Habitica is an online task management app designed as a role-playing game. The document discusses improving Habitica's design to increase long-term user engagement. Suggestions include adding a storyline, unlockable content, pet skills, leaderboards, item drops, and tutorials. The core activity loop would involve completing tasks, developing one's character, battling monsters, gaining rewards, and helping other players.
SolChicks pitch deck: $77M for blockchain gamingPitch Decks
SolChicks is a play-to-earn fantasy game built on Solana. The SolChicks game demo attracted over 50,000 players in only the first week of its release.
The startup gained over 350,000 followers on Twitter and claims its community consists of 700,000 across 20 countries, amassed in just four short months.
The Australian-founded play-to-earn blockchain gaming company started just September has already raised $77 million from venture capital and institutional investment funds, as well as more than 100 staff. SolChicks is scheduled for a mini-game release at the end of March 2022, an “alpha” release in April and an official release in September.
SolChicks, a play-to-earn fantasy game built on Solana, made headlines after being backed by over 113 different venture capital funds.
The SolChicks game demo attracted over 50,000 players in only the first week of its release. Their parent company Catheon also owns other games such as Seoul Stars, a “sing-to-earn” game endorsed by K-pop stars, and Angrymals, a player-versus-player fortress defence strategy mobile game inspired by Angry Birds and Worms.
In a press release published after its successful IDO, SolChicks said that it has raised over $20 million from more than 300 private investors. The game’s IDO is set to be conducted on 38 launchpads at a public price of $0.05 per token, implying a fully diluted market capitalization of $500 million for the $CHICKS token.
I made a PPT about a popular blockchain game, evaluated its business model, game mechanism, target customer, and identified the moats of the blockchain game, and researched how its underlying technology, Unreal Engine 5, enhanced the overall gaming experience.
SolChicks pitch deck: $77M for blockchain gamingPitch Decks
SolChicks is a play-to-earn fantasy game built on Solana. The SolChicks game demo attracted over 50,000 players in only the first week of its release.
The startup gained over 350,000 followers on Twitter and claims its community consists of 700,000 across 20 countries, amassed in just four short months.
The Australian-founded play-to-earn blockchain gaming company started just September has already raised $77 million from venture capital and institutional investment funds, as well as more than 100 staff. SolChicks is scheduled for a mini-game release at the end of March 2022, an “alpha” release in April and an official release in September.
SolChicks, a play-to-earn fantasy game built on Solana, made headlines after being backed by over 113 different venture capital funds.
The SolChicks game demo attracted over 50,000 players in only the first week of its release. Their parent company Catheon also owns other games such as Seoul Stars, a “sing-to-earn” game endorsed by K-pop stars, and Angrymals, a player-versus-player fortress defence strategy mobile game inspired by Angry Birds and Worms.
In a press release published after its successful IDO, SolChicks said that it has raised over $20 million from more than 300 private investors. The game’s IDO is set to be conducted on 38 launchpads at a public price of $0.05 per token, implying a fully diluted market capitalization of $500 million for the $CHICKS token.
I made a PPT about a popular blockchain game, evaluated its business model, game mechanism, target customer, and identified the moats of the blockchain game, and researched how its underlying technology, Unreal Engine 5, enhanced the overall gaming experience.
How Zenly Nailed It - Product Methods!Maxime Braud
We deliver UX design for the best startups: ⭐️mozza.io ⭐️
Zenly is the only location sharing app with a 8% weekly growth rate. What product method did they use to get there?
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Gamestate is a megaverse nexus, uniting gamers, fans, developers, creators, and merchants in a place of fun, discovery, and learning.
An open world, offering sales channels for games, apps, advertising, gaming equipment, music, media, and general merchandise as well as a Rocket Launchpad accelerator for indie game startups.
Unified profiles solve the problem of fragmented gaming accounts and achievements; allowing gamers to create and import their existing game profiles and leaderboard ranks, collated into a single portable, immutable, privacy-centric, achievements-based blockchain digital identity profile for ultimate flexing and bragging rights!
