Find some strategies to use!

Find based on Deception Score
The deception score measures how socially acceptable a deceptive interface is. It is used to determine whether your deceptive interface is appropriate for your users. The chart below is a list of 12 scenarios charted against their deceptive score, take a look below to get some inspiration.
Click on these
scenarios to learn more.
Scenarios vs Deceptive Score
Low to High Score (Top Down, Left to Right)
Socially Acceptable (Low Deceptive Score)
Less Socially Acceptable (High Deceptive Score)
Strategy 1
Framing donation as a chance to win.
In these examples, the donation choice is changed into a chance to win or donate. The probability of donating is always higher than winning.
Scenario 0
Scenario 2
Scenario 11
Strategy 2
Attaching material value to donation to show effort.
In the study, participants felt that when gifts are attached to donations, it seemed like the organisation was putting in more effort. We can leverage onto this to create deceptive interfaces.
Scenario 3
Scenario 9
Strategy 3
Introducing individual social Influence to make people donate.
It turns out that social influence is socially acceptable when it comes to donations, in fact, sometimes just one person is enough to influence someone to donate.
Scenario 4
Scenario 5
Scenario 8
Strategy 4
Leveraging on consumer’s relationship with store to make people donate.
If you finding donations from a strong community, you can also leverage onto those relationship to create deceptive interfaces.
Scenario 6
Scenario 7
Strategy 5
Adjusting defaults to fit various appetites by creating more choices.
Sometimes, people are willing to pay if the default donation amount can be adjusted to fit their criteria, so we can use this to nudge for higher donations.
Scenario 7
Scenario 10
Make your own
Start using the framework to make your own deceptive interface!
The Deceptive Interfaces Framework help designers create socially-acceptable interfaces using human biases, inspired from deception.
Made by Yuan Jie