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20 psychological principles applied to product design

Lucas Didier
UX Collective
Published in
14 min readMay 15, 2020

Cover picture of my article, with screenshots from the products I’m talking about.

A few years ago, a colleague of mine introduced the Mental Notes game in my former company (BlaBlaCar). For each feature we were designing, we were gathering with a few product managers, designers and developers in a “behavioral review”, to see how we could apply a few behavioral psychology principles to our project.

Even a few years later, I still regularly use those principles on the projects I’m working on as a freelance product guy. In this post, I’ll share some of them with you, with some concrete examples of how they’re applied in real products. I hope this can help you in your own projects as well!

Disclaimer: All the topics and their descriptions below are coming from the Mental Notes card deck.

Social proof

We tend to follow the patterns of similar others in new or unfamiliar situations.

Apps that try to push users to complete an unusual action or start a new uncomfortable habit often use social proofs, like comments, ratings, testimonials, etc.

One example is the meditation app Petit BamBou that shows in real-time how many people are meditating, or how many have been meditating over the past week, month, year, etc. That way, they’re intending to show that meditation is something accessible to everyone, and that there shouldn’t be any barrier to practicing it.

The meditation app Petit BamBou
The meditation app Petit BamBou

Countless examples of social proof can be found as you get closer to the bottom of a purchase funnel. For instance, when you land on a pricing page, it’s quite common to find a few social proof elements:

The pricing pages of the mobile apps “The Athletic” and “MasterClass”
The pricing pages of the mobile apps “The Athletic” and “MasterClass”

You’ll often see a “Most popular” label associated with the more expensive option, and sometimes a few customers testimonials in order to convince you to finally buy the product or service.

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Written by Lucas Didier

I help startups improve their products through my freelance activity www.lucasdidier.com & product managers build better specs with www.userstoriz.com

Write a response

This is great stuff, Lucas Didier, thank you!
I kept looking for one or two that might have been missed, but instead, you showed me a couple that I hadn’t even considered.
My only concern, as always with stuff like this, is that designers need to mind…

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I don't agree with the subheader in this article. The persuasive patterns are not used to create "better products", but to create products that users will use more - for the benefit of the company, not for the user. As designers, we should go for…

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Great and thought-provoking article. It's fascinating and a little depressing to see how predictable we all are.
Of course, these all use the time-honored and ubiquitous technique of copying whatever is successful.

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