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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Layered Analysis of Persuasive Designs: A Framework for Identification and Autonomy Evaluation of Dark Patterns</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sanju Ahuja</string-name>
          <email>sanju.ahuja@design.iitd.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jyoti Kumar</string-name>
          <email>jyoti@design.iitd.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Indian Institute of Technology Delhi</institution>
          ,
          <addr-line>New Delhi 110016</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Mobilizing Research and Regulatory Action on Dark Patterns and Deceptive Design Practices Workshop at CHI conference on Human Factors in Computing Systems</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>The use of persuasive designs to influence user behavior has become ubiquitous in digital contexts. This has led to the emergence of ethically dubious design practices, highlighted in literature under the paradigm of 'dark patterns'. Various taxonomies of dark patterns have been reported, however, there is a lack of frameworks which capture how such designs can be embedded not just within user interfaces, but also in functionality and strategy of digital systems. This paper proposes a framework for a Layered Analysis of Persuasive Designs, grounded in Garrett's five layered model of user experience (UX) design and Fogg's Behavior Design Model. The framework identifies a toolkit of 48 design elements which can be used to operationalize problematic persuasion in digital contexts. It also highlights the autonomy impact of each design element. The proposed framework can help designers and policymakers identify (potential) dark patterns within digital systems and evaluate them from an autonomy perspective.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;dark patterns</kwd>
        <kwd>persuasive design</kwd>
        <kwd>user experience design</kwd>
        <kwd>user autonomy</kwd>
        <kwd>ethics 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Persuasive design refers to design that intends to influence users’ decision making and
behavior [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1-3</xref>
        ]. The use of persuasion has become ubiquitous in digital contexts [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4-6</xref>
        ].
Persuasion can be designed with varied intent. For example, mobile applications can
motivate users towards health and fitness goals and digital well-being features can help
users manage their screen time [
        <xref ref-type="bibr" rid="ref7 ref8">7,8</xref>
        ]. It can also be designed purely for commercial gain,
such as to increase revenue, gather user information and maximize user engagement [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
This has led to the emergence of ethically dubious design practices, studied in literature
under the paradigm of ‘dark patterns’. These designs can trick, coerce or manipulate users
into acting in ways not intended by them or not in their best interests [
        <xref ref-type="bibr" rid="ref10 ref11">10,11</xref>
        ].
      </p>
      <p>
        The paradigm of dark patterns has captured the phenomenon of problematic persuasive
designs within commercial digital systems, such as e-commerce, mobile games, social
media, online privacy, online advertising and home robots [
        <xref ref-type="bibr" rid="ref12 ref13">12-17</xref>
        ]. The act of persuasion,
even with an intent of beneficence, is often in tension with the values of autonomy [18-20].
Hence, concerns with dark patterns frequently pertain to user autonomy [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In addition,
they can be accompanied by a loss of user welfare, such as unexpected financial loss,
invasion of privacy, cognitive burden, addiction to social media and games, loss of health,
time and confidence [
        <xref ref-type="bibr" rid="ref11">11,21,22</xref>
        ]. They can also cause structural harms, undermine
competition, prevent price comparison and reduce trust in the market [
        <xref ref-type="bibr" rid="ref11">11,23-27</xref>
        ].
      </p>
      <p>While important advances have been made to taxonomize dark patterns in various
contexts, the literature lacks frameworks which can help designers and policymakers
identify such designs within any digital system and evaluate them from an autonomy
perspective. To address this research gap, we propose a framework for a Layered Analysis
of Persuasive Designs. In this framework, we take the approach of understanding how dark
designs are operationalized through ‘interaction design elements’. We identify 48
potentially problematic persuasive design elements and situate them within existing
theories and models of user experience (UX) design and behavior change. We also highlight
the autonomy impact of each design element. We argue that this framework can help
designers and policymakers (a) identify problematic persuasive designs in digital contexts,
and (b) evaluate these designs from an autonomy perspective.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <sec id="sec-2-1">
        <title>2.1. Dark Patterns</title>
        <p>
          The term dark patterns, coined by UX practitioner Harry Brignull [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], was originally
defined as “tricks used in websites and apps that make you do things that you didn't mean to,
like buying or signing up for something.” Since then, literature has developed upon the
concept with rich descriptive contributions, identifying and taxonomizing dark patterns in
various contexts, such as online privacy [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], e-commerce [15] and mobile games [17].
