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LONG AFTER THE THRILL
       (Sustaining Passionate Users)


            STEPHEN P. ANDERSON
Are you in a long-term
    relationship?
(and would you like to stay in that relationship?)
Some context…
Some context…
Some context…
Some context…
How do we get people to fall in love
with our applications?
How do we get people to stay in love
              with our applications?




How do we get people to fall in love
with our applications?
How do we get people to stay in love
    with our applications?




?
    By making
    applications
    more gamelike?
“Motivating consumer behavior through game mechanics”

          points
          levels
          scoreboards
          achievements
          badges
          assignments
human                      psychology
“Motivating consumer behavior through game mechanics”
                         appropriate challenges
          points         variable rewards
          levels
          scoreboards      pattern recognition
          achievements    curiosity
          badges          reputation & identity
          assignments
                            social proof
                            surprise
                              status
                             feedback loops
                            etc.
Sustaining passionate users...
Through delightful challenges?
Sustaining passionate users...
Through delightful challenges?


           Human beings have an inherent tendency to
            seek out novelty and challenges, to extend
           and exercise their capacities, to explore, and
                              to learn.




                 Edward Deci, psychologist
OMG - He’s so...
 mysterious!       can’t. read.
                    her. mind!

                   <sigh> I’m in
                       Love!
Let’s go back to the classroom...
Attitude One:

This stuff is
boring.
I’ll make the best
of it. But, you’ll
have to work and
apply yourself to
get something
out of this class.
Attitude One:        Attitude Two:

This stuff is        This stuff isn’t all
boring.              that interesting.
I’ll make the best   But, I’ve added
of it. But, you’ll   some activities to
have to work and     the content that
apply yourself to    will make this a
get something        lot more fun for
out of this class.   everyone.
Attitude One:        Attitude Two:

 This stuff is        This stuff isn’t all


                 ”
 boring.              that interesting.
            lf
          se
        ur
 I’ll make the best   But, I’ve added
      Yo


 of it. But, you’ll   some activities to
     ly




 have to work and     the content that
 pp




 apply yourself to    will make this a
“A




 get something        lot more fun for
 out of this class.   everyone.
Attitude One:        Attitude Two:

 This stuff is        This stuff isn’t all
                                       ”

                 ”
 boring.                             g
                      that interesting.
            lf
          se                       tin
                                 a
        ur
 I’ll make the best    But, I’ve o
                                 added
                               C
      Yo


 of it. But, you’ll    some r
                            a activities to
     ly




 have to work and      theg
                         u content that
 pp




 apply yourself to      S make this a
                      “will
“A




 get something         lot more fun for
 out of this class.    everyone.
GAMIFICATION?
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…




    A thing




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…



                                      Add game
    A thing
                                      mechanics




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…



                                      Add game                              The thing now has
    A thing                                                                 a new layer of fun
                                      mechanics
                                                                             it didnʼt before.




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…



                                      Add game                              The thing now has                                    People are more
    A thing                                                                 a new layer of fun                                   likely to engage
                                      mechanics
                                                                             it didnʼt before.                                     with that thing




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…



                                      Add game                               The thing now has                                   People are more
    A thing                                                                  a new layer of fun                                  likely to engage
                                      mechanics
                                                                              it didnʼt before.                                    with that thing




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
WHY ARE WE ADDING
              GAME MECHANICS TO
               THE REAL THING?

                                         At itʼs core the idea is something like this…



                                      Add game                               The thing now has                                   People are more
    A thing                                                                  a new layer of fun                                  likely to engage
                                      mechanics
                                                                              it didnʼt before.                                    with that thing




This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
Play &                     Goals &
Challenges       +         Rewards                     =   Game




             (a gross oversimplification of game design!)
Play &                     Goals &
Challenges       +         Rewards                     =   Game




             (a gross oversimplification of game design!)
How do we get people to stay in love
    with our applications?