Nintendo wants to target the ever growing big market of mobile games through its newest offering of “Super Mario Run” on IOS and Android platforms. The Super Mario game is not a new concept, but this game is released for the first time as a mobile app. Earlier this year, the release of the Pokémon Go app took the world by storm. The app quickly became the most downloaded app in history, and commanded a record audience of 45 million daily players. However Super Mario Run broke all records with its release on iTunes, Apple's platform in mid Dec 2016 with 2.65 Million downloads on the first day itself. Nintendo offered players to stop by their local Apple store before launch to try the game. Apple sold its billionth iPhone summer of 2017, leaving the app available to every user. This app not only boosted sales, but also introduced new people and the younger generation to the company, as well as its iconic characters. Nintendo increased its brand awareness among mobile app users. However, faced negative feedback from older generation of gamers on game features. In order to leverage current offerings and successfully expand into the mobile gaming industry this digital marketing plan provides suggestions on Nintendo's, Super Mario Run mobile game.
An estimated 96 Mn Indian users are forecast to pay
for games in 2021. Paid gamers are forecast to reach
~240 Mn (3x) in the next 5 years. Survey results show that up to 50% of new midcore and hardcore game users pay $7-$14 per month.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit...Rod King, Ph.D.
Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
Digital 2023 Vietnam (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Vietnam in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in Vietnam, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Gamification of User Engagement ProcessTouseef Ikram
This presentation is about understanding Gamification. I presented this in 3rd Annual Digital Marketing conference DigiMark2014. It explains how games engage audience in doing repetitive tasks and take pleasure out of it. It also share some stats and example projects of giant companies using gamification. It also explains different concepts associated with gamification like extrinsic and intrinsic motivation, dopamine cycle, SAPS framework, Octaylsis framework.
BTW I also have left the slide notes intacts. Hope it helps you some way.
How Zenly Nailed It - Product Methods!Maxime Braud
We deliver UX design for the best startups: ⭐️mozza.io ⭐️
Zenly is the only location sharing app with a 8% weekly growth rate. What product method did they use to get there?
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Gamestate is a megaverse nexus, uniting gamers, fans, developers, creators, and merchants in a place of fun, discovery, and learning.
An open world, offering sales channels for games, apps, advertising, gaming equipment, music, media, and general merchandise as well as a Rocket Launchpad accelerator for indie game startups.
Unified profiles solve the problem of fragmented gaming accounts and achievements; allowing gamers to create and import their existing game profiles and leaderboard ranks, collated into a single portable, immutable, privacy-centric, achievements-based blockchain digital identity profile for ultimate flexing and bragging rights!
Nintendo wants to target the ever growing big market of mobile games through its newest offering of “Super Mario Run” on IOS and Android platforms. The Super Mario game is not a new concept, but this game is released for the first time as a mobile app. Earlier this year, the release of the Pokémon Go app took the world by storm. The app quickly became the most downloaded app in history, and commanded a record audience of 45 million daily players. However Super Mario Run broke all records with its release on iTunes, Apple's platform in mid Dec 2016 with 2.65 Million downloads on the first day itself. Nintendo offered players to stop by their local Apple store before launch to try the game. Apple sold its billionth iPhone summer of 2017, leaving the app available to every user. This app not only boosted sales, but also introduced new people and the younger generation to the company, as well as its iconic characters. Nintendo increased its brand awareness among mobile app users. However, faced negative feedback from older generation of gamers on game features. In order to leverage current offerings and successfully expand into the mobile gaming industry this digital marketing plan provides suggestions on Nintendo's, Super Mario Run mobile game.
An estimated 96 Mn Indian users are forecast to pay
for games in 2021. Paid gamers are forecast to reach
~240 Mn (3x) in the next 5 years. Survey results show that up to 50% of new midcore and hardcore game users pay $7-$14 per month.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit...Rod King, Ph.D.
Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
Digital 2023 Vietnam (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Vietnam in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in Vietnam, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Gamification of User Engagement ProcessTouseef Ikram
This presentation is about understanding Gamification. I presented this in 3rd Annual Digital Marketing conference DigiMark2014. It explains how games engage audience in doing repetitive tasks and take pleasure out of it. It also share some stats and example projects of giant companies using gamification. It also explains different concepts associated with gamification like extrinsic and intrinsic motivation, dopamine cycle, SAPS framework, Octaylsis framework.
BTW I also have left the slide notes intacts. Hope it helps you some way.
Startup Metrics for Pirates (March 2009)Dave McClure
Slightly updated presentation from my talk at http://EntrepreneurTrek.org at Stanford University (March 2009). note: basically same as FOWA talk, minor update added slide 17.