There have also been attempts to consolidate this literature at a more abstract level. Mathur
et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] systematically reviewed dark patterns literature and categorized them into two
strategic approaches: Modifying the decision space and Manipulating the information flow,
with six subcategories. Ahuja &amp; Kumar [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] conducted a systematic review of dark patterns
and categorized them into 25 dark strategies. They further segregated the dark strategies
into seven ethical concerns grounded in four aspects of autonomy. Gray et al. [28] conducted
a systematic review of dark patterns and segregated them into high-level, meso-level and
low-level patterns, based on the level of abstraction in the definition of each pattern.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Autonomy Concerns</title>
        <p>
          Discourses on the ethics of persuasion have widely articulated concerns about autonomy.
Berdichevsky and Neuenschwander [29] were perhaps the first to argue that persuasive
digital technologies should respect individual autonomy and should be used to promote
ethical outcomes. Fogg [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] raised concerns about particular strategies such as using
emotions, deception, coercion, operant conditioning and surveillance. Verbeek [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] argued
that ambient intelligence can create radically new persuasions and may encroach upon
users’ everyday activities and choice processes. Nagenborg [30] discussed freedom
concerns with persuasion based on surveillance, even when privacy concerns are minimal.
Susser [31] discussed how behavioral advertising can be used for online manipulation and
articulated its harm to individual autonomy. Latham [32], from the UX Collective, connected
ethical design to personal freedom and argued that subtle manipulations in advertisements
and digital media may condition users’ choices. Concerns about autonomy have also been
made explicit in the dark patterns literature. Brignull [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] defined dark patterns as tricks
that ‘make you do things you didn’t mean to’ and Bösch et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] argued that dark patterns
trick users into performing ‘unintended’ and ‘unwanted’ actions. Others have argued that
dark patterns deceive, manipulate and mislead users [14,16,33].
        </p>
        <p>
          Autonomy is understood in philosophical literature as an individual’s right to
selfgovernance [34]. It is constituted by the freedom to be the person one wants to be and to
pursue one’s goals without unjustifiable hindrances or interferences [35]. The value of
autonomy subsumes different concepts or notions. In behavioral economics, a systematic
review of literature showed that three conceptualizations of autonomy underlie the ethical
debate about nudging: agency, freedom of choice and self-constitution (or authenticity)
[36]. A systematic review of dark patterns literature showed that four conceptualizations of
autonomy underlie the ethical concerns about dark patterns: agency, freedom of choice,
control and independence [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Together, the literature points to five autonomy related
ethical concerns: Agency, Freedom of choice, Control, Independence and Authenticity [37].