?
    By making
    applications
    more gamelike?
Attitude One:        Attitude Two:

 This stuff is        This stuff isn’t all
                                       ”

                 ”
 boring.                             g
                      that interesting.
            lf
          se                       tin
                                 a
        ur
 I’ll make the best    But, I’ve o
                                 added
                               C
      Yo


 of it. But, you’ll    some r
                            a activities to
     ly




 have to work and      theg
                         u content that
 pp




 apply yourself to      S make this a
                      “will
“A




 get something         lot more fun for
 out of this class.    everyone.
Attitude One:        Attitude Two:           Attitude Three:

 This stuff is        This stuff isn’t all    This stuff is really
                                       ”

                 ”
 boring.                             g
                      that interesting.       quite interesting!
            lf
          se                       tin
                                 a
        ur
 I’ll make the best    But, I’ve o
                                 added        I’m going to show
                               C
      Yo


 of it. But, you’ll    some r
                            a activities to   you why this is
     ly




 have to work and      theg
                         u content that       important. But
 pp




 apply yourself to      S make this a
                      “will                   first, I’ve got a
“A




 get something         lot more fun for       challenge for
 out of this class.    everyone.              you…
Elementary kids
Elementary kids skipped recess
to watch an educational video?!
Attitude One:        Attitude Two:           Attitude Three:

 This stuff is        This stuff isn’t all    This stuff is really
                                       ”

                 ”
 boring.                             g
                      that interesting.       quite interesting!
            lf
          se                       tin
                                 a
        ur
 I’ll make the best    But, I’ve o
                                 added        I’m going to show
                               C
      Yo


 of it. But, you’ll    some r
                            a activities to   you why this is
     ly




 have to work and      theg
                         u content that       important. But
 pp




 apply yourself to      S make this a
                      “will                   first, I’ve got a
“A




 get something         lot more fun for       challenge for
 out of this class.    everyone.              you…
Attitude One:        Attitude Two:           Attitude Three:

 This stuff is        This stuff isn’t all    This stuff is really
                                       ”

                 ”
 boring.                             g
                      that interesting.       quite interesting!
                                                              ”
            lf
          se                       tin                     r y
                                 a                         e
        ur
 I’ll make the best    But, I’ve o
                                 added        I’m goings tto show
                               C                      a this is
      Yo


 of it. But, you’ll    some r
                            a activities to   you why
                                                    M
                                                  “
     ly




 have to work and      theg
                         u content that       important. But
 pp




 apply yourself to      S make this a
                      “will                   first, I’ve got a
“A




 get something         lot more fun for       challenge for
 out of this class.    everyone.              you…
PERFORMANCE
      GOALS
              VS   LEARNING
                   CHALLENGES
PERFORMANCE
        GOALS
Getting an A in French
                         VS   LEARNING
                              CHALLENGES
PERFORMANCE
        GOALS
Getting an A in French
                         VS   LEARNING
                              CHALLENGES
                              Learning to speak French
PERFORMANCE
        GOALS
Getting an A in French
                         VS   LEARNING
                              CHALLENGES
                              Learning to speak French




                               leads to mastery
PERFORMANCE
        GOALS
Getting an A in French
                         VS   LEARNING
                              CHALLENGES
                              Learning to speak French
PERFORMANCE
        GOALS
Getting an A in French
                         VS   INTRINSIC
                              MOTIVATION
                              Learning to speak French
EXTRINSIC
      MOTIVATION
Getting an A in French
                         VS   INTRINSIC
                              MOTIVATION
                              Learning to speak French
EXTRINSIC
      MOTIVATION
Getting an A in French
                         VS   INTRINSIC
                              MOTIVATION
                              Learning to speak French
making                        finding
things
         EXTRINSIC
      MOTIVATION
Getting an A in French
                         VS   INTRINSIC

                              theto joy
                              MOTIVATION
                              Learning speak French
     fun
making                        finding
things
         EXTRINSIC
      MOTIVATION
Getting an A in French
                         VS   INTRINSIC

                              theto joy
                              MOTIVATION
                              Learning speak French
     fun
How do we get people to stay in love
    with our applications?




