Showing posts with label Cialdini. Show all posts
Showing posts with label Cialdini. Show all posts

Sunday, January 21, 2018

Using Cialdini's Weapons of Influence to Sell Girl Scout Cookies

Dieters and New Year's Resolutioners and impulse buyers beware!  The season of Girl Scout Cookie sales is upon us once again!  And if those sweet little girls (or their pushy helicopter parents) knew anything about Robert Cialdini's Influence, the authoritative book on influencing people to get your way, we wouldn’t stand a chance at resisting those Thin Mints and Savannah Smiles.  Luckily, most of them don't know the secrets I'm about to reveal below.  But if you are one of those little girls looking to earn your Entrepreneurship Badge, or just get a leg up on the competition, you'll
want to read on.  Below, I outline some of the applicable weapons of influence that you may want to utilize in your selling activities, with some examples of how they would apply to the sales of seasonal, well-loved Girl Scout Cookies.  

If you accidentally found this page while looking to buy Girl Scout cookies rather than sell, check out my niece's page! 

Reciprocity - Give a Little, Get a Little (but more)
The principle of reciprocity says that when you give something to someone or do something for them, they are inherently put in a place of being indebted to you, and are then more willing to do something nice for you i
n return.  The funny thing about this is that the magnitude of one favor doesn't have to balance with the magnitude of the next.  Monks employ this by presenting a small flower, or bracelet or coin, and in return ask for a sizable donation, which is much greater than the value of whatever trinket they "gave" to you for free. 

The application is pretty straight forward here:  One approach would be to buy a box of cookies yourself, slice them apart if you can, and then offer passers-by "free samples" in hopes that they will buy a full box (or three).  This may be especially useful when you have a new flavor to push, or a flavor that is not selling as well that you may need to get rid of faster. 

If they don't buy, don't worry, there is still a secondary use of your apparent generosity:  You can do them another "favor" by making a concession, and instead asking them to spread the word or share a link to your online store, etc. 

The second approach, if buying cookies for the purpose of free samples is off the table, consider instead making small crafts like bracelets or paper origami you could hand out as free gifts.  The goal of course is to ultimately spend far less on the freebie then you get in return on your sales.  But getting more sales will be addressed in some later tactics. 

Scarcity, or in today's terms, #FOMO
The good news, my Girl Scout friends, is that the wares you're peddling are truly limited-time, at least for the year.  Use this to your advantage!  Long before the notion of the Fear of Missing Out was put to a meme-ified acronym, people have always had a notion of not wanting to miss their chance.  It's what drives our very biology - we prefer rest because we don't know when we'll get more of it, and we like to eat more than we need because the caveman versions of ourselves didn't know when their next meal would come along. 

Anyways, there are two very easily implemented strategies in this category.  A medium-size white board may be the best tool for these strategies.  As you run out of a popular flavor, such as Tagalogs, write on your board, "Only 5 boxes of Tagalogs left!"  The Tagalog lovers will have an increased sense of urgency to buy, buy, BUY!  Then, as you get close to the end of your selling season, make a sign or write on your whiteboard, "Last chance to get your Girl Scout cookies!"

 Make them like you
There are a lot of elements that make a person like another.  To maximize your sales, start with your physical appearance.  Younger Girl Scouts can play up the "cute" factor with pigtails, sweet outfits and lots of energy.  However, the feminist in me cringes a little bit at this, so I will at least offer a more woman-forward alternative: think about dressing up as your future career aspiration.  If you want to be a business woman, wear a sport coat and a classy necklace, and pull your hair back.  If you want to be a scientist, see if you can get your hands on a research lab coat and safety goggles.  Dress as a doctor, or religious leader, or zoologist or whatever it is you may want to be.  This not only addresses the immediate benefit of looking attractive, but it also has a secondary benefit of reminding your customers that they aren't just buying cookies, they're helping you become that amazing woman you aspire to be. 

Next, use compliments on potential customers.  Compliment the shirts or shoes they're wearing, tell them their kids are cute.  If you can figure out what they're making for dinner based on a cursory glance at their purchases outside the grocery store, tell them, "I bet you're a great cook!  Wouldn't you love some Girl Scout cookies for dessert to go with that meal?"  Compliments have a little bit of the reciprocity principle at work as well, but are best utilized to increase your likability. 

You can also be likable by doing something unique in a fun way.  You could advertise "Free Hugs" in big letters, and "Girl Scout Cookies $4 per box" in smaller letters below it.  Use current events in memes or puns in your advertising, or parody a popular song. 