        </p>
        <p>
          Agency refers to an individual’s capacity to choose and decide [36,38]. It involves the
ability to reason about and reflect upon one’s preferences and choices. Manipulation and
deception can pose threats to agency, such that an individual’s decision making and
reasoning capacities are bypassed by external influences. Freedom of choice includes the
availability of options and an absence of undue restrictions [30]. It means that individuals
have a practical, and not just a theoretical availability of choices [39]. Freedom can be
undermined through force, pressure, coercion [40], and by making access to relevant
choices impossible or costly [41]. Control involves that individuals are provided with the
opportunity to make decisions on their own behalf or consent to decisions that have
relevance for them [
          <xref ref-type="bibr" rid="ref10">10,37</xref>
          ]. Threats to control manifest in the form of non-consensual
decision making, such as taking an action on behalf of the individual. Independence is
grounded in the notion of non-reliance [
          <xref ref-type="bibr" rid="ref10">10,37</xref>
          ]. Lack of independence implies a lack of
selfregulation of behavior. This can manifest as obsessions, addictions, dependencies and
compulsions [22]. Threats to independence are external influences which act on an
individual’s limited propensity for self-control and foster behaviors that the individual is
unable to self-regulate effectively. Authenticity includes concerns dealing with a person’s
identity [36]. It requires an individual to act for reasons that can be considered their own
[42,43]. Hence, it is undermined when individuals are made to endorse desires and values
or act in ways that cannot truly be attributed to their own self.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Models of Interaction Design and UX Design</title>
        <p>Various models of interaction design and user experience (UX) design have been proposed
in literature. These models can help understand the different elements of any interactive
system as well as the elements of user experience with interactive systems. This section
highlights some prevalent models from literature.</p>
        <p>Norman [44] conceptualized the interaction between a user and a system as an
execution-evaluation cycle. The model argues that while interacting with a system, the
user first sets a goal and executes it on the system (execution component), and then
evaluates the outcomes of the system’s actions (evaluation component). Abowd and
Beale [45] extended the model to make the role of user interface (UI) explicit within this
interaction cycle. In the book Designing Interactions [46], Gillian Crampton Smith
proposed that there are four dimensions to user experience design within interactive
systems. A fifth dimension was added by Silver [47]. These are: Words (1D), Visual
Representations (2D), Physical Objects / Space (3D), Time (4D) and Behavior (5D).
Morville [48] conceptualized user experience as a 7-Facet Honeycomb. He argued that a
system’s experience depends on whether it is useful (offers a function or a purpose),
usable (effective and efficient to use), findable (easy to locate content and products),
credible (trustworthy), accessible (allows access for users of all capabilities), desirable
(through branding, visuals, and aesthetics which evoke appreciation), and valuable
(overall commercial and customer value, which is determined by the other six factors).</p>
        <p>Garrett [49] proposed a model to develop the user experience of a digital product in
layers. The model proposed five layers of UX design: Surface, Skeleton, Structure, Scope
and Strategy. The surface is the most concrete layer of a product comprising of its visual
design. However, the visual design of a product is a culmination of product decisions in
the layers underneath. The UX of a product can be understood as progressing from the
abstract ‘strategy’ to the concrete ‘surface’, with intermediate layers in between. Surface
comprises of visible elements like colors, images and typography. Beneath the surface is
the Skeleton of the product, which accounts for the placement of visible elements such
as buttons, tabs, images and blocks of text. This skeleton is an expression of the
Structure of a product, which consists of its interaction design and information
architecture. The Scope defines the functions and features of a product. The scope is
fundamentally determined by Strategy, which comprises of user needs and product
objectives. Product objectives are usually determined by business goals.</p>
        <p>
          This paper argues that problematic persuasion can emerge at different layers of UX
design. It is not only implemented using visible elements such as colors and sizes of
buttons, but also through invisible elements such as trust and social influence.
Problematic persuasion can be a part of the design strategy itself, such as for products
which are solely designed to maximize engagement. Similar arguments have been
articulated previously. Fogg [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] argued that interactive products can be designed with
an overall persuasive intent, labelling this approach as macrosuasion. Westin and
Chiasson [16] referred to the systematic use of designs to serve a problematic intent,
labelling the issue as dark infrastructures. Garrett’s layered model [49] is one of the few
interaction design models that explicitly capture these phenomena. It highlights the role
of visible and invisible design elements in the user experience of a digital system. Hence,
the paper grounds its proposed framework within Garrett’s five layers of UX design.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Models of Persuasive Design</title>
        <p>
          Several models have been proposed in literature to help designers integrate persuasion
within interactive systems. These include the Behavior Design Model [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], Behavior Change
Wheel [50], Persuasive Systems Design Model [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], Influence Grid [51], Digital Nudging
Process Model [52], and Taxonomy of Choice Architecture Interventions [53,54]. Several of
these take the form of process models or suggest toolkits for the design of behavior change
interventions. The Behavior Design Model [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] is one of the few conceptual models which
highlight the psychological constructs of behavior change. It has been widely adopted in
literature to guide the development of behavior change interventions [55,56]. Hence, the
paper grounds its proposed framework within the Behavior Design Model. The model
argues that for a user to perform a desired behavior, they must be (a) sufficiently motivated,
(b) have an ability, and (c) be triggered. Hence, behavior change can be brought about by
affecting one of three factors: Motivation, Ability and Triggers.