?
    By making
    applications
    more gamelike?
Think of a game.
List the things that make
     this game work.
Appointment Mechanic
Self-Expression
Social Gifting
Limited Time
Group Competition
Teamwork
Self-Expression
Pattern Recognition
What would
A time tracking app
   with these characteristics:



        {whatever you
         wrote down}



           look like?
What would
A time tracking app
   with these characteristics:

   -Turn based game
  -Goal: reach ‘x’ points 1st
     -trade resources
  -cooperate + compete
    -chance + strategy

           look like?
Any interesting ideas?
This is a good exercise to:
1. See a design from different perspectives
2. Move beyond “points & badges gamification”
This is a good exercise to:
1. See a design from different perspectives
2. Move beyond “points & badges gamification”




BUT...
+ time tracking =
adding your time at
+ time tracking = set intervals (several
                  times a day) keeps
                  your garden alive
+ time tracking =
Adding your time
                  reveals a number;
+ time tracking = Goal? Be the first
                  person on your team
                  to win a weekly prize!
+ time tracking =
+ time tracking =
+ time tracking =
+ time tracking =
Spot the problem yet?
Spot the problem yet?
All of these ideas add a layer of fun to the core activity.
doesn’t sustain
                                 behavior!

All of these ideas add a layer of fun to the core activity.
My “AHA!” moment.
My “AHA!” moment.



Why do I even want to
  track my time?
WHY?
WHY?
WHY?
WHY?
WHY?
WHY?
WHY?
WHY?
TO KNOW HOW LONG I’M TAKING
WHY?
WHY?
WHY?
TO LEARN WHERE I’M UNDERESTIMATING

TO KNOW HOW LONG I’M TAKING
WHY?
WHY?
TO GET BETTER AT ESTIMATING MY TIME

TO LEARN WHERE I’M UNDERESTIMATING

TO KNOW HOW LONG I’M TAKING
WHY?
TO HAVE A MORE BALANCED LIFE.
TO GET BETTER AT ESTIMATING MY TIME

TO LEARN WHERE I’M UNDERESTIMATING

TO KNOW HOW LONG I’M TAKING
WHY?
TO HAVE A MORE BALANCED LIFE.
TO GET BETTER AT ESTIMATING MY TIME

TO LEARN WHERE I’M UNDERESTIMATING

TO KNOW HOW LONG I’M TAKING
WHY?
TO HAVE A MORE BALANCED LIFE.
TO GET BETTER AT ESTIMATING MY TIME

TO LEARN WHERE I’M UNDERESTIMATING

TO KNOW HOW LONG I’M TAKING
WHY?
VS
                          relative to our personal best




relative to others
“...for each day that I do my task of
writing, I get to put a big red X over
that day… After a few days you’ll
have a chain. Just keep at it and the
chain will grow longer every day.
You’ll like seeing that chain,
especially when you get a few weeks
under your belt. Your only job next is
to not break the chain.”
My time tracking “game” concept…
FRIDAY, MAY 16TH, 2011
             Estimated:       Actual:

9         RESEARCH        EMAIL
          WRITING
8




                                  ?
7         EMAIL

6                         CLIENT 2
5
          CLIENT 2
4
3                         MEETING
          MEETING
2
1         CLIENT 1        CLIENT 1

0
FRIDAY, MAY 16TH, 2011
             Estimated:       Actual:

9         RESEARCH        EMAIL




                                        79%
          WRITING
8
7         EMAIL

6                         CLIENT 2
5
          CLIENT 2
4
3                         MEETING
                                        ACCURACY RATING
          MEETING
2
1         CLIENT 1        CLIENT 1

0
Play &                Goals &
Challenges   +        Rewards                  =       Game




         (a gross oversimplification of game design!)
TO GET BETTER AT
   ESTIMATING MY TIME

Play &                  Goals &
Challenges     +        Rewards                  =       Game




           (a gross oversimplification of game design!)
TO GET BETTER AT
   ESTIMATING MY TIME