Another idea that utilizes both reciprocity and likability is to throw a "Girl Scout Cookie Kick-off Party".  You can partner with a restaurant as a fundraising event and a cookie pre-sale, which is both charitable and helps to kick-start your selling season. 

Social Proof - "Everyone is doing it"
This principle is another predecessor of #FOMO.  They say that if you stand on the corner of a street and look up at the top of the building nearest you, not much happens.  But if you get a group of 4 or 5 people to stand on the corner looking up at the top of building, then everyone who walks by is going to look up.  Likewise, if possible and if sales are slow, arrange for some of your loyal customers to come physically to your booth to show that people are buying cookies. 
Remember those signs under McDonald's logos that listed the number of millions of burgers sold?  You could also use your handy whiteboard with a "Number of boxes sold" to give social proof that people are buying.  Once you've sold at least 40% of your goal, you could also list what your goal is so that potential customers can see that they can help you reach your goal. 

One final strategy I will leave you with will help you "upsell" your customers, potentially turning a sale of one or two boxes into several.  This will take a little bit more work on your part, but it is also a great way to develop your statistics skills.  What you want to do is collect data on not just how many boxes you sell, but how many each customer buys.  Then calculate (and re-calculate as you get more data) what the average number of boxes is.  For the following examples, I'm going to assume the average is 4 boxes because I don't have data to work with.  When a customer says she wants 3, you could point out that the "typical purchase is 4 boxes."  If a customer just wants 2 boxes, you might say, "The
average customer buys 4 boxes, are you sure you don't want at least 3?"  If a customer asks for 4 boxes and gushes about how she loves those Thin Mints, you could say, "The average customer buys 4 boxes, but I don't think you're an average buyer.  Are you sure you don't want one more for the road?"  You should also calculate the median and the mode and you can use those interchangeably depending on what those numbers are. 

Conclusion
Selling is an art and a skill, and like so many things, you get better with practice.  Hopefully you'll be able to employ some of the above tactics and share with your troop what worked well for you (or not, if you want to secure your spot as the top seller).  You're not just pawning sweet snacks off on unsuspecting passerbys, you're developing valuable skills in selling and influencing that will help you in your life and career. 

Also, this author accepts gifts of gratitude in the form of Thin Mints.


Happy selling! 

Monday, December 2, 2013

Kickstarter Kenpo: How To Put the Powers of Influence to Work for Your Crowdfunding Campaign

There once was a guy that had a really great, creative idea and wanted to crowdfund the production of his idea on Kickstarter.  The people he talked to genuinely believed it was a great idea, and were happy to support it.  He had some film-minded friends help him make a kick butt video.  His story was heartfelt and impactful.  He worked diligently to rally his friends and family.  The campaign got some traction, but as those final hours ticked away, he realized he was not going to make his goal.  The time ran out in deafening silence and inactivity.   While some crowdfunding platforms, namely, Indiegogo, give creators the option of taking what they earned, on Kickstarter you either make your goal or you get nothing.  Exhausted and defeated, this much deserving creator with a worthy, genius idea, walked away with squat.  

This story is all too familiar for creators and fans of Kickstarter or friends of specific creators.  So I'd like to take a psychological approach to putting your best Kickstarter foot forward, kind of like self-defense for creators wanting to see their dream come true.  

Talk it Up, Don't Be Shy
Before even submitting to Kickstarter, there is a lot of pre-work you should do upfront.  The obvious set of actions is getting your Kickstarter content ready: your all-important video, your written message (your story), your bio, and the rewards.  We'll get into some of those later.  The thing that Kickstarters seem to either underestimate or not realize at all is making a network of connections to support your Kickstarter.  I think more recent coverage has dispelled the myth that Kickstarter is a magical fundraising land where random donors drop out of the sky and send you unsolicited money.  Most people get it now, that you have to assume you're driving all the traffic to your Kickstarter page on your own.  The likelihood that Kickstarter will feature you on any of their main pages is incredibly low, it's best not to count on it ever happening.  The key, then, is building your list of contacts and preparing your followers for your Kickstarter campaign before you even hit the launch button.  Once the campaign starts, it is your sole responsibility to drive traffic to the page and solicit every single donation.  Most successfully funded campaigns make it by tiny margins, whereas most failures miss the mark by a lot.  Be ready for an intense, non-stop flurry of activities to reach your goals.  