        </p>
        <p>This model posits that a designer can increase the likelihood of a user performing a
behavior by enhancing their motivation. Similarly, a behavior can be prevented by reducing
motivation. Three core motivators with two opposing dimensions were discussed in the
model: pleasure / pain, hope / fear, and acceptance / rejection. A designer can also affect
behavior change by enhancing or reducing users’ ability to perform a behavior. To produce
a target behavior, it can be simplified in terms of time, money, physical effort, mental effort
and routineness. Similarly, to prevent a target behavior, it can be complicated on the same
factors. Lastly, a designer can trigger users to perform the desired behavior. Triggers go by
various names such as prompts, cues, calls to action, etc. Triggers provide an opportunity
for the user to perform a behavior. Triggers can be neutral and can act as mere reminders
or signals. However, they can be designed in tandem with a motivational influence (sparks)
or an ability influence (facilitators) to maximize their effectiveness. On the other hand, they
can also cause users to act on impulse or be perceived as a nuisance.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Layered Analysis of Persuasive Designs</title>
      <p>
        This section proposes a framework for a Layered Analysis of Persuasive Designs. The
following steps were taken to develop this framework. These steps are depicted in Figure 1.
1. Corpus generation of design elements: The first step was to generate a corpus of
design elements that can be used for persuasive design in digital contexts. A
preliminary corpus of design elements was generated in a brainstorming session by
the first author with a design professional (male, 28 years). This design professional
had 7+ years of industry experience and was currently employed as a senior product
manager in a software company. Different types of design elements were generated,
such as visual elements on the screen (text font, color of buttons, etc.), elements
pertaining to navigation (sequence of information, timing of information, number of
steps, etc.), and elements of functionality (choices, prompts, defaults, etc.).
2. Derivation of design elements which impact autonomy: After this initial corpus
was generated, the first author devised the possibilities of how the dark strategies
reported in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] could be implemented using this corpus of design elements. For
example, ‘small font sizes’ (design element) can be used for ‘information hiding’
(dark strategy), which can lead to ‘inadequate information’ (ethical concern). This
can impact ‘agency’ (aspect of autonomy). This step led to a corpus of potentially
problematic design elements such as ‘small font sizes which hide information’,
‘multiple navigation steps which hide information’, ‘preselected or default choices
which bypass consent’, etc., along with their underlying autonomy related ethical
concerns. In this step, problematic design elements pertaining to the Authenticity
conceptualization also emerged, which had not been reported in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
3. Pilot testing: Pilot testing was done with the help of five PhD researchers in the field
of user experience (UX) design. The author introduced the researchers to the
concept of persuasive design and dark patterns. The researchers assessed different
digital platforms and identified design features which influenced users to spend
money, time or share personal information on the platforms. They were provided
with the corpus of potentially problematic design elements generated in the
previous step as a guide. Feedback was collected to understand if any design
elements were missing in the corpus and if the descriptions of the elements were
clear and understandable. Based on this feedback, the corpus was iterated. Some
design elements were combined, some were revised and new elements were added.
      </p>
      <p>
        This led to a corpus of 49 design elements.
