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  • The process of persuasive design, six steps in six weeks.

    六週六個步驟,帶你認識富含說服力的設計的程序

  • If you've seen our previous video on persuasion, emotion and trust, we call it PET,

    如果你已經看過我們針對說服、情緒、信任的影片,我們簡稱三者為 PET

  • you know that there's a long list of methods we can use

    你知道我們有很多可以使用的方法

  • to motivate customers and increase their conversion.

    來驅動顧客並提升網頁上的轉換率

  • So it's natural to think that more persuasion methods is good.

    所以,我們很自然會覺得越多說服方法越好

  • Lots of persuasion methods will result in lots of conversion.

    大量的說服方法,對於網頁顧客轉換會有很好的成效

  • But it's not true.

    但這是錯的

  • Using lots of methods results in persuasion clutter.

    太多的說服方法只會造成論點雜亂的反效果

  • Kaptein and Duplinsky in 2011 researched using more methods and found that adding social proof,

    2011 年時,Kaptein 和 Duplinsky 的實驗同時使用相對弱的社會認同方法

  • a weak method in that case, to advice from an authority figure resulted

    以及權威人物說服方法

  • in less persuasion than the authority figure alone.

    並發現其成效相較於單獨使用權威人物說服方法要來得差

  • So the mastery of persuasion requires a more sophisticated approach.

    所以要掌握說服,需要一個更複雜的方法

  • Step one, we need to understand the emotional battle that goes inside our customer's heads.

    第一步,我們必須了解顧客腦中情緒的拉扯

  • We use in-depth Gestalt interview methods

    我們使用格式塔深度訪談

  • to understand the customer's drives, blocks, beliefs and feelings.

    以了解顧客的驅動來源、阻礙、信念及感受

  • Step two, we collect the insights from a bunch of customers so you have a good picture

    第二步,我們蒐集一群顧客的洞見以更明確的認識

  • of the things that usually matter and you have a sense of the big, strong issues.

    那些真正重要的事,並讓你對於該議題有一個全面及強烈的概念

  • And you understand things like that getting vaccinated is driven by fear of getting sick,

    你了解到接種疫苗是由對於生病的恐懼所推動

  • which is very much driven by fear of embarrassment

    也可以說是對於陷入窘境的恐懼

  • and guilt in getting other people sick.

    以及害其他人生病的罪惡感所驅動

  • Step three, we pick the emotional things that are most likely to work.

    第三步,我們挑選最可能成功的情緒行銷溝通來下手

  • It's no surprise they're often related to fear, food or sex and protecting our kids.

    不意外的,這些溝通通常與恐懼、美食、性或兒童保護有關

  • Our lower brains are tuned to survival and passing on your DNA,

    我們的腦幹負責掌管生存以及 DNA 傳承的機制

  • which is how we survive bazillions of generations to get here now.

    讓我們得以歷經數都數不清的世代傳承而存續至今

  • So maybe we can focus on fear of being sick

    因此我們或可以針對人們對於生病的恐懼

  • and how awful you would feel if you got your kids sick.

    以及人們對於使得孩子生病的罪惡感

  • This drive or block, it becomes the theme.

    這個驅動或阻礙就成了主軸

  • Step four, now comes the tricky part, we have to make a frame

    第四步,進到最棘手的部分,我們要創造一個框架

  • and a meme that will support the theme.

    以及一個可以支持主題的梗

  • It's a central point of the whole persuasion effort.

    這是整個說服過程中最核心的部分

  • And it can be the central point of your application campaign, or even a company,

    它也可以是你應用程式的活動甚或是公司概念的核心

  • like the FedEx message: “When it absolutely, positively has to be there overnight.”

    像是 FedEx 的「使命必達」

  • Or for a vaccination, maybe: “Flu, not the best holiday gift.”

    或也許疫苗的「流感,不是最好的佳節禮物」

  • Step five is about taking that message and selecting specific methods

    第五步則是關於訊息的傳遞與具體的傳遞方法

  • of influence that it will support it.

    以支持、推廣這個訊息

  • So if we're using "Flu, not the best holiday gift", you might select testimonials with people

    所以當我們使用「流感,不是最好的佳節禮物」時,可能就會選擇使用與目標客群相同的人證

  • like the target customers telling their stories about how they lost holidays.

    講述關於他們如何失去假期的故事

  • Or you might use scarcity, making people feel that the supply might run out

    或你可以使用稀少性,讓人們認為商品即將售罄

  • and they can only protect their family if they move quickly.

    而他們只能趕快採取行動來保護自己的家人

  • And finally in step six, we want to look at the flow of the customers moving

    最後,在第六步中,我們希望追蹤

  • through your digital interaction.

    數位互動中的人流

  • In fact, the entire interaction.

    事實上,整個互動過程中

  • Your customers, they, they sort of march through your website or sometimes march

    你的顧客,他們基本上就是路過你的網站

  • through several sites as, as they reach a point of certainty and become ready to buy.

    或是有時候路過好幾個網站,最後才慢慢形成購買意願及購買準備

  • We have to have a strategy that pulls people through that interaction.

    我們必須有將人們拉向互動的策略

  • A home page needs to capture attention and draw the customer in.

    網站的首頁要能吸引顧客的注意力及點擊

  • You might use optimal level of dissonance,

    你或許會使用消費者失調的最佳水平

  • using curiosity to get people off the home page and into the site.

    利用好奇心指引顧客從首頁跳入站內頁面

  • Then, get the customer engaged.

    接著,讓顧客參與其中

  • You can engage by making fun interactions, perhaps using the methods

    你可以使用有趣的互動來讓顧客參與,或許透過

  • of game designers to make things fun.

    遊戲設計來讓事情變得有趣

  • It's called gamification.

    稱為「遊戲化」

  • Or perhaps making the content exciting, which usually means fear, food or sex.

    或也許可以使得內容更令人興奮,通常為恐懼、美食或性等情緒

  • Then, getting to that magic point of certainty when the actual sale happens.

    接著,就來到銷售活動真正實現的神奇時刻

  • We must always remember that this is an emotional event.

    我們必須永遠記得這是一個情緒化的事件

  • When people have brain damage to their orbital frontal cortex, they can't make decisions

    當人們眼眶額葉皮質受損時,就無法下決定

  • because the orbital frontal lobes connect the emotional part of the brain to the logical part.

    因為眼眶額葉負責連接大腦的情感區以及邏輯區

  • So this is the point where we use emotional triggers to close the sale,

    而這就是我們利用情感觸發以提升銷售的原因

  • not just any triggers, but ones that align with the theme and frame and meme.

    並不是什麼觸發都可以,而是與主題、框架及梗相互應合的觸發

  • [ Silence ]

    〔無聲〕

  • If you'd like to download and print a copy of this drawing or download a white paper on PET research,

    如果你想下載列印這個示意圖,或是下載 PET 研究白皮書

  • please go to humanfactors.com/persuasion.asp.

    請前往 humanfactors.com/persuasion.asp

The process of persuasive design, six steps in six weeks.

六週六個步驟,帶你認識富含說服力的設計的程序

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