Play &                  Goals &
Challenges     +        Rewards                  =       Game




           (a gross oversimplification of game design!)
TO GET BETTER AT
   ESTIMATING MY TIME
                               POINTS
                               BADGES
Play &                  Goals &
Challenges     +        Rewards                  =       Game
                               ACHIEVEMENTS
                               SCOREBOARDS
                               LEVELS


           (a gross oversimplification of game design!)
Play &                Goals &
Challenges   +        Rewards                  =       Game




         (a gross oversimplification of game design!)
Play &
          Challenges



Goals &
Rewards
Play &
          Challenges



Goals &
Rewards
Play &
           Challenges


          Conflicts & Choices
Goals &
Rewards
Play &
           Challenges


          Conflicts & Choices
Goals &
Rewards    Feedback Loops
Play &
           Challenges


          Conflicts & Choices
Goals &
Rewards    Feedback Loops
www.getmentalnotes.com
www.getmentalnotes.com
Play &
           Challenges


          Conflicts & Choices
Goals &
Rewards    Feedback Loops
Play &
           Challenges


          Conflicts & Choices
Goals &
Rewards    Feedback Loops
The little flower growing represents
anticipation and hope that something good
will happen, which is the flower growing...
When you push that button and see the
change, it's instant feedback, a reward.
Even though the device seems simple, it's
tapping into a complex psychology that
changes people's behavior... It hits the right
button.
These kinds of feedback systems tap into
basic human nature... Most humans are
naturally wired to nurture things and be
rewarded for doing so...
  http://www.core77.com/blog/news/captology_how_the_fitbit_pedometer_really_motivates_its_users_15582.asp
All the endless questions a person answers
also produces "personality" reports on the
type of person you are. So, even if you're
not seeing anyone on the site you want to
date, you keep coming back for more
because you get to learn more about
yourself and your tastes. Pretty ingenious
if you ask me, and I've been through the
gamut of almost every online dating site
out there.

-commenting on OK Cupid
Play &
           Challenges


          Conflicts & Choices
Goals &
Rewards    Feedback Loops
INTRINSIC
                                MOTIVATION

             Play &
           Challenges
                                  VS
Goals &
          Conflicts & Choices
                                EXTRINSIC
Rewards
           Feedback Loops       MOTIVATION
How do we get people to stay in love
    with our applications?




?
    By making
    applications
    more gamelike?
(MOST) GAMES
EVENTUALLY END
Sustaining passionate users...
takes more than delightful
experiences
“Delight,
unfortunately,
doesn’t last”
“Delight,
 unfortunately,
 doesn’t last”


 Raph Koster,
Game Designer
#?!!
What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?




                http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?




                http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?




                http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
       It works and they continually update/improve the application.

                              it does a decent job                                                        very reliable and affordable

                                                                               reliability and ease of use
       It's not complicated.

                                                  Management, customization, and layout options
does one particular thing well
                   my friends use it                                                          utility of the application

   there isn't another option
                        http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
       It works and they continually update/improve the application.

                              it does a decent job                                                        very reliable and affordable
             “Where is the love?” use
                         reliability and ease of
       It's not complicated.

                                                  Management, customization, and layout options
does one particular thing well
                   my friends use it                                                          utility of the application

   there isn't another option
                        http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
How do we get people to stay in love
    with our applications?




?
How do we get people to stay in love
    with our applications?




?
    By providing a service
    that is trustworthy
    and of value.
Share examples of services youʼve used for more than
6 months that continue to delight - not just satisfy -
you (and how they do it).
Share examples of services youʼve used for more than
6 months that continue to delight - not just satisfy -
you (and how they do it).