4. Coding and expert verification: Each design element was coded based on (a)
which layer of UX design the persuasion was embedded in: Surface, Skeleton,
Structure, Scope, and Strategy [49], and (b) which behavioral factor it affected:
Motivation, Ability, and Triggers [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The coding was done by the first author and
verified by an additional expert (female, 39 years) with a PhD in user experience
design. The expert was versed with the five layers of UX design and was introduced
to the Behavior Design Model by the author. To verify the codes, coding guides were
provided for both models, reported in the Appendix. Any initial disagreements in the
codes were resolved through mutual discussion. This expert also gave feedback on
the descriptions of the design elements and helped eliminate one redundant
element. Hence, a final corpus of 48 design elements was included in the framework.
5. Proposed framework: A visual illustration of the framework was created (Figure
2). The 48 persuasive design elements and the autonomy concerns associated with
each element are reported in the framework. These elements are structured within
the five layers of UX design, beginning from the Surface layer (for example, ‘light or
dull colors which hide information’) and culminating in the Strategy layer (for
example, ‘features which create a feeling of social rejection’). Whether these elements
are designed to affect Motivation, Ability or Triggers is also reported in the figure
(for example, ‘light or dull colors which hide information’ leverage ability, and
‘features which create a feeling of social rejection’ leverage motivation).
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>The proposed framework has been developed with the intent of helping technology
designers and policymakers identify persuasive designs in digital contexts and evaluate
their autonomy impact. This section highlights the implications of this framework.</p>
      <p>
        First, by contextualizing problematic design practices within five layers of UX design, the
framework highlights how deep persuasion is embedded into a digital system. Persuasive
designs in shallow layers (Surface / Skeleton / Structure) typically impact singular
instances of decision making (also known as microsuasion [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]). They are also constituted
by visible user interface elements. However, persuasion in deeper layers (Scope / Strategy)
may not appear problematic without taking the invisible elements of product functionality
or strategy into account. Second, the framework highlights issues pertaining to five aspects
of autonomy. In previous literature, dark patterns which impact agency, freedom of choice
and control have been frequently discussed [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Independence related issues have
received less attention [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Authenticity related issues have not been discussed in dark
patterns literature, even though they prominently appear in other contexts [36,57,58]. This
is potentially because independence and authenticity are often impacted by relatively
abstract or invisible aspects of design (also understood as macrosuasion by [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and dark
infrastructures by [16]). For example, social media can impact authenticity by creating a
need for social validation and fear of social rejection through likes, comments and shares.
However, the features themselves do not appear problematic unless the strategy is taken
into account. Hence, the framework makes explicit autonomy concerns embedded in deeper
layers of UX design. Third, by contextualizing problematic design practices within the
Behavior Design Model [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], the framework highlights autonomy considerations in the
persuasive design process. Hence, when practitioners use this model to design
interventions, this framework can help them evaluate the autonomy impact of their designs.
      </p>
      <p>
        The proposed framework includes a toolkit of 48 problematic design elements, largely
from websites and mobile applications, which are a form of visual design. During the course
of framework development, iterative pilot testing was done to ensure that the list of 48
design elements was as exhaustive as possible. Despite these efforts, it is not claimed that
this is an exhaustive corpus. Newer design elements can be added to this corpus while
preserving the underlying theoretical models that the framework is based on. In addition,
the framework can be expanded further to include design elements from non-visual
modalities of interaction. It is important to note that each of the design elements included
in the framework may be problematic to a different degree. User studies indicate that some
of these design elements may be inherently more problematic than others [33], for example,
‘Light or dull colors which hide information’, ‘Deceptive or misleading content’, and ‘Nagging,
pestering or unwanted interruptions’. However, the ethics of many design elements can also
depend upon the context. For example, ‘Mandatory or compulsory choices’ may be more
problematic if the restrictions are unfair, ‘Information provided in a particular order’ may be
problematic if the design leads to poor outcomes, and so on. In addition, users’ tolerance
towards persuasive designs may also depend on culture. For example, Fogg [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] argued that
Westerners might value individual freedoms while Easterners might prioritize institutional
efficiency and collective power. Hence, the aim of this framework is to help designers
identify persuasive designs in the digital context which have the potential to impact user
autonomy. The framework does not aid in weighing ethical and practical tradeoffs to make
conclusive normative judgments.
