Tricky Traps & Naughty !free! Link

The use of tricky traps and naughty design raises important questions about the role of designers and organizations in shaping user behavior. Designers and organizations should consider:

“What about the cookies?” he asked.

He looked up, dusting off his elbows, utterly unhurt but deeply, profoundly embarrassed. tricky traps & naughty

Leo grabbed his hand. “Fine. I’ll behave. For a week.” The use of tricky traps and naughty design

The door swung open before he knocked. A woman with spectacles balanced on a nose like a crow’s beak peered out. “You’re late. The morning slot went to a man who tried to trap a leprechaun with a Pringles can. He failed. You’ll do better.” Leo grabbed his hand

To understand the relationship, we must first dissect the nature of the "tricky trap." A trap, by definition, is a device intended to catch or detain. It is passive; it waits. But a trap becomes "tricky" when it engages the mind of the victim. A simple hole in the ground is a hazard, but it is not tricky. A tricky trap relies on camouflage, bait, or a puzzle. It exploits a flaw in the victim’s perception—usually greed, curiosity, or haste.

Marbles cascaded from the shelf. He yelped, hopping backward to avoid them. His heel landed on the rug covering the pit. The rug slid. Leo dropped two feet into a hole lined with foam pillows.