This mobile application utilizes persuasive techniques to encourage transit use through embedded persuasion and norms of social influence.

Read below for a look into the research I conducted, the designs I developed, and the insights I gained.

  • Project Manager & Lead UI Designer

  • This application design was the semester-long deliverable for the Persuasive Design course at Carnegie Mellon University.

  • September - December 2023

  • Myself, Jacob Chen, Wei Lu, Amy Lucas, Stephanie Tseng, Serena Wang

Design

Event Discovery

The Event Feed feed mixes curated destinations, friend activity, and special events happening at city landmarks and attractions.

The feed can be searched through or filtered if a user is seeking something specific. Furthermore, a “featured” section at the top promotes popular destinations.

Destinations

From the feed, travelers can open an card to take a closer look at an event or route.

Here, travelers see how many people enjoyed this destination through reviews and recommendations.

Reviews feature the travelers’ name and “title.” Titles are granted alongside badges as travelers visit different places and utilize new forms of transit.

Wayfinding

From the Event feed, users can choose their form of transportation and get directions. The choices made are tracked over time, and inform what Badges users are eligible for. 

After a user checks in, they receive the corresponding title or badge. The check-in process confirms the location, and the badge is awarded.

Badges

Badges can be earned when users complete Activities, such as visiting a landmark or completing a route. Badges have associated Titles that can be pinned to a user’s Profile.

Badges give users the chance to learn more about themselves, build collections, and share statistics competitively.

Research & Development

New Metaphors


This focus group activity was adapted from a toolkit created by the Imaginaries Lab to help participants ideate creatively around certain concepts. For the development of City Slicker, we asked participants to draw connections to concepts surrounding public transit and car alternatives.

Participants were shown a slide deck containing visual representations of metaphors. For each concept, participants drew connections between these concepts and the metaphors shown in the slides.

How do I feel about getting somewhere without a car?

Field with dirt desire path and text overlay "Traces of Use"
A room with two chairs, a sofa, and a coffee table and text overlay "A waiting room"
View out of elevated train car and text overlay "Transportation networks"
Reindeer grazing on a field and text overlay "Grazing"

How do I feel about public transit?

A flock of birds flying over a beach and pier and text overlay "A flock of birds"
Dog walking on snow following footprints and text overlay "Following tracks"
A man walking on a tightrope and text overlay "A balancing act"
Signpost pointing different directions with raven on top and text overlay "A signpost"

Drawing connections to metaphors bolstered the insights we gained from interviews with potential users, who were annoyed by inconvenient public transportation options but still preferred walking over driving. These qualitative emotional insights helped us identify unpleasant parts of the transit experience we could target with embedded techniques.

Embedded Persuasion


Public transit in the United States has bad reputation. Through our focus groups, we heard complaints that local transit options were slow, unreliable, and lacked coverage. Even if they wanted to use transit more in theory, in practice, it was not feasible.

We also needed to avoid reactance, a psychological phenomenon where explicit persuasion appeals can backfire, sometimes leading to resistance even when the person initially agreed with the desired behavior. So, we had to ask:

How do we persuade users to use public transit without triggering psychological reactance?

To help mask the persuasive intent of City Slicker, we utilized two Embedded Design principles to present the application as a city exploration and self-discovery app:

Intermixing

Interweaving “on-topic” and “off-topic” content to make the former less conspicuous or threatening, and thus more approachable.

Obfuscation

Concealing or stealthily introducing the persuasive content or true purpose of an intervention via framing or misdirection.

Paper Prototyping


To validate our concept with a Wizard-of-Oz test, I created paper screens, badges, and a model phone. Participants would think aloud, and we swapped out screens manually. We explained to participants that this was a “city exploration app,” masking our persuasive intent.

Our Questions:

  • Do participants feel as though they are trying to be persuaded in a certain way?

  • Does the badge system encourage users to reflect on their transit choices?

  • Do seeing other users’ badges inspire a change in behavior?

Participants were given options of nearby attractions, and would choose their transportation option. Based on what they chose, they would be rewarded with the respective badge. After several participants completed the test, we asked them to reflect collectively about the choices they made.

Norms of Social Influence


Paper prototyping lead to a few key findings:

  1. Participants did not find badges motivating until they could discuss and compare badges during collective reflections with other participants.

  2. Participants noted that badges were probably not enough to change their behavior in their current state. Because users did not know what badges were possible to obtain at the start, receiving a new badge did not meet any prior expectation.

It was clear that the social aspect of City Slicker would be crucial to instilling a sense of value into Badges. To do this, we looked to three principles outlined in Cialdini’s Six Norms of Social Influence:

Social Proof

People assume that their peers know the correct way to act, and they will not get chastised for acting like everyone else.

Consistency

People are motivated to behave consistently, in a way that does not contradict themselves.

Scarcity

The fact that something is rare or “going fast” suggests that is is desirable, playing on one’s need for uniqueness.

High Fidelity Prototype


Our high fidelity prototype was a fully interactive Figma prototype that users could run on their phones by scanning a QR code. This prototype test was conducted in a showcase space, where participants would roam freely and approach the table where our prototype was being run.

To take advantage of this format, we handed out paper badges correlated to the decisions participants made in-app to simulate the social aspect of the application.

Badge Samples

Outcome


Try the Prototype!

See what badge you get!

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