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Seduction is an aspect of the growing field of captology, the study of how technologies persuade. This view of seduction is derived from interactions with many products and experiences and can be used to create software that is more enticing and valuable for its users. But one should be aware that the process of seduction is highly subjective, not measurable in the same ways other forms of software development are measured. That's why authors of this article have included theory and not experimental data here. The key to enticement is first to get the audience's attention, then to make a promise. This attention-getting-device, the interface itself, may be loud, soft, beautiful or ugly but it has to differentiate itself from both its competition and its surroundings. Worth noting here is that because seduction works through emotions and personal goals, which are different for everybody, effective seductive experiences are tailored to individuals or atleast to groups sharing similar culture. No seduction works on everyone without modification.
Khaslavsky et al. (Sat,) studied this question.