P
Emotion, Persuasion & Ethics
Emotional Design
50 cards- Three Levels 4
- Pleasure Points 3
- Peak-End Rule 3
- Anthropomorphism 3
- Brand Personality 7
- Limits of Humor 3
- Emotional Design vs. Efficiency 7
- Visceral, Behavioral & Reflective Levels 4
- Delight and Emotional Peaks 4
- Anthropomorphism & Persona 4
- Humor and Error-Scenario Boundaries 4
- Designing for Waiting, Failure & Loss 4
Motivation and Persuasion
48 cards- Intrinsic vs. Extrinsic Motivation 7
- Gamification Elements 3
- Progress Feedback 3
- Social Proof 3
- Loss Aversion and Framing Effects 7
- Commitment and Consistency 7
- Anchoring effect 3
- The line between persuasion and manipulation 3
- Gamification Misuse 4
- Progress Feedback and Completion Drive 4
- Reciprocity and Obligation Pressure 4
Attention Ethics
42 cards- Variable Rewards 3
- Infinite Scroll 3
- Time-Well-Spent Design 3
- Digital Wellbeing Tools 3
- Freedom to Disengage 3
- Notification-Driven Re-engagement 7
- Variable Rewards and Addictive Mechanics 4
- Attention Costs of Infinite Scroll 4
- Digital Wellbeing and Screen-Time Tools 4
- Freedom to Exit and Disengage 4
- Protecting Adolescent Attention 4
Design Ethics
52 cards- Value-Sensitive Design 3
- Algorithmic Fairness 3
- Data Representativeness 3
- Protecting Vulnerable Groups 7
- Children and Age-Appropriate Design 7
- Participatory Design 3
- Designers' Responsibility Boundaries 3
- Environmental Sustainability 3
- Algorithmic Fairness and Disparate Impact 4
- Data Representativeness and Bias 4
- Participatory Design and Shared Decision-Making 4
- Process-Embedded Ethics Assessment 4
- Environmental Sustainability and Digital Carbon Footprint 4