                        <crickets>
Kano Model
LOW SATISFACTION
HIGH SATISFACTION




LOW SATISFACTION
HIGH SATISFACTION




NEUTRAL VALUE




 LOW SATISFACTION
HIGH SATISFACTION




                  NEUTRAL VALUE

NOT (OR POORLY)
 IMPLEMENTED




                   LOW SATISFACTION
HIGH SATISFACTION




                  NEUTRAL VALUE

NOT (OR POORLY)                        FULLY IMPLEMENTED
 IMPLEMENTED




                   LOW SATISFACTION
HIGH SATISFACTION
                                       Performance
                                            Payoffs




                  NEUTRAL VALUE

NOT (OR POORLY)                        FULLY IMPLEMENTED
 IMPLEMENTED




                   LOW SATISFACTION
HIGH SATISFACTION
                                                          Performance
                                                               Payoffs




                  NEUTRAL VALUE

NOT (OR POORLY)                                       FULLY IMPLEMENTED
 IMPLEMENTED                   Basic Needs
                               Only noticed if missing.




                   LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                              Performance
                                                                                   Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                           T
                                           IM
                                 NEUTRAL VALUE




                                               E
NOT (OR POORLY)                                                           FULLY IMPLEMENTED
 IMPLEMENTED                                       Basic Needs
                                                   Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
HIGH SATISFACTION
                                                                            Performance
                                                                                 Payoffs
                  Delighters
                  Not required, but when
                  added brings value.




                                 NEUTRAL VALUE

NOT (OR POORLY)                                                         FULLY IMPLEMENTED
 IMPLEMENTED                                     Basic Needs
                                                 Only noticed if missing.




                                     LOW SATISFACTION
?
How do we get people to stay in love
    with our applications?




?   Social Proof.
How do we get people to stay in love
    with our applications?




?   Social Proof.

                   my friends use it
How do we get people to stay in love
    with our applications?




?
How do we get people to stay in love
    with our applications?




?   Stories.
How do we get people to stay in love
with our applications?
How do we get people to stay in love
 with our applications?
• Look for the “game” already in the activity.
How do we get people to stay in love
 with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
  Challenges,Conflicts & Choices, Feedback Loops.
How do we get people to stay in love
 with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
  Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
  something meaningful.
How do we get people to stay in love
 with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
  Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
  something meaningful.
• Even the best designed games have a shelf-life.
How do we get people to stay in love
 with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
  Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
  something meaningful.
• Even the best designed games have a shelf-life.
• Don’t forget basic needs.
How do we get people to stay in love
 with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
  Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
  something meaningful.
• Even the best designed games have a shelf-life.
• Don’t forget basic needs.
• Delightful experiences are always welcome!
r      !
C
Y       r
  “I    r
            r  ’
S p  P. A
     ” BAD GE!
www.getmentalnotes.com
Free preview packs!
Th an ks !!
      Stephen P. Anderson
                 @stephenanderson


           www.getmentalnotes.com
               www.poetpainter.com
       www.slideshare.net/stephenpa

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Stephen Anderson: Long after the Thrill - Sustaining Passionate Users (Webdagene 2011)