Startup Metrics for Pirates (Twiistup, Jan 2010)Dave McClure
slides from my talk at Twiistup (LA, Jan 2010). note these slides are almost exactly the same as my previous talk earlier this week in San Francisco... so yes, i'm stealing my own shit.
whatEVer.
Using Gamification in Startups - Now you’re playing with powerDudi Peles
Some of the most successful startups are using gamifiaction. How do they do it? Is that their key for success? How can you implement gamification in your startup?
Slides from my Startup Metrics for Pirates talk at Seattle Startup Collective (July 2010). Same old shit, just a few new tweaks. Nice pretty colors though... ugh.
We have a lot of talent here in Octalysis Prime, and each Challenge we are impressed with your work. The level of submissions by our trusted veterans is now often so high that new Primers can feel intimidated to participate.
We also noticed that we’ve been focusing on one aspect of Gamification: Brainstorming.
There are many more important aspects of human-focused design: user research, analyzing, game looping, battle-planning, visual design... After all, a good idea only yield results if it’s implemented
in the right place, for the right people, in the right way. So, we decided to do something different.
For this Challenge you will produce a concise finished deliverable.
We have a lot of talent here in Octalysis Prime, and each Challenge we are impressed with your work. The level of submissions by our trusted veterans is now often so high that new Primers can feel intimidated to participate.
We also noticed that we’ve been focusing on one aspect of Gamification: Brainstorming.
There are many more important aspects of human-focused design: user research, analyzing, game looping, battle-planning, visual design... After all, a good idea only yield results if it’s implemented
in the right place, for the right people, in the right way. So, we decided to do something different.
For this Challenge you will produce a concise finished deliverable.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start, applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start, applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start, applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start,
applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start,
applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
3. About Habitica
Habitica is an online task management web application that takes the
form of a role-playing game. Its main goals is to help players keep track of
and remain motivated to achieve their goals and ultimately change their
habits for the better.
The game is laid out in the form of an RPG, in which the player grows,
collects items, resources and becomes more powerful when maintaining
real-life goals.
4. The challenge
Habitica has seen relative success with decent brand awareness.
Long-tern engagement is still a problem. Many users leave once the
freshness wears off.
It also has a difficult time breaking into the mainstream as a
productivity app.
Our goal:
Study the app and offer improvements.
6. Business Metrics
The key business metrics* Habitica wants to improve on in order of importance
are :
1. Daily Active Users
2. Weekly returning user after 6 months
3. Weekly tasks completed per active user
4. Onboarding Completion
5. Social Activities and Outreach within App
* Note: In another case key business metrics will be discussed with the client. For the purpose of the competition
I will take the ones for the presentation (also in terms of importance)
7. Traffic statistics for habitica.com
* Note: The information is based on statistics from www.semrush.com and www.alexa.com. They may not be completely accurate
but will make an assumption that they are correct.
8. Demographic statistics for habitica.com
* Note: The information is based on traffic statistics from www.alexa.com. They may not be completely accurate but will make an
assumption that they are correct. More research is needed to make a more accurate conclusions.
Based on the statistics we can assume that:
More female than male are using habitica.
Most users have some degree which means that children (under 18) are not a target
audience.
Out target audience is adults between 25-45 years (more female than male) that have a
number of tasks to complete – studying, working, having children
Working parents (particularly working mothers) represent a special target croup so we
will address them in out gamification design.