Authority
Before you can begin driving traffic to your Kickstarter page, you have to get over the hurdle of Kickstarter's approval process.  Some crowdfunding sites, like Indiegogo, allow anyone to submit virtually any project and have very low barriers to entry.  It might seem easy to get approved, based on the sheer numbers of Kickstarter campaigns going on.  What you don't see, however, is how many projects are rejected and for what reasons.  There are some crucial criteria that Kickstarter doesn't explicitly come out and say.  Most importantly, they want to see that you can deliver.  What that means is the following:
  • You have a background in a related area as your project, and you have experience.  Kickstarter is looking at your credentials for evidence that you can deliver what you say you're going to do.
  • You have a team.  Kickstarter knows that going it alone is not only difficult, it often spells failure.  Software projects have been rejected for lack of a development team, for example.  Make sure you show that you have other people contributing their unique talents in addition to yours.  
  • You have a product, or something very close to it.  A napkin sketch isn't going to cut it; depending on the type of project, the closer to the final thing, the better.  Finished song recordings, filmed scenes for your movie project, CAD drawings and a manufacturing plan for physical products, a prototype for software products, are all far more likely to be approved than an idea, a drawing, written lyrics or scripts, etc.  
In this respect, the name Kickstarter is a bit of misnomer.  It's not here to make your wildest dreams come true; it's used for wrapping up and closing out the hard work you've already done towards a specific goal.  

The good news is that those credentials that get you through the Kickstarter approval process are also the same credentials your backers are looking for.  They, too, want to see that you can deliver.  If you talk up your expertise in the area, people will naturally believe that you are an expert in that area.  In TV commercials, actors who have played doctors on popular shows are perceived subconsciously as medical experts.  Actors dressed like doctors also have this effect, and just claiming a title of doctor causes people to believe and act on the belief that the person is an authority in medicine.  Now, I am not encouraging misdirection of any form, rather, I want to encourage you to play up your expertise.  Use the titles and credentials you have earned, dress the part, and tell people why they should listen to you.  

One other tactic to consider is to prepare your networks before launching the Kickstarter campaign; provide education on what Kickstarter is.  Many Kickstarter campaigners were surprised to find out that they had would-be backers that either didn't understand how to donate or weren't really sure what Kickstarter was all about.  So the most important pre-work you're going to do is to build your list, and the next most important pre-work is socializing Kickstarter with your potential backers (especially those that may be less tech-savvy, like your Mom's bunco group).  

Scarcity
Putting yourself and your dream out on Kickstarter is a very scary way to get validation - you have the potential to be completely and utterly rejected in the public eye.  Thus, a risk averse and conservative approach to time limits tends to lead creators to lean towards a longer Kickstarter campaign.  Quite to the contrary, statistics show that shorter campaigns, in the neighborhood of 21 to 30 days, are more successful than 60 day campaigns in achieving their goals.  In fact, Kickstarter, wanting to see as many projects succeed as possible, did away with their option to go as long as 90 days when they saw how few projects succeeded with that length of time.  One very logical reason for this is the notion of scarcity.  When you chart daily fundings through a typical campaign, there is a lot of activity around the first few days, then a valley of low activity, and then a surge in the last three days or even in the last 10 hours.  The feeling of potentially missing out is a compelling one that gets people off the fence and moves them to action. 

Likewise, there is value in limiting certain rewards offered; as the number of backers approach the limit, it makes those rewards seem more valuable.  It is also prudent advice to limit the rewards that require a lot of your time and attention.  Don Steinberg, in The Kickstarter Handbook, recommends offering no personalized or customized rewards for less than $100.  Remember that your time is valuable, too, and the more time dedicated to fulfilling special rewards, the longer it will take to complete your project. 

Make 'em like you
Have you ever been to a Tupperware party, or a Pampered Chef party, or something similar?  These seemingly fun ways to make a little extra cash for the party host turn the power of liking around on us: we buy Tupperware or kitchen utensils because we perceive that we're buying from a friend and helping her out.  We don't realize that these are just marketing tools for Tupperware or Pampered Chef to sell to us.  The same is true of Kickstarter: expect that nearly 100% of your backers will be people in your personal networks.  What's interesting is that most successfully funded projects had no backers directly related to creators; instead, it was the tier 2 or tier 3 relationships that provided the majority of the monies.  In other words, your closest family and friends may not back you, but their friends and family are likely to.  So play this one up: tell your friends and family to share the message, even script it for them to make it easier to share.

