Wednesday, October 19, 2016

The Scientists Who Make Apps Addictive

Earlier this year I travelled to Palo Alto to attend a workshop on behaviour design run by Fogg on behalf of his employer, Stanford University. Roaming charges being what they are, I spent a lot of time hooking onto Wi-Fi in coffee bars. The phrase “accept and connect” became so familiar that I started to think of it as a Californian mantra. Accept and connect, accept and connect, accept and connect.

I had never used Uber before, and since I figured there is no better place on Earth to try it out, I opened the app in Starbucks one morning and summoned a driver to take me to Stanford’s campus. Within two minutes, my car pulled up, and an engineering student from Oakland whisked me to my destination. I paid without paying. It felt magical. The workshop was attended by 20 or so executives from America, Brazil and Japan, charged with bringing the secrets of behaviour design home to their employers.

Fogg is 53. He travels everywhere with two cuddly toys, a frog and a monkey, which he introduced to the room at the start of the day. Fogg dings a toy xylophone to signal the end of a break or group exercise. Tall, energetic and tirelessly amiable, he frequently punctuates his speech with peppy exclamations such as “awesome” and “amazing”. As an Englishman, I found this full-beam enthusiasm a little disconcerting at first, but after a while, I learned to appreciate it, just as Europeans who move to California eventually cease missing the seasons and become addicted to sunshine. Besides, Fogg was likeable. His toothy grin and nasal delivery made him endearingly nerdy.

In a phone conversation prior to the workshop, Fogg told me that he read the classics in the course of a master’s degree in the humanities. He never found much in Plato, but strongly identified with Aristotle’s drive to organise and catalogue the world, to see systems and patterns behind the confusion of phenomena. He says that when he read Aristotle’s “Rhetoric”, a treatise on the art of persuasion, “It just struck me, oh my gosh, this stuff is going to be rolled out in tech one day!”

In 1997, during his final year as a doctoral student, Fogg spoke at a conference in Atlanta on the topic of how computers might be used to influence the behaviour of their users. He noted that “interactive technologies” were no longer just tools for work, but had become part of people’s everyday lives: used to manage finances, study and stay healthy. Yet technologists were still focused on the machines they were making rather than on the humans using those machines. What, asked Fogg, if we could design educational software that persuaded students to study for longer or a financial-management programme that encouraged users to save more? Answering such questions, he argued, required the application of insights from psychology.

Fogg presented the results of a simple experiment he had run at Stanford, which showed that people spent longer on a task if they were working on a computer which they felt had previously been helpful to them. In other words, their interaction with the machine followed the same “rule of reciprocity” that psychologists had identified in social life. The experiment was significant, said Fogg, not so much for its specific finding as for what it implied: that computer applications could be methodically designed to exploit the rules of psychology in order to get people to do things they might not otherwise do. In the paper itself, he added a qualification: “Exactly when and where such persuasion is beneficial and ethical should be the topic of further research and debate.”

Fogg called for a new field, sitting at the intersection of computer science and psychology, and proposed a name for it: “captology” (Computers as Persuasive Technologies). Captology later became behaviour design, which is now embedded into the invisible operating system of our everyday lives. The emails that induce you to buy right away, the apps and games that rivet your attention, the online forms that nudge you towards one decision over another: all are designed to hack the human brain and capitalise on its instincts, quirks and flaws. The techniques they use are often crude and blatantly manipulative, but they are getting steadily more refined, and, as they do so, less noticeable.

Fogg’s Atlanta talk provoked strong responses from his audience, falling into two groups: either “This is dangerous. It’s like giving people the tools to construct an atomic bomb”; or “This is amazing. It could be worth billions of dollars.”

The second group has certainly been proved right. Fogg has been called “the millionaire maker”. Numerous Silicon Valley entrepreneurs and engineers have passed through his laboratory at Stanford, and some have made themselves wealthy.

Fogg himself has not made millions of dollars from his insights. He stayed at Stanford, and now does little commercial work. He is increasingly troubled by the thought that those who told him his ideas were dangerous may have been on to something.

by Ian Leslie, 1843 |  Read more:
Image: Bill Butcher