10. Core drives embedded in Habitica
The current Habitica app:
Relies mostly CD2, CD4 to stimulate users to complete tasks
Uses also CD5 and CD8
Uses with limited functionalities CD1, CD3, CD6 and CD7
Some anti-core drives used in the current Habitica app:
Change my behavior for the better (CD1) - Spend time to understand what to do in the
game (CD8)
Change my behavior for the better CD1 - Make in-app purchases (CD8)
Progress in the game (CD2), collects pets (CD4) - Make in-app purchases (CD8)
Spend time with my guild, doing group quests, daily log-ins (CD5) – Doing real life work
(CD2), spending time with real friends (CD5)
11. Desired actions, feedback mechanisms and
rewards/incentives in current app
Desired Actions Feedback Mechanics Incentives & Rewards
Discovery
Go to the website Wellcome, Homepage Access to website
Register Email, thank you screen Access to the portal
Onboarding
Complete onboarding Gold, solver, XP Gold, silver, XP
Customize avatar Proceed to next step N/A
Create to-dos Proceed to next step N/A
Create Daily tasks Proceed to next step N/A
Create Habits Proceed to next step N/A
Create rewards Proceed to next step N/A
Buy gems Notifications, thank you screen Gems
12. Desired actions, feedback mechanisms and
rewards/incentives in current app
Desired Actions Feedback Mechanics Incentives & Rewards
Scaffolding
Check in every day Notification screen, congratulaions
screen
Gold, silver, random rewards, XP
Customize avatar Channging avatar N/A
Add new to-dos Added to list N/A
Add new Daily tasks Added to list N/A
Add new Habits Added to list N/A
Add new rewards Added to list N/A
Complete to-dos Notifications Gold, silver, random rewards, XP, badge
Complete Daily tasks Notifications Gold, silver, random rewards, XP, badge
Complete Habits Notifications Gold, silver, random rewards, XP, badge
Collect rewards Notifications Items in your inventory, afford real life
reward
Buy gear Notifications Items in your inventory
Choose a character class Channging avatar Avatar
Grow character - allocate points Progress bar, levels Status. Access (need to be certain lvl to
choose a char)
Join party with anotther person Additional avatars on screen, channging
interface
Access go group quests
Complete quests Notifications Gold, silver, random rewards, XP, badge
Join a guild Notifications, access to guild Access quests,
13. Desired actions, feedback mechanisms and
rewards/incentives in current app
Desired Actions Feedback Mechanics Incentives & Rewards
Scaffolding
Fill out a survey, help test new
functionalities
Thank you messages Gems, exclusive equipment, and
prestigious titles
Contribute to Habitica Thank you messages, notifications Hall of contributors, gems, exclusive
equipment, prestigious titles.
Participate in challenges Notifications Gems
Participate in seasonal events Notifications Gold, silver, random rewards, XP, badge
Buy gems - buy gems, potions, food,
avatars, backgrounds
Notifications, thank you screen Gems
Create a shared task list Notifications N/A
Assign tasks to group members Notifications N/A
Claim a task that you are working on Notifications N/A
Mark tasks that require special approval Notifications N/A
Chat privately with your group Notifications N/A
Create a group Notifications Access to group, Power - group
moderator
Fight bosses Progress bar Gold, silver, random rewards, XP, badge
14. Desired actions, feedback mechanisms and
rewards/incentives in current app
Desired Actions Feedback Mechanics Incentives & Rewards
Endgame
Find all pets Notifications Badge
Find all mounts Notifications Badge
Find all pets and mounts x2 Notifications Badge
Upgrade max weapona and aromor Notifications Badge
Begin a new adventure .. Start again Notifications Badge
15. Commentary on actions, feedback mechanisms and
rewards/incentives in current app
* Note: The information is based on traffic statistics from from www.semrush.com
Discovery
Statistics show more than 80% bounce rate, less than 2 pages viewed per visitors and
around 3 minutes spend per visitor on site.
Website seems well build but could be improved by adding more comprehensive
presentation of the game on homepage.
The registration process is fluent and easy.
Suggestions
An interesting video combining with some beautiful graphics could also help
Some more information on building habits could be added to the website and how Habitica
uses gamification to engage users and help them.
In terms of marketing, considering the budget is limited (almost
not existing for an open source project) spending some small
budget an FB advertisement
Visual redesign will be beneficial to reach more mainstream
users.
16. Commentary on actions, feedback mechanisms and
rewards/incentives in current app
Onboarding
The onboarding process is poorly designed, not very comprehensive and even
confusing
At first this screen looks too complicated. All the options of the panel are open to
explore which is too overwhelming for the user.
The game’s narrative is missing during onboarding, and is hard to understand also
during the other phases of the game
Too much emphasis is given on loss during onboarding. Using CD8 during onboarding
not a good idea (purchasing gems, the loosing health explanation on screens during
onboarding)
Some bugs also show at this point which is demotivating.
Suggestions
Guide the user without too many complicated options. Dim the background and only
show things one step at a time with clear guidelines and user friendly options.