Whether we like to believe it or not, there is a psychological part of us that prefers people that are similar to us, and those who are attractive.  Most successful Presidential candidates are good looking people, less attractive Presidential candidates have rarely won.  Likewise, putting an attractive person as the face of your campaign is a good idea.  Steinberg calls this the "cool guy/cute girl factor".  You also generally want the face of your campaign to relate to your audience (unless you're going for a shock factor, which is a different strategy altogether); so if you're targeting recent college graduates, don't use a 50 year-old man, use a 20-something.  

Another way to win potential backers over is by complimenting them.  Cialdini's discussion on a car salesman revealed that even something as impersonal and obviously geared towards selling cars as being the recipient of one of thousands of cards in the mail that said, "I like you" was able to enhance the car salesman's reputation and boost sales significantly.  So while our intuition tells us that making it personal is best, an impersonal tone of congratulations for finding the Kickstarter website and telling them how awesome they are may still be an effective tactic.  Watch the first 20 seconds of Freaker USA's Kickstarter video (http://www.kickstarter.com/projects/freakerusa/freaker-usamaking-you-and-your-beverage-cooler) for a good laugh and a hilarious application of this power of influence.

Social proof
11% of projects go without receiving a single pledge, but 81% of projects that get to 20% of their goal end up reaching their funding goal.  This is no coincidence; we look to what others are doing for validation.  In talking about Venture Capital funding, a common analogy used describes being the first penguin to jump into the water where predatorial walruses may be lurking.  They need to get in the water to eat, but they want proof they won't themselves be eaten. Once you get one penguin to jump, and he comes out alive, the others will jump in with confidence.  If you think of crowdfunding as an extension of venture capital, you can imagine how important momentum is.  Getting over the first hurdles, the very first pledge, the first 10 pledges, the first 20% of your goal, serves as evidence that people believe in your project, validating your project with social proof, and thus encourages a potential backer's willingness to donate.  

Of course, your first backers won't have the privilege of seeing the momentum of the pledges.  Testimonials of people similar to your target market are a good way to give your project authority, social proof and a likability all at the same time.  You can also achieve this with associations and partnerships that appeal to potential backers for the same reasons.  

Creators are strongly encouraged to provide updates throughout the campaign and after being successfully funded.  The updates can work for you in a multitude of ways.  First, they give your backers a sense of involvement and make them feel closer to the project.  By keeping them engaged, they are more likely to mention the project in conversation or recommend it to their networks.  Second, you can use your updates to share the momentum and traction your project is getting, which further validates the backers' commitment with social proof.  

Reciprocity and apparent concession
Doing things for others creates a sense of social debt that needs to be repaid.  Offline fundraisers and sales people have used reciprocity tactics successfully for years: giving a flower to a passerby leads to a donation, waitresses giving extra mints get bigger tips, and providing samples of food leads to purchasing that brand's products.  The same is true of online fundraising; giving a little can mean getting a lot.  

You can use reciprocity and the contrast principle together for an apparent concession.  By asking your friends and family to donate money, and then following up with a request to share the link with their friends and family if they cannot pledge, the retreat to a non-monetary favor shows a concession on your part, and compels them to reciprocate with action.  Again, very few people related to you will end up giving you money, but if they ask their friends to help you out, you have a much stronger chance of making your goal.  

Value perceptions and the contrast principle
When you give something away for free or too cheaply, people automatically associate the item with low value.  "You get what you pay for," is so ingrained in our minds, that steep discounts actually turn potential buyers away.  If you set the price a little higher, you will attract people who want a valuable product.  

The average pledge amount for all campaigns is about $71.  This is much higher than what the typical backer pledges, which is in the $11 to $30 range.  This means there are a small number of individual backers in some campaigns that donate a lot, like hundreds or thousands of dollars.  It is important to separate out these two distinct statistics, because your projects may not be average or typical.  

A rule of thumb is that your most popular reward level is going to be the one that offers "the thing" that your project is producing.  So if your project is an album, the reward level that gets them the album is going to be the most popular, which may be around the $10 to $25 range.  But if your project is the newest and coolest 3D printer, your backers are more likely to give you the amount that gets them one of their own, which is most likely in the hundreds.  So think carefully about how cheap you want your thing to be offered at.  If you set the point too low, it will take a lot more backers to get to your goal.  Of course, there are always contrary examples, the best to my knowledge being when Freaker USA offered its backers their product for the $1 reward level.  They got creative with the other rewards to compensate for such a low requirement to get the thing.  Their campaign was brilliant, and hugely successful.  

