The Persuasive Patterns Card Deck is a collection of 60 design patterns driven by psychology, presented in a manner easily referenced and used as a brainstorming tool.
With a focus on human behavior, each card describes one psychological insight and suggests ways in which you can apply it to your product.
The first edition of the Persuasive Patterns card deck was sold out in May 2017
We expect to ship the revised 2nd edition in November 2017
All cards have been revised to provide more actionable insights based on intensive use by key customers.
6 new cards have been added – concepts that time and time again proved missing.
The accompanying pamphlet is more elaborate and is now more focused on getting you up and running fast.
The deck features the same gorgeous illustrations by artist Annesofie Sandal, but have been adjust to look even more sharp.
We learned from wear and tear and redesigned the branded box with an anti-scratch surface and added beautiful printed graphics.
Tried and tested
Tested since August 2015, they have proved an invaluable resource for research based insights into what makes us act. In its revised version, they are even better.
Whether you are an entrepreneur, designer, growth hacker, user researcher, product manager, or boss, the Persuasive Patterns card deck is relevant if:
You want to strengthen your skills in product psychology.
You are starting up a new project in your company or are taking over a new area of responsibility.
You want to try a proven and practical way to add psychology to your design process.
The cards are designed to help generate ideas for new products, features, or creative solutions to design problems.
There is no right way to use them, however they have been found especially useful for a series of purposes.
Landing page and conversion optimization
You will find several easily implementable strategies for landing page and conversion optimization. Learn how to use Social Proof, Authority, Liking, Cognitive Dissonance, Commitment & Consistency, Scarcity, and Tunneling, among a few, to get more users to sign up and sell more products.
Onboarding and first-time use
Learn how to guide users to explore all your product has to offer and trigger them to invest their time into your product by using Appropriate Challenges, Endowment Effect, Rewards, and Achievements so they aren’t left stranded. Go easy on their mind by using Chunking, Sequencing, Framing, and Recognition over Recall. Let users keep momentum as their gauge their progress through Levels, Completion, and their Status.
Keep users engaged with game mechanics such as Powers, Prolonged Play, Unlocking Features, Levels, and Achievements. Help build up intrinsic motivation through Reputation, Status, Curiosity, Optimism Bias, Autonomy, Self-Expression, and Delighters.
Attitude, behavior, and habit change
Design your feedback and timing to create hooks that form habits as customers form associations sparking unprompted engagement. You will love to start designing for Feedback Loops, Kairos, Triggers, Simulation, Tailoring, Self-Monitoring, and Periodic Events to pin point when and how to form habit-forming hooks.
Persuasive Patterns represent the best available research evidence on product psychology. Use them as a source of inspiration to generate and formulate ideas for A/B tests.
Writing great micro-copy
The same argument can be framed several different ways with huge differences to follow. The Persuasive Patterns will help you think up new and persuasive ways to frame your proposition.
International orders: Your package may be subject to the customs fees and import duties of the country to which you have your order shipped.
Please factor this into your total costs.
Social Proof, Authority, Reciprocation, Revenge, Commitment & Consistency, Liking, Positive Mimicry, Cognitive Dissonance, Reputation, Nostalgia Effect, Loss Aversion, Endowment Effect, Status-Quo Bias, Scarcity, Optimism Bias, Need for Closure, Set Completion, Curiosity, Role Playing, Competition, Isolation Effect, Tunneling, Reduction, Anchoring, Conceptual Metaphor, Recognition over Recall, Pattern Recognition, Limited Choice, Serial Positioning Effect, Chunking, Sequencing, Framing, Value Attribution, Feedback Loops, Kairos, Trigger, Simulation, Tailoring, Self-Monitoring, Periodic Events, Appropriate Challenges, Storytelling, Intentional Gaps, Rewards, Peak-End Rule, Completion, Powers, Prolonged Play, Unlock Features, Status, Levels, Self-Expression, Achievements, and Delighters
See responses from the 1st edition below