The Persuasive Patterns card decks is a powerful tool for shaping user experiences. They help teams integrate behavioral science into design, leveraging principles like scarcity, reciprocity, and commitment to encourage user action. But what if using these cards too early in the ideation process could actually limit creativity rather than enhance it?
A recent study suggests just that. It found that teams who started their brainstorming with persuasive design patterns tended to generate more similar, predictable ideas. In contrast, those who brainstormed freely first before incorporating persuasive design principles produced a wider variety of solutions.
This phenomenon, known as the Commonality Effect, reveals an interesting paradox: while persuasive patterns provide structured insights, they can also narrow thinking when introduced too soon. The key to maximizing their impact? Flipping the process—by letting creativity flow first and refining with patterns later.
Why do teams default to the same ideas?
Participants who used the cards from the start reported feeling overly reliant on them. Some even dismissed their own ideas if they didn’t align with the predefined patterns.
When a team sits down to generate ideas, their natural instinct is to seek structure—something to anchor their thinking. Persuasive design cards provide exactly that. They offer clear, predefined behavioral insights that teams can immediately apply.
While this helps with decision-making, it can also create a mental shortcut where teams lean too heavily on the cards rather than exploring novel ideas. Instead of free association and open-ended exploration, brainstorming sessions can become pattern-matching exercises, where teams try to fit ideas into predefined molds.
A study titled Evaluating the Use of Persuasive Design Cards for Novice Designers demonstrated this effect through a series of workshops. Teams were split into two groups:
- One group started with persuasive pattern cards.
- The other brainstormed without them first and applied patterns later.
The results were clear: the first group gravitated toward the same common themes—socialization, personalization, and progress tracking. The second group, however, generated a much broader range of ideas, incorporating unexpected and diverse solutions before refining them with behavioral science.
What’s more, many participants who used the cards from the start reported feeling overly reliant on them. Some even dismissed their own ideas if they didn’t align with the predefined patterns.
The issue isn’t with persuasive design patterns themselves—they’re a fantastic tool for shaping user behavior. The problem is when they are introduced in the creative process.