While you don't want your rewards to offer the thing too cheaply, you also want to make sure your backers still see value in it.  Generally speaking, you want to offer it at a discounted price, cheaper than they'll be able to buy it later.  It definitely should not be marked up; they are pledges, not charitable donations.  You can then create higher reward levels where you add in additional features, special Kickstarter-only packages or personalization that go above and beyond the thing you are trying to produce.  

There are three pieces of good news about rewards that I think are overlooked.  First, it is easy to test the rewards with your followers before launching.  Sure, giving you advice is not the same as writing you a check, but you can at least get a feel for what they like and what they don't and at which price points, before you finalize it with Kickstarter.  Second, rewards can be limited during the campaign.  Once a backer has picked a specific reward, you cannot change what that reward is or how much it costs, but you can put a limit on it.  This means that if you've reached your goal or you've started to realize that one reward is getting so much action that it'll take you forever to fulfill, you can limit the number of people who can claim that reward, thus limiting your future commitments.  Third, rewards can be added during a campaign.  While too many choices up front can make it difficult for a backer to pick, it is a good idea for you to have planned backup rewards in case the thing really blows up and you find yourself needing to open up more reward options.  Adding rewards (or even loosening the limits on popular rewards) also gives you a very good reason to provide updates to your networks and backers, too.  

A great reward strategy that encourages early participation, and thus, starts the momentum, are what Russel Garenhan called early bird specials.  In talking with him I have noted that he had limited rewards that were identical to slightly more expensive rewards, except that had a small limit on them, like 10 or 15 people.  "You gotta do that," he explained.  "It puts pressure on the early people looking at it."

Video content
Without taking video quality or content into consideration, the empirical evidence is clear: you should have a video.  Michael Neel's post "Kickstarter Stats You Can Use" shows that projects with a video of any kind have had a 52% success rate, while those without one have a 35% success rate (http://www.vinull.com/Post/2012/07/25/kickstarter-stats-you-can-use.aspx).  That being said, what goes into your video is still more important to being successful.  

Chris Kocek posted a slideshow of "Kickstarter Best Practices & Next Steps" (http://www.slideshare.net/ckocek/kickstarter-best-practices-and-next-steps-10-1611-slideshare) in which he defines some elements of successfully funded Kickstarter projects, including a clear, concise product description "in less than 200 characters".  I would add to this that your video needs to have a hook in the first 20 seconds to keep a potential backer engaged.  Kocek also lists "well-lit photos/videos of the product in action" as a critical element to success.  You don't necessarily need to hire a full professional production crew, but good video footage and editing are important. Put yourself in the backers' shoes, if the creator isn't willing to put the effort into a good video, would you pledge money?  Chew on this: the top funded category on Kickstarter is film; they know how to make a compelling video and tell a good story!  

Make sure your video has a call for action, with very clear steps on how to donate. In the very fortunate case that your video goes viral, its viewers will not be seeing it in the context of a Kickstarter page.  This could become a very unfortunate scenario if your backers don't know by the video's content how or what they can do to help.  Thus, you need to make sure to tell them to go to Kickstarter and pledge before its too late.  Be direct and explicit, ambiguity leads inaction.  

How much to ask for
Several funded projects have lost money because they failed to account for just how much every aspect of the Kickstarter project would cost.  So it is definitely prudent advice to spend a good amount of time working through all aspects of costs that impact the project, including fixed costs related to the project (website, PR, advertising), the cost to you of the actual rewards, the cost to ship physical rewards, including international shipping, and the Kickstarter and Amazon fees (plan for 10% total to be taken off the top before you even see your money). 

So on the one hand, you want to make sure your costs are covered.  It is also interesting to note that, because successful projects usually only make their goals by a small margin, there appears to be some psychology that discourages potential backers from helping once a project is funded.  Thus, if you reach your goal in the first three days of a 30 day campaign, there isn't much more action to be had.  Kickstarter backers want an element of a challenge or gambling; when its sure to be funded it isn't quite as interesting.  

