| Value statement: The explicit positive information included about products/services to persuade users that it’s of interest to them. | - Value proposition: The company’s core offering: what is the single line which applies to the product or service being offered.
- Benefits: Specific “positive” features of the company or individual products and services offered, often framed as benefits to the user rather than functional features of the product, which may be found in the comprehension lever.
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| Motivational depiction: How a product or service use visual/implicit cues to convey value, as opposed to relying on explicit claims or experience with the product. | - Motivational imagery: Using imagery to convey motivational messaging or positive/anticipatory emotional responses to the user.
- Motivational video: Using video to convey motivational messaging or positive/anticipatory emotional responses to the user.
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| Preview access: How users can be shown the upside of a product by actually using the product, or some limited part of the product (for example, a free trial, samples). | - Free Trial: Allowing users to experience the quality of a product or service by accessing it in full for a limited time.
- Limited Preview Content: Allowing users to experience the quality of a product or service by offering some limited part of the service, possibly indefinitely.
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| Obligation: How users can be made to feel that they “ought” to purchase the product for some reason. | - Reciprocity: Where users are offered some gesture (for example, discount, freebie) aimed at triggering the intuition to reciprocate the gesture by purchasing.
- Altruism: A direct appeal to moral obligation—it is about benefits to other people’s well-being.
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| Sociability: When users are led to expect they are gaining a social benefit from the product. | - Community: Trying to elicit the sense that using a product will give you access to some real or imagined community.
- Exclusivity: Trying to elicit the sense that using a product or service will give you an edge or superiority over the majority of people.
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| Urgency: How users are made to feel that they should complete their purchase within their current session, or else risk losing access to the product or paying a higher price. | - Availability: Urgency based on the idea that failing to purchase quickly will mean missing out on the product entirely.
- Price change: Urgency based on the idea that failing to purchase quickly will lead to price increases and greater cost in the future.
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| Product range: How the products available can be presented to make them appear motivationally varied and extensive. | - New product: Adding a new product or service to serve a product preference or option not currently catered for.
- Variety: Demonstrating the variety of product options available, whether explicit through copy (“Access thousands of movies and TV shows”) or implicit (showing a background image of movie and TV show posters).
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| Delivery: Motivational content about how the user will receive the product (whether physical or virtual). | - Delivery Speed: Informing users how quickly they can receive their product, emphasizing fast delivery speeds or short waits.
- Delivery Ease: Informing users of how easy it is to receive a product, or how discretion may be used upon delivery.
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| Gamification: Refers to creating a sense of excitement and engagement around continuing to use the product. | - Immersion: Creating a sense that users are in a different environment from the one they are really in.
- Progression: Creating a sense that satisfying progress is being made through the “task” of completing the user’s desired goals on the site.
- Competition: Creating a sense that users’ level of performance with the product or service is superior to that of others.
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| Humanization: Presentation of a site/brand as human and friendly to the user. | - Friendly Language: The use of a friendly or informal tone to elicit a sense in users that the company/product/service is personable and accessible.
- Human Depictions: The depiction of people as a means to make a company/product/service seem personable and accessible (friendly).
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| Control: Users feeling a positive sense that the product can be adapted to their preferences. | |