  • 1. @steph enanderson LONG AFTER THE THRILL (Sustaining Passionate Users) STEPHEN P. ANDERSON
  • 2. Are you in a long-term relationship? (and would you like to stay in that relationship?)
  • 7. How do we get people to fall in love with our applications?
  • 8. How do we get people to stay in love with our applications? How do we get people to fall in love with our applications?
  • 9. How do we get people to stay in love with our applications? ? By making applications more gamelike?
  • 10. “Motivating consumer behavior through game mechanics” points levels scoreboards achievements badges assignments
  • 11. human psychology “Motivating consumer behavior through game mechanics” appropriate challenges points variable rewards levels scoreboards pattern recognition achievements curiosity badges reputation & identity assignments social proof surprise status feedback loops etc.
  • 12. Sustaining passionate users... Through delightful challenges?
  • 13. Sustaining passionate users... Through delightful challenges? Human beings have an inherent tendency to seek out novelty and challenges, to extend and exercise their capacities, to explore, and to learn. Edward Deci, psychologist
  • 14. OMG - He’s so... mysterious! can’t. read. her. mind! <sigh> I’m in Love!
  • 15. Let’s go back to the classroom...
  • 16.
  • 17. Attitude One: This stuff is boring. I’ll make the best of it. But, you’ll have to work and apply yourself to get something out of this class.
  • 18. Attitude One: Attitude Two: This stuff is This stuff isn’t all boring. that interesting. I’ll make the best But, I’ve added of it. But, you’ll some activities to have to work and the content that apply yourself to will make this a get something lot more fun for out of this class. everyone.
  • 19. Attitude One: Attitude Two: This stuff is This stuff isn’t all ” boring. that interesting. lf se ur I’ll make the best But, I’ve added Yo of it. But, you’ll some activities to ly have to work and the content that pp apply yourself to will make this a “A get something lot more fun for out of this class. everyone.
  • 20. Attitude One: Attitude Two: This stuff is This stuff isn’t all ” ” boring. g that interesting. lf se tin a ur I’ll make the best But, I’ve o added C Yo of it. But, you’ll some r a activities to ly have to work and theg u content that pp apply yourself to S make this a “will “A get something lot more fun for out of this class. everyone.
  • 22. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 23. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… A thing This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 24. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… Add game A thing mechanics This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 25. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… Add game The thing now has A thing a new layer of fun mechanics it didnʼt before. This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 26. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… Add game The thing now has People are more A thing a new layer of fun likely to engage mechanics it didnʼt before. with that thing This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 27. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… Add game The thing now has People are more A thing a new layer of fun likely to engage mechanics it didnʼt before. with that thing This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 28. WHY ARE WE ADDING GAME MECHANICS TO THE REAL THING? At itʼs core the idea is something like this… Add game The thing now has People are more A thing a new layer of fun likely to engage mechanics it didnʼt before. with that thing This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
  • 29. Play & Goals & Challenges + Rewards = Game (a gross oversimplification of game design!)
  • 30. Play & Goals & Challenges + Rewards = Game (a gross oversimplification of game design!)
  • 31. How do we get people to stay in love with our applications? ? By making applications more gamelike?
  • 32. Attitude One: Attitude Two: This stuff is This stuff isn’t all ” ” boring. g that interesting. lf se tin a ur I’ll make the best But, I’ve o added C Yo of it. But, you’ll some r a activities to ly have to work and theg u content that pp apply yourself to S make this a “will “A get something lot more fun for out of this class. everyone.
  • 33. Attitude One: Attitude Two: Attitude Three: This stuff is This stuff isn’t all This stuff is really ” ” boring. g that interesting. quite interesting! lf se tin a ur I’ll make the best But, I’ve o added I’m going to show C Yo of it. But, you’ll some r a activities to you why this is ly have to work and theg u content that important. But pp apply yourself to S make this a “will first, I’ve got a “A get something lot more fun for challenge for out of this class. everyone. you…