On the other hand, you don't want to be too greedy.  Many failed creators have lamented that their goal was just too high.  Garenhan learned this lesson with his first Kickstarter campaign, "I got a little greedy with the goal.... Basically, my first goal on that project was set to where I wanted to get it to make it worth my while to do.  You know, and I was being ambitious. But it had no basis of what it costs me to actually produce the hangers."  He then launch a new campaign for the same product, with a goal that was lower than the cost of a first manufacturing run.  It was a calculated risk that paid off, and the project was funded 310%.  It was risky, he admitted, but a calculated risk: if he made the goal and not much more, he could provide the rest of the upfront money needed out of pocket to get the inventory that he could sell to Amazon.  "I didn't really make any money off of it, but I had inventory."  

This seems to be the sweet spot for Kickstarter goals.  A Kickstarter campaign is intended to cover the costs needed to finish the project, not to give you a handsome profit.  Kickstarter customers seem to be savvy enough to not get suckered in to supporting projects with overly ambitious goals.  After the 7 - 10% fees are taken off the top, most of the products sold are going to be nearly at cost.  


While, of course, nothing can replace great ideas, unique marketing approaches, and awesome connections, the above components could mean the difference between getting funded and barely missing the mark.  Good luck and happy creating!

Saturday, April 20, 2013

Weapons of Influence in the Courtroom: Applying Cialdini to Jury Duty

Perhaps an indication of my somewhat spoiled and privileged life, the absolutely most trying and painful time of my life thus far did not deal with heartbreak, violence or poverty.  The most trying time of my life was being on a jury with, what I eventually concluded to be, low-life idiots.  I struggled to reconcile the events that happened during deliberation with what we were told was our duty as the jury - we were doing everything wrong.  To this day, it brings back painful memories and feelings of resentment and subtle regret.  By the letter of the law, he was never proven guilty, but the jury found him guilty on four counts, sending him into 16 years of jail time nevertheless.  

Robert Cialdini, a professor at my alma mater who happens to live in the same city as me, is considered the world's leading expert on how to influence people.  His book "Influence" details what he calls the weapons of influence, and goes into detail about why, how and when they work, and how we can defend when others attempt to use them against us.  I read the book years ago, by recommendation of my Dad, and even had the privilege of attending one of Professor Cialdini's lectures while I was going through my MBA program.  While the book is now a bit dated, and some of the examples are too old for me to relate to, the principles remain sound and profiteers continue to come up with new ways to apply these weapons of influence.  I just finished re-reading it, and am astounded at how much value I got out of it the second time around.  Even without recalling specifically that I had drawn some practices from this book, I recognize that I have, indeed, incorporated many of these devices into my own dealings with other people.  The most shocking, though, is my realization that Cialdini's weapons of influence explain what happened in jury duty better than any explanation I could muster.  Because I am generally a positive person and I don't like to linger on my negative experiences, I don't regularly think about the jury duty experience unless someone or something triggers me very directly to recall it.  So I probably wouldn't have even thought to apply his weapons of influence to that situation except that one of his examples was an apparently common practice judges use in jury cases that seems to have been used during my trial.  That got the ball rolling, and I started to realize just how many other weapons of influence impacted the final result of that trial.  

The case was about four counts of statutory rape, because the girl was 16 and the guy was 18, but the girl had been begging for it so its not like it wasn't consensual, if it indeed happened.  And there was actually evidence against it even having happened.  That's what made the case so difficult for me - at 16, I think she knew what she was doing and she was horny.   I published my jury duty journal here so you can read my raw experience.  For this blog post, I'll just refer to a few strange things that happened.  

First of all, the most compelling evidence in the case was that a prisoner came in, wearing Sheriff Joe's well-known humiliating pink handcuffs and pink accessories.  The prisoner was unruly and uncooperative and was clearly not here to help the prosecution, even though he was their witness.  The prosecuting attorney asked the prisoner to read from a transcript that was supposedly a conversation had by this prisoner and an investigator.  In it, he essentially admitted to having proof that the crimes were indeed committed.  When the prosecutor asked if the transcript was correct, however, the prisoner denied having ever said those things.  The prosecutor looked at him in disbelief, "You mean to tell me you DIDN'T say those things?  That the transcript is WRONG? Do you want me to get the tapes and play them for you?"  The prisoner continued saying that he never said those things and the transcript was falsified and the tapes weren't real.  After quite an ordeal, the judge actually dismissed the jury in order to have a one-on-one chat with the witness, supposedly to gain cooperation.  When we were brought back in, he was no more cooperative, and were dismissed and brought back a number of times before the prisoner was finally dismissed as a witness.  The judge then instructed us to strike this entire interview from our notes and that we were not to use it as evidence in our decision making process.  

