The Scientists Who Make Apps Addictive

Tech companies use the insights of behaviour design to keep us returning to their products. But some of the psychologists who developed the science of persuasion are worried about how it is being used

.. Skinner was the most prominent exponent of a school of psychology called behaviourism, the premise of which was that human behaviour is best understood as a function of incentives and rewards. Let’s not get distracted by the nebulous and impossible to observe stuff of thoughts and feelings, said the behaviourists, but focus simply on how the operant’s environment shapes what it does. Understand the box and you understand the behaviour. Design the right box and you can control behaviour.

.. Skinner turned out to be the last of the pure behaviourists. From the late 1950s onwards, a new generation of scholars redirected the field of psychology back towards internal mental processes, like memory and emotion. But behaviourism never went away completely, and in recent years it has re-emerged in a new form, as an applied discipline deployed by businesses and governments to influence the choices you make every day: what you buy, who you talk to, what you do at work.

.. Fogg told me that he read the classics in the course of a master’s degree in the humanities. He never found much in Plato, but strongly identified with Aristotle’s drive to organise and catalogue the world, to see systems and patterns behind the confusion of phenomena. He says that when he read Aristotle’s “Rhetoric”, a treatise on the art of persuasion, “It just struck me, oh my gosh, this stuff is going to be rolled out in tech one day!”

.. computer applications could be methodically designed to exploit the rules of psychology in order to get people to do things they might not otherwise do

.. Fogg called for a new field, sitting at the intersection of computer science and psychology, and proposed a name for it: “captology” (Computers as Persuasive Technologies). Captology later became behaviour design

.. Fogg himself has not made millions of dollars from his insights. He stayed at Stanford, and now does little commercial work. He is increasingly troubled by the thought that those who told him his ideas were dangerous may have been on to something.

.. When we want people to do something our first instinct is usually to try to increase their motivation – to persuade them. Sometimes this works, but more often than not the best route is to make the behaviour easier.

.. When you get to the end of an episode of “House of Cards” on Netflix, the next episode plays automatically unless you tell it to stop. Your motivation is high ..

.. The most important nine words in behaviour design, says Fogg, are, “Put hot triggers in the path of motivated people.”

.. Consider the way Instagram lets you try 12 different filters on your picture, says Fogg. Sure, there’s a functional benefit: the user has control over their images. But the real transaction is emotional: before you even post anything, you get to feel like an artist.

.. she had recently interviewed heavy users of Instagram: young women who cultivated different personas on different social networks. Their aim was to get as many followers as possible – that was their definition of success.

.. Moseley’s respondents spent all their hours thinking about how to organise their lives in order to take pictures they could post to each persona, which meant they weren’t able to enjoy whatever they were doing, which made them stressed and unhappy. “It was like a sickness,” said Moseley.

.. One of his alumni, Nir Eyal, went on to write a successful book, aimed at tech entrepreneurs, called “Hooked: How to Build Habit-Forming Products”.

.. When B.F. Skinner performed further experiments with his box, he discovered that if the rat got the same reward each time, it pulled the lever only when it was hungry. The way to maximise the number of times the rat pulled the lever was to vary the rewards it received.

.. In “Hooked”, Eyal argues that successful digital products incorporate Skinner’s insight. Facebook, Pinterest and others tap into basic human needs for connection, approval and affirmation, and dispense their rewards on a variable schedule.

.. If our behaviours are being designed for us, to whom are the designers responsible? That’s what Tristan Harris, another former student of Fogg’s, wants everyone to think about. “BJ founded the field of behaviour design,” he told me. “But he doesn’t have an answer to the ethics of it. That’s what I’m looking for.”

.. “The job of these companies is to hook people, and they do that by hijacking our psychological vulnerabilities.”

..Facebook gives your new profile photo a special prominence in the news feeds of your friends, because it knows that this is a moment when you are vulnerable to social approval, and that “likes” and comments will draw you in repeatedly.

.. After a while, Harris realised that although his colleagues were listening politely, they would never take his message seriously without pressure from the outside.

.. One of his mantras is, “Whoever controls the menu controls the choices.”

.. Menus used by billions of people are designed by a small group of men, aged between 25 and 35, who studied computer science and live in San Francisco. “What’s the moral operating system running in their head?” Harris asks. “Are they thinking about their ethical responsibility? Do they even have the time to think about it?”

.. “Companies say, we’re just getting better at giving people what they want. But the average person checks their phone 150 times a day. Is each one a conscious choice? No. Companies are getting better at getting people to make the choices they want them to make.”

.. The machines are programmed to create near misses: winning symbols appear just above or below the “payline” far more often than chance alone would dictate. The player’s losses are thus reframed as potential wins, motivating her to try again.

Mathematicians design payout schedules to ensure that people keep playing while they steadily lose money.

.. Alternative schedules are matched to different types of players, with differing appetites for risk: some gamblers are drawn towards the possibility of big wins and big losses, others prefer a drip-feed of little payouts (as a game designer told Schüll, “Some people want to be bled slowly”).

..Gamblers themselves talk about “the machine zone”: a mental state in which their attention is locked into the screen in front of them, and the rest of the world fades away. “You’re in a trance,” one gambler explains to Schüll. “The zone is like a magnet,” says another. “It just pulls you in and holds you there.”

.. A player who is feeling frustrated and considering quitting for the day might receive a tap on the shoulder from a “luck ambassador”, dispensing tickets to shows or gambling coupons. What the player doesn’t know is that data from his game-playing has been fed into an algorithm that calculates how much that player can lose and still feel satisfied, and how close he is to the “pain point”.

.. “The world is turning into this giant Skinner box for the self,” Schüll told me. “The experience that is being designed for in banking or health care is the same as in Candy Crush. It’s about looping people into these flows of incentive and reward. Your coffee at Starbucks, your education software, your credit card, the meds you need for your diabetes. Every consumer interface is becoming like a slot machine.”

.. Tristan Harris sees the entire digital economy in similar terms. No matter how useful the products, the system itself is tilted in favour of its designers. The house always wins. “There is a fundamental conflict between what people need and what companies need,”

.. Google and Apple didn’t set out to make phones like slot machines. But the imperative of the system is to maximise time-on-device, and it turns out the best way of doing that is to dispense rewards to the operant on a variable schedule.

.. Things that aren’t important to a person are bound up with things that are very important: the machine on which you play games and read celebrity gossip is the one on which you’ll find out if your daughter has fallen ill. So you can’t turn it off or leave it behind.