Really missing the general meaning: add some interesting storyline
Remove the emperies on CD8 and concentrate on CD2
Add more feedback mechanisms – gaining gold silver XP and show why. Add glowing
choices
17. Commentary on actions, feedback mechanisms and
rewards/incentives in current app
Scaffolding
Most desired actions of the game are concentrated in this phase which makes is full of
different actions a user could do.
Feedback mechanisms are relatively well done and appropriate even though they could
be improved. For example: How lifting levels benefit you is unclear, when you have an
egg you don’t have a reminder to hatch it and so on
Feedback mechanisms and rewards are attached to most of the desired actions which
makes the Octalysis Strategy Dashboard complete in most cases
After onboarding however the screen is too complicated with too many options.
Almost all content sections are unlocked even though the user still cannot use them -
pets, mounts, armors, weapons, rewards, quests, guilds, party…
How to continue your progress after onboarding is unclear and takes time to explore.
Users can easily cheat lifting levels (the game relies entirely on users not cheeting)
Congratulations screens have too much information which could confuse users and
diminish the achievement effect
Even though hatching eggs, collecting pets and mounts is a significant part of the game
they do not have any effect on the game itself and only serve as Collection Sets and as
part of your avatar
18. Commentary on actions, feedback mechanisms and
rewards/incentives in current app
Scaffolding
Suggestions
Make some sections unlockable and don’t show them from start.
Convey more the feeling of achievement adding more congratulations screens.
Connect lifting levels with quests, unlockable sections, content, quests and so on.
Congratulations screens should be more clear and with less information
Add some benefit to pets and mounts, probably link them to quests
Create a series of linked events, missions, quests and link them to a more general
storyline that is connected to the general goal – changing my habits
19. Commentary on actions, feedback mechanisms and
rewards/incentives in current app
Endgame
As it seems from the analysis Habitica is not designed for an endgame apart
from a couple of badges and the option to start again which has no real value
in my opinion
Suggestions
Encourage mentorship - Higher levels players could be able to take a pupil to
teach/guide.
Add random item drops of special very powerful items from monsters that
are rare to encourage redoing of bosses.
Add seasonal events based on character level. Higher levels have an access to
monsters that have better drops.
Content generation and expert advice – advanced players could gain access
to a knowledge section where they could write quides and gain additional
honors
22. Ideation – suggestions for new functionalities (1)
Create a storyline, a path to follow and tasks on the way to achieve goals and to grow. Create a narrative.
Create friend lists separate for party who will can see your progress and achievemets.
Sent tasks to other person/s option - Create tasks/missions/quest for friends and send them to them –
children, husband for example. Could add another type of points. Option to:
- Send tasks that require the other person to respond as to ne to receive points
- Tasks that require confirmation from the sender so that the user can receive points
- Option to send directly points for some action
For example:
(1) Create a challenge foe a group of friends to go to the cinema – whoever comes – the other will say he
has done it and he will receive points.
(2) Create a random drop – when creating a daily for your child you can add a random drip that could
happen – I buy you a new phone with 0,01% change to happen when you complete this daily
Create a map - the world of Habitika that to be explored to support the storyline.
Create predefined challenges and duels for the entire guild
Add guild levels
Create duels between guilds, players. Loosing a duel will lead to health loss
23. Ideation – suggestions for new functionalities (2)
Missions depending on your user journey – what do u want to achieve – where to grow – improve. Create
a predefined missions that users can choose from and that will improve habbits for them. For example:
- Quit smoking (based on some techniques to quit smoking)
- Loose weight
More creativity when growing pets. Add skills to develop develop in pets. Add a pet benefit and pet
bonuses that will benefit the player.
Put general statistics and comparison. Leaderboard - Individual, Guild
Different classes of items - Beating monsters can drop special items – with a % chance. You can buy gear
but the most powerful gear only drops from monsters. Random elite items.
How to build good habits – tutorials, education, sharing content from selected others that achieved high
levels
Higher levels players should be able to take a pupil to teach/guide
Unlockable content
Benefits from pets and mounts
Interesting storyline
Glowing choices
Limit some actions to once a day:
- being able to make a special character punch/hit once a day during duels/quests that deals special high
damage
- Special rewards for daily logins
25. Core Activity Loop
Complete tasks
Develop
character, pets,
mounts
Battle monsters,
players guilds
Gain gems: through gameplay or with real money
Gain XP, Gold,
Points, Random
rewards, Gems
Complete quests
Help others,
mentorship and
guidance