  • 34.
  • 36. Elementary kids skipped recess to watch an educational video?!
  • 37. Attitude One: Attitude Two: Attitude Three: This stuff is This stuff isn’t all This stuff is really ” ” boring. g that interesting. quite interesting! lf se tin a ur I’ll make the best But, I’ve o added I’m going to show C Yo of it. But, you’ll some r a activities to you why this is ly have to work and theg u content that important. But pp apply yourself to S make this a “will first, I’ve got a “A get something lot more fun for challenge for out of this class. everyone. you…
  • 38. Attitude One: Attitude Two: Attitude Three: This stuff is This stuff isn’t all This stuff is really ” ” boring. g that interesting. quite interesting! ” lf se tin r y a e ur I’ll make the best But, I’ve o added I’m goings tto show C a this is Yo of it. But, you’ll some r a activities to you why M “ ly have to work and theg u content that important. But pp apply yourself to S make this a “will first, I’ve got a “A get something lot more fun for challenge for out of this class. everyone. you…
  • 39. PERFORMANCE GOALS VS LEARNING CHALLENGES
  • 40. PERFORMANCE GOALS Getting an A in French VS LEARNING CHALLENGES
  • 41. PERFORMANCE GOALS Getting an A in French VS LEARNING CHALLENGES Learning to speak French
  • 42. PERFORMANCE GOALS Getting an A in French VS LEARNING CHALLENGES Learning to speak French leads to mastery
  • 43. PERFORMANCE GOALS Getting an A in French VS LEARNING CHALLENGES Learning to speak French
  • 44. PERFORMANCE GOALS Getting an A in French VS INTRINSIC MOTIVATION Learning to speak French
  • 45. EXTRINSIC MOTIVATION Getting an A in French VS INTRINSIC MOTIVATION Learning to speak French
  • 46. EXTRINSIC MOTIVATION Getting an A in French VS INTRINSIC MOTIVATION Learning to speak French
  • 47. making finding things EXTRINSIC MOTIVATION Getting an A in French VS INTRINSIC theto joy MOTIVATION Learning speak French fun
  • 48. making finding things EXTRINSIC MOTIVATION Getting an A in French VS INTRINSIC theto joy MOTIVATION Learning speak French fun
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55.
  • 56. How do we get people to stay in love with our applications? ? By making applications more gamelike?
  • 57.
  • 58. Think of a game.
  • 59. List the things that make this game work.
  • 62. What would A time tracking app with these characteristics: {whatever you wrote down} look like?
  • 63. What would A time tracking app with these characteristics: -Turn based game -Goal: reach ‘x’ points 1st -trade resources -cooperate + compete -chance + strategy look like?
  • 65. This is a good exercise to: 1. See a design from different perspectives 2. Move beyond “points & badges gamification”
  • 66. This is a good exercise to: 1. See a design from different perspectives 2. Move beyond “points & badges gamification” BUT...
  • 68. adding your time at + time tracking = set intervals (several times a day) keeps your garden alive
  • 70. Adding your time reveals a number; + time tracking = Goal? Be the first person on your team to win a weekly prize!
  • 76.
  • 77.
  • 78.
  • 79.
  • 80.
  • 81.
  • 82.
  • 83.
  • 85. All of these ideas add a layer of fun to the core activity.
  • 86. doesn’t sustain behavior! All of these ideas add a layer of fun to the core activity.
  • 88. My “AHA!” moment. Why do I even want to track my time?
  • 90. WHY? WHY? WHY? TO KNOW HOW LONG I’M TAKING WHY?
  • 91. WHY? WHY? TO LEARN WHERE I’M UNDERESTIMATING TO KNOW HOW LONG I’M TAKING WHY?
  • 92. WHY? TO GET BETTER AT ESTIMATING MY TIME TO LEARN WHERE I’M UNDERESTIMATING TO KNOW HOW LONG I’M TAKING WHY?
  • 93. TO HAVE A MORE BALANCED LIFE. TO GET BETTER AT ESTIMATING MY TIME TO LEARN WHERE I’M UNDERESTIMATING TO KNOW HOW LONG I’M TAKING WHY?
  • 94. TO HAVE A MORE BALANCED LIFE. TO GET BETTER AT ESTIMATING MY TIME TO LEARN WHERE I’M UNDERESTIMATING TO KNOW HOW LONG I’M TAKING WHY?
  • 95. TO HAVE A MORE BALANCED LIFE. TO GET BETTER AT ESTIMATING MY TIME TO LEARN WHERE I’M UNDERESTIMATING TO KNOW HOW LONG I’M TAKING WHY?
  • 96. VS relative to our personal best relative to others
  • 97. “...for each day that I do my task of writing, I get to put a big red X over that day… After a few days you’ll have a chain. Just keep at it and the chain will grow longer every day. You’ll like seeing that chain, especially when you get a few weeks under your belt. Your only job next is to not break the chain.”
  • 98.
  • 99. My time tracking “game” concept…
