In this scenario, I change the donate button into a variable target set by everyone, where the most ambitious donator gets rewarded. I found out that people thought it was unlikely that everyone would do "good".
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 5
100.00% clicked donate
This mechanism creates a community influence around your donation effort. However, it also incentivises more donation by rewarding people with the highest effort. This makes the outcome less predictable, and lowers participation rate.
Strategy

What happens when we try introducing social influence to make people donate?

Comments
People wanted a clear understanding of the total amount of funds raised. Here's what some people felt!
Person 1
Confusing mechanism that couldn’t ensure them of the amount they were donating
Person 2
People wanted a clear understanding of what the total amount of funds raised is currently.
Inspiration

You've probably seen this around you before.

Inspiration 0
Massdrop Checkout
Inspiration 1
Humble Bundle's Checkout
Inspiration 2
Kickstarter Campaigns
Measurements

After measuring, people felt that this interface was not socially acceptable based on a deception score of 3.33/3.5.

1
Question
How much of a risk was it to donate in this scenario?
5
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?
4
Not Often
Very Often
3
Question
On a scale of 1-5, how pressuring was the experience in asking you to donate?
3.33
Not Pressuring
Pressuring
4
Question
On a scale of 1-5, how motivating was it to donate using this interface?
1
Not Motivating
Motivating
Conclusion

Since people felt that this interface was not socially acceptable, we should probably not adopt this interface.

From this experiment, I found out that people thought it was unlikely that everyone would do "good".

This helps you leverage on the community to influence people.

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