Title: Persuasion: Affect, decisions and Neuromarketing MS3305
1Persuasion Affect, decisions and Neuromarketing
MS3305
2Persuasion
- Recapping Affect (MS2306)
- The Techniques of Neuromarketing
- Independent Reading Notes on Gabriel Tardes
Society of Imitation
3Affect and Deciding
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7- What was affected?
- What was influenced?
- Scores go down with sound turned off
8The Atmosphere of Affect
- Insubstantiality of affect makes it difficult to
touch. It has no substance, but it does have an
influence a force
9Affect, Communication and the Senses
Regarded as top of the hierarchy of the senses
Pheromones affect behavior or physiology
10Pheromones 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
11HCI
- The focusing of
- Attention
- Understanding
- Memory
- Cognitive framework to understand decision making
processes
12Emotional 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?
14MS3305
- Need to consider emotional design in terms of the
module debate - As part of consumer economy
- The essays
15Emotional 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)
16New 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
17Thrift
- Corporations are in the business of making
- hormonal splashes through increasing contact
with consumers'
- Attempts to manipulate the emotional mood of
consumers
Consumer arousal
18The generation of passions
The added value of emotions and affects
Sensory design of commodities
19Sensory Design
Scented laptops
20Normans 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
21You cannot escape affect
- Cognitive assigns meaning culturally learned
responses - Affective assigns value changes how we think
22Persuasion and the New Media
- Techniques of neuromarketing
- Shifts in cognitive science/neuroscience
23Watch 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
24White 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
25Eye-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
26Traces 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
27Heat Maps
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30Cognitive 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)
31Blending 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
32Blending EEG with other Physiological Measures
33Methods
- 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
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36Gabriel Tarde
37Why Tarde?
- Provides a persuasion theory of affect,
suggestibility and imitation
38Two Sociologies (in a nutshell)
39Durkheim 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
40Microsociology
- Tarde provides an understanding of social
associations, of co-operation, with no
distinction made between Nature and Society (See
Lazzarato, 2005 p. 17)
41Tarde 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
42Tardean Persuasion Theory
- The magnetic pull of points of fascination,
intoxicating glories and celebrity narratives
43Tardean 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
44Mirror 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
45Mirror 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.
46Stanley Milgram on obedience, authority and
imitation
47Further readingpersuasion profiling
- http//www.wired.com/magazine/2011/04/st_essay_per
suasion_profiling/
48TRYING (week six)
- Create simulations and prototypes to help
empathize with people and to evaluate proposed
designs.
49Modes of users trying out
- EMPATHY TOOLS
- SCENARIOS
- NEXT YEARS HEADLINES
- INFORMANCE
50EMPATHY TOOLS
51EMPATHY 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.
52Uses?
- 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.
53SCENARIOS
http//www.usabilitynet.org/tools/scenarios.htm
54SCENARIOS
- 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
55Uses?
- Example Designing a community Web site, the team
drew up scenarios to highlight the ways
particular design ideas served different user
needs.
56NEXT YEARS HEADLINES
57NEXT 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.
58Uses?
- 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.
59INFORMANCE
60INFORMANCE
- 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.
61Uses?
- Example A performance about a story of mobile
communications shows the distress of a frustrated
user.
62Task
- 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