Abstract
The purpose of the work. The article examines the influence of the business model of such digital products as paid, conditionally free, and free services for forming the architecture of UX/UI design of Facebook, Instagram, TikTok, Twitter; Audible, SoundCloud and Spotify; Apple Music, YouTube Music, and Mighty Network. The research methodology consists in the application of such research methods as description, analysis and synthesis, generalisation, comparison, and content analysis. The description method made it possible to determine the essence of UX/UI design. The method of analysis and synthesis was applied to reflect the main economic factors affecting UX/UI design. The comparison method was used to compare the main methods of manipulation in UX/UI design. The generalisation method was used to summarise the results. The method of content analysis was applied to display the use of manipulations on different pages in the virtual space. The scientific novelty of the work is that the influence of economic factors on the work of UX/UI designers on digital services was investigated for the first time. The understanding of UX/UI design has been improved. The understanding of the fact that services have an emotional and psychological impact on the user in order to encourage them to take certain actions, such as purchasing a service, has been improved. Conclusions. The current methods of user manipulation in UX/UI design have been established and systematised. On a scale from 1 to 5, where 1 is the softest manipulative methods that can only delay or distract the user for only a short period of time, and 5 is the most severe manipulation methods that have an impact on the emotional and psychological state of the user. It has been determined that free services have more technologies for manipulation than conditionally free services. Paid services do not have pronounced features of manipulation, but they stimulate the user to make a certain purchase. Accordingly, services use such methods of manipulation as methods of interference, interface interference and annoyance, emotional and psychological influence. Keywords: UX/UI design, interface, digital services, digital products, social network, business model.
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