In this scenario, I split the donate button into a choice to donate or not. I found out that when people lack control over the donation amount, they won't donate, even if they would normally do so.
Typical Interface
33% clicked donate
This is a typical choice that is seen in our normal checkout user flow in digital experiences. The drawback of this technique is that it might be hard to predict how much control the user wants to donate or their donation appetite.
Scenario 1
33.33% clicked donate
This is a typical choice that is seen in our normal checkout user flow in digital experiences. The drawback of this technique is that it might be hard to predict how much control the user wants to donate (or their donation appetite).
Strategy

Comments
Participants don't donate if there is not enough information about where the donation is going. Here's what some people felt!
Person 1
Participants doubt information when interfaces seem to honest.
Person 2
Participants felt like they didn't have control in the amount of money they donated.
Person 3
The choice was simple
Person 4
didn't take long to think.
Person 5
If there isn't enough information about where the donation is going to
Person 6
they won't donate.
Person 7
Using languages like "do not donate" makes them feel bad to not do so.
Inspiration

You've probably seen this around you before.

Inspiration 0
Humble Bundle's Checkout
Inspiration 1
eCommerce Stores
Inspiration 2
Gambling Games
Inspiration 3
Face to Face Donations
Measurements

After measuring, people felt that this interface was socially acceptable based on a deception score of 2.25/3.5.

1
Question
How much of a risk was it to donate in this scenario?
3.75
Not Risky
Very Risky
2
Question
When using this interface, how often do you feel unsure or uncertain about the outcome that will be given to you?
1
Not Often
Very Often
3
Question
On a scale of 1-5, how pressuring was the experience in asking you to donate?
1.5
Not Pressuring
Pressuring
4
Question
On a scale of 1-5, how motivating was it to donate using this interface?
2.75
Not Motivating
Motivating
Conclusion

Since people felt that this interface was socially acceptable, we can probably adopt this in our donation interfaces.

From this experiment, I found out that when people lack control over the donation amount, they won't donate, even if they would normally do so.

The Deceptive Interfaces Framework help designers create socially-acceptable interfaces using human biases, inspired from deception.
Made by Yuan Jie