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions and Future Work</title>
      <p>This paper has proposed a framework for the normative assessment of persuasive designs
from an autonomy perspective. The framework makes explicit the link between theoretical
autonomy concerns and the applied form of interaction design elements (such as Colors,
Fonts, Call to Action, Layout, Navigation, Content, Choice Architecture, Incentives and Social
Influence). Hence, in a normative assessment of any digital system, it can guide designers to
identify (potential) dark patterns. It can also be useful in HCI training and education, where
it can supplement theoretical perspectives on ethics in a design classroom, by highlighting
how different design elements create ethical concerns. This approach can ensure that
students have both a theoretical and a pragmatic base of ethics knowledge which is
grounded in fundamental principles but also aided by a toolbox of problematic design
practices. Lastly, this framework can be useful to policymakers, who may not have formal
training in UX design, behavior design or ethics. The toolbox of 48 design elements can be
used even without a knowledge of the theoretical models underpinning the framework.</p>
      <p>In future studies, we plan to draw comparisons between training designers with the
proposed framework and training them with existing approaches (such as a theoretical
knowledge of dark patterns and taxonomies of dark patterns). These studies can
demonstrate the effectiveness of the framework for (a) helping designers identify
persuasive design elements in digital contexts, and (b) for discerning the nature of the
autonomy impact of individual design elements. This framework also has the potential to
be developed into an evaluation tool. It consolidates problematic persuasive designs into
five high-level autonomy conceptualizations. Hence, the framework can help in the
development of theoretically grounded criteria to measure the degree of the impact of
persuasive digital systems on different aspects of autonomy.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This research was supported by the Prime Minister’s Research Fellowship granted by the
Ministry of Education, Government of India.
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      <sec id="sec-6-1">
        <title>Skeleton</title>
      </sec>
      <sec id="sec-6-2">
        <title>Structure</title>
      </sec>
      <sec id="sec-6-3">
        <title>Scope</title>
      </sec>
      <sec id="sec-6-4">
        <title>Strategy</title>
      </sec>
      <sec id="sec-6-5">
        <title>Ability</title>
      </sec>
      <sec id="sec-6-6">
        <title>Triggers</title>
      </sec>
      <sec id="sec-6-7">
        <title>Coding Guide</title>
        <p>This layer consists of visual design elements, i.e., the look of a finished
product.</p>
        <p>This layer consists of interface design, i.e., the arrangement of visual
design elements. It also consists of information design, i.e., the
presentation of information in a way that facilitates understanding.
This layer consists of interaction design, i.e., how the system behaves in
response to a user. It also consists of information architecture, i.e., the
arrangement of informational elements within the product space.
This layer consists of functional specifications, i.e., a detailed description
of the feature set of a product. It also consists of the content requirements
of a product.</p>
        <p>This layer consists of user needs, i.e., what the audience wants from a
product. It also consists of product objectives defined by business goals.</p>
      </sec>
      <sec id="sec-6-8">
        <title>Coding Guide</title>
        <p>This factor affects users’ desire or intent to perform a behavior.
Motivational types can include pleasure / pain, hope / fear, social
acceptance / rejection, etc.</p>
        <p>This factor affects users’ ability or capability to perform a behavior.
Barriers to ability can include time, money, physical effort, mental effort,
and breaking routine.</p>
        <p>This factor provides users with an opportunity to perform a behavior
through prompts, calls to action, cues, etc. It tells people to perform a
behavior now.</p>
      </sec>
    </sec>
  </body>
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