I should mention, too, that I went into the jury duty experience with excitement to see justice at work and a patriotic sense of doing my duty as a citizen of this great country, and all that jazz.  So for me, I wanted to follow the letter of the law to the T, and I felt like I was very objective in my analysis of the case.  This being the only reliable evidence that was ever presented in the two week trial, and having it stricken from our records, that left us with absolutely zero evidence.  Thus, the rule innocent until proven guilty would imply that there is no reason that man should have been convicted.  Anything other than innocent on all four accounts made absolutely no sense.  

The second oddest thing that happened was during deliberation in the privacy of the juror's room.  We started off by taking an initial vote which was split down the middle, but the next morning the vote was slanted towards a verdict of innocent on all four accounts.  We initially got traction in the direction of "not guilty".  Yet over the next several days, I watched in bewilderment as individuals on "my side" flip flopped and changed their decision to guilty, until I was the only hold out.  One might think that if we had started out leaning towards innocent, that the majority would be able to sway the minority, but exactly the opposite happened.  People seemingly in their right minds switched to operating based on false evidence.  

Having revisited this incident with the fresh eyes of Cialdini's genius, I can conclude that a number of weapons of influence worked in the favor of the prosecution, whether intentional or not.  The incident with the prisoner's dismissed account was what spurred me to reevaluate my jury duty experience.  It was this "practice" I came to read about in Cialdini's book; it was the weapon of scarcity, combined a little with the contrast principle.  Having received the information and then having it taken away, jurors tend to put more emphasis on that information instead of disregarding it; even to the point of using that as the only evidence.  So without any other weapons of influence, the judge may have decided the case for us with just this one act.  I had a sense the whole time that the judge didn't like the defendant anyways, so in hindsight, it wouldn't surprise me if the judge used this tactic intentionally, as Cialdini suggests is often the case.  

But there were several other applications of the weapons of influence at work.  For one, the prosecuting lawyer has a stature of being an authority, so when he criticizes the criminals involved in the case, we take the lawyer's word even if it is being denied by the witnesses.  We also had a detective on the stand, and his position also demands authority, thus we trust him more than the convicted felons.  In fact, the juror guidelines forbid us to take the word of a police or detective over other witnesses simply because of their position, but that doesn't mean all the jurors can actually do this in their heads.  The authority principle works on our subconscious, so we don't even recognize when we're giving more credibility to the title than it deserves.  The contrast principle can also be at work here, going from untrustworthy felon to trusted police investigator signals that we can relax now, the nice policeman is going to tell us what we need to know.  

Another weapon of influence at work was liking, or in this case, disliking.  Throughout the trial, there were multiple references to play up the unsavory character of the defendant.  He had DUIs, he had a pregnant underage girlfriend (and he was over 18), he had a malicious pit bull who attacked a police officer, he broke in and robbed the house of the victim.  There were even allusions to, without allowing it to be said out loud, gang-related activities.  All this painted the picture that I think persuaded most of my juror peers:  he's just a piece of shit.  To the most outspoken and adamant of them, he clearly is a horrible person and deserved to be locked up regardless of whether or not he committed these specific crimes.  It sounds ridiculous, of course, even as I write it, but that was the mentality during deliberation.  It also starkly breaks another rule in the juror's playbook, something about prior convictions are not evidence for this crime.  In fact, I think one of the jurors may have said something to the effect of, "Well we know he had sex with a minor because his girlfriend is pregnant, so obviously he must have had sex with the underage girl in this case."  So without even a real conviction, and frankly, I don't know if we even knew whether the girlfriend's baby was his or not, these extremists assumed he was a repeat offender and that we better lock the guy up before he commits more statutory rape.  

What's interesting is that so many people were swayed to the other side, so the principles of public commitment and consistency did not seem to hinder them from changing sides.  Social proof, too, seems to have been dismissed because the majority at the beginning was unable to win over the balance; the exact opposite happened.  The powers of scarcity, authority and (dis-)liking seemed to have overwhelmed the other weapons of influence, leading to illogical accusations and ultimately, convictions.  Convictions that still don't sit right with me today.  Perhaps all jurors should have Cialdini's "Influence" as a required reading before the court proceedings, to better understand what weapons of influence may be used and how to think rationally and defend against them.  Maybe then we can have a just justice system.