Maps
28
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30
Cognitive approach in HCI
  • If we know that people are distracted, often
    involuntarily, how is it possible to get their
    attention again without allowing them to miss the
    window of opportunity
  • (Preece et al p. 101)

31
Blending techniques like EEG and Eye-Tracking
  • However, since mid-1990s, measuring what is being
    attended to has extended beyond reasoned
    consciousness
  • Tapping into unconscious responses
  • Eye tracking EEG
  • Attention spontaneous and unconscious
  • attraction
  • affective engagement
  • emotional responses

32
Blending EEG with other Physiological Measures
33
Methods
  • The preferred method
  • EEG
  • (Electroencephalogram -
  • (l k tr - n-s f -l -gr m)
  • Measures electrical voltage in brain activity
    directly linked to the activity of neurons

34
\
  • A system developed around emerging ideas within
    neurophysiology, neuroscience and cognitive
    science in recent decades concerning the relation
    between cognition and emotion

Watch James Bond Test EEG Eye Tracking
Output.mov Automatic emotion recognition
software Demo download http//www.visual-recogniti
on.nl/ "If It Feels Good Do It" Using
Neuromarketing to Go Beyond
35
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36
Gabriel Tarde
37
Why Tarde?
  • Provides a persuasion theory of affect,
    suggestibility and imitation

38
Two Sociologies (in a nutshell)
  • Durkheim
  • Tarde

39
Durkheim grasps the social as distinct from
psychology biology
  • every time a social phenomenon is directly
    explained by a psychological phenomenon, we may
    rest assured that the explanation is false.
    Durkheim, RMS, 1894 129

40
Microsociology
  • Tarde provides an understanding of social
    associations, of co-operation, with no
    distinction made between Nature and Society (See
    Lazzarato, 2005 p. 17)

41
Tarde the Neuroscientist?
  • Nothing, however, is less scientific than the
    establishment of this absolute separation, of
    this abrupt break, between the voluntary and the
    involuntary, between the conscious and the
    unconscious. Do we not pass by insensible degrees
    from deliberate volition to almost mechanical
    habit?
  • Preface to the Second Edition of The Laws of
    Imitation xi

42
Tardean Persuasion Theory
  • The magnetic pull of points of fascination,
    intoxicating glories and celebrity narratives

43
Tardean Persuasion Theory
  • Imitation-suggestibility
  • Passions transmitted through media, mostly
    unawares
  • Occurs at intersection between
  • Culture of attraction
  • Biologically hardwired inclination
  • Both of which can be manipulated
  • i Thrift, Nigel Pass it On Towards a
    Political Economy of Propensity. A conference
    paper delivered at the Social Science and
    Innovation Conference Royal Society of the Arts
    (RSA), London. Paper archived on the conference
    website at http//www.aimresearch.org/uploads/File
    /Presentations/2009/FEB/NIGEL20THRIFT20PAPER.pdf
    (accessed August 2009). p. 2

44
Mirror neuron hypothesis
  • We are connected by brain circuitry that fires
    when we either perform a given action or see
    someone else perform the same action (Lakeoff p.
    39)

Tina Gonsalves
45
Mirror Neurons Empathy
  • The mirror neuron hypothesis
  • Adds theoretical support to explanations of how
    empathy might work, particularly in terms of the
    sharing of feelings, compassion, admiration and
    even mind reading.
  • Lakeoff p. 39.
  • a plausible neurophysiological explanation for
    the means by which the existence of the other is
    etched into the brain so that we are able to
    intuit what the other is thinking we are able
    to mindread - not only because we see others
    emotions but because we share them
  • Thrift Pass it On p. 8.

46
Stanley Milgram on obedience, authority and
imitation
47
Further readingpersuasion profiling
  • http//www.wired.com/magazine/2011/04/st_essay_per
    suasion_profiling/

48
TRYING (week six)
  • Create simulations and prototypes to help
    empathize with people and to evaluate proposed
    designs.

49
Modes of users trying out
  1. EMPATHY TOOLS
  2. SCENARIOS
  3. NEXT YEARS HEADLINES
  4. INFORMANCE

50
EMPATHY TOOLS
51
EMPATHY TOOLS
  • Use tools like clouded glasses and weighted
    gloves to experience processes as though you
    yourself have the abilities of different users.
  • This is an easy way to prompt an empathic
    understanding for users with disabilities or
    special conditions.

52
Uses?
  • Example Designers wore gloves to help them
    evaluate the suitability of cords and buttons for
    a home health monitor designed for people with
    reduced dexterity and tactile sensation.

53
SCENARIOS
http//www.usabilitynet.org/tools/scenarios.htm
54
SCENARIOS
  • Illustrate a character-rich storyline describing
    the context of use for a product or service.
  • This process helps to communicate and test the
    essence of a design idea within its probable
    context of use. It is especially useful for the
    evaluation of service concepts

55
Uses?
  • Example Designing a community Web site, the team
    drew up scenarios to highlight the ways
    particular design ideas served different user
    needs.

56
NEXT YEARS HEADLINES
57
NEXT YEARS HEADLINES
  • Invite employees to project their company into
    the future, identifying how they want to develop
    and sustain customer relations.
  • Based on customer-focused research, these
    predictions can help to define which design
    issues to pursue for development.

58
Uses?
  • Example While designing an Intranet site for
    information technologists, the team prompted the
    client to define and clarify their business
    targets for immediate and future launches.

59
INFORMANCE
60
INFORMANCE
  • Act out an informative performance scenario by
    role-playing insights or behaviours that you have
    witnessed or researched.
  • This is a good way to communicate an insight and
    build a shared understanding of a concept and its
    implications.

61
Uses?
  • Example A performance about a story of mobile
    communications shows the distress of a frustrated
    user.

62
Task
  • Comparing self reporting with biometric output
    (EEG and GSR)
  • http//static.guim.co.uk/interactivestore/2013/3/2
    6/1364311758117/422623/bin-tmp/index.html
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