Important for this playbook

The Tempt behavior strategy category utilizes the promise of rewards to motivate and encourage desired actions or behaviors. This strategy is relevant when users need incentives to engage with a product or service and achieve specific objectives.

Designers should look to the Tempt category in situations where providing rewards or incentives can effectively drive user behavior towards desired outcomes.

Theoretical backgrounds within psychology, such as reinforcement theory and incentive motivation theory, support the effectiveness of Tempt patterns by emphasizing the role of rewards in reinforcing desired behaviors. By incorporating Tempt strategies, designers can create enticing experiences that encourage user engagement and promote behavior change.

These behavior change strategies are part of the Persuasive Patterns printed card deck.

The Persuasive Patterns Card Deck is a collection of 60 design patterns driven by psychology, presented in a manner easily referenced and used as a brainstorming tool.

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Achievements illustration

Persuasive Technique


We are engaged by activities in which meaningful achievements are recognized

Competition illustration

Persuasive Technique


We strive to attain things that cannot be shared

Goal-Gradient Effect illustration

Psychological Effect

Goal-Gradient Effect

Our motivation increases as we move closer to a goal

Privileges illustration

Persuasive Technique


Give users a way to reach their goal more quickly than they could before

Prolonged Play illustration

Persuasive Technique

Prolonged Play

Reward users by extending their game time

Rewards illustration

Persuasive Technique


Use rewards to encourage continuation of wanted behavior

Temptation Bundling illustration

Persuasive Technique

Temptation Bundling

Engaging in hard tasks is more likely when coupled with something tempting

Unlock Features illustration

Persuasive Technique

Unlock Features

Reward specific behaviors by enabling new capabilities

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