The Time it Takes to Make: Design and Use in Architecture and Archaeology
This chapter focuses on how artefacts can affect or change human behaviour, and the implications this may have on a larger scale. It introduces various concepts that may explain the influence of products on human behaviour, and discusses how these can be instrumental to the design process. The chapter presents an imaginary design brief in which behavioural change is the stated goal. It then proceeds with an introduction to different theoretical concepts that people believe help explain the role products play in shaping human behaviour. Behaviour is explained as the outcome resulting from an offer of choice and the automatic behavioural responses it triggers. By recognizing the choices offered by products, and by developing the ability to predict behavioural responses based on fundamental research, a designer can deliberately design influence. The concept of persuasion is used to describe how people influence in interpersonal relationships and are influenced through mass communication.