  • 100. FRIDAY, MAY 16TH, 2011 Estimated: Actual: 9 RESEARCH EMAIL WRITING 8 ? 7 EMAIL 6 CLIENT 2 5 CLIENT 2 4 3 MEETING MEETING 2 1 CLIENT 1 CLIENT 1 0
  • 101. FRIDAY, MAY 16TH, 2011 Estimated: Actual: 9 RESEARCH EMAIL 79% WRITING 8 7 EMAIL 6 CLIENT 2 5 CLIENT 2 4 3 MEETING ACCURACY RATING MEETING 2 1 CLIENT 1 CLIENT 1 0
  • 102. Play & Goals & Challenges + Rewards = Game (a gross oversimplification of game design!)
  • 103. TO GET BETTER AT ESTIMATING MY TIME Play & Goals & Challenges + Rewards = Game (a gross oversimplification of game design!)
  • 104. TO GET BETTER AT ESTIMATING MY TIME Play & Goals & Challenges + Rewards = Game (a gross oversimplification of game design!)
  • 105. TO GET BETTER AT ESTIMATING MY TIME POINTS BADGES Play & Goals & Challenges + Rewards = Game ACHIEVEMENTS SCOREBOARDS LEVELS (a gross oversimplification of game design!)
  • 106. Play & Goals & Challenges + Rewards = Game (a gross oversimplification of game design!)
  • 107. Play & Challenges Goals & Rewards
  • 108. Play & Challenges Goals & Rewards
  • 109. Play & Challenges Conflicts & Choices Goals & Rewards
  • 110. Play & Challenges Conflicts & Choices Goals & Rewards Feedback Loops
  • 111. Play & Challenges Conflicts & Choices Goals & Rewards Feedback Loops
  • 113.
  • 114. Play & Challenges Conflicts & Choices Goals & Rewards Feedback Loops
  • 115. Play & Challenges Conflicts & Choices Goals & Rewards Feedback Loops
  • 116.
  • 117.
  • 118. The little flower growing represents anticipation and hope that something good will happen, which is the flower growing... When you push that button and see the change, it's instant feedback, a reward. Even though the device seems simple, it's tapping into a complex psychology that changes people's behavior... It hits the right button. These kinds of feedback systems tap into basic human nature... Most humans are naturally wired to nurture things and be rewarded for doing so... http://www.core77.com/blog/news/captology_how_the_fitbit_pedometer_really_motivates_its_users_15582.asp
  • 119. All the endless questions a person answers also produces "personality" reports on the type of person you are. So, even if you're not seeing anyone on the site you want to date, you keep coming back for more because you get to learn more about yourself and your tastes. Pretty ingenious if you ask me, and I've been through the gamut of almost every online dating site out there. -commenting on OK Cupid
  • 120. Play & Challenges Conflicts & Choices Goals & Rewards Feedback Loops
  • 121. INTRINSIC MOTIVATION Play & Challenges VS Goals & Conflicts & Choices EXTRINSIC Rewards Feedback Loops MOTIVATION
  • 122. How do we get people to stay in love with our applications? ? By making applications more gamelike?
  • 124. Sustaining passionate users... takes more than delightful experiences
  • 126. “Delight, unfortunately, doesn’t last” Raph Koster, Game Designer
  • 127. #?!!
  • 128. What are some Web apps/services youʼve used for more than three years? Why? What motivates you to stick with these services? http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
  • 129. What are some Web apps/services youʼve used for more than three years? Why? What motivates you to stick with these services? http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
  • 130. What are some Web apps/services youʼve used for more than three years? Why? What motivates you to stick with these services? http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
  • 131. What are some Web apps/services youʼve used for more than three years? Why? What motivates you to stick with these services? It works and they continually update/improve the application. it does a decent job very reliable and affordable reliability and ease of use It's not complicated. Management, customization, and layout options does one particular thing well my friends use it utility of the application there isn't another option http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
  • 132. What are some Web apps/services youʼve used for more than three years? Why? What motivates you to stick with these services? It works and they continually update/improve the application. it does a decent job very reliable and affordable “Where is the love?” use reliability and ease of It's not complicated. Management, customization, and layout options does one particular thing well my friends use it utility of the application there isn't another option http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
  • 133. How do we get people to stay in love with our applications? ?
  • 134. How do we get people to stay in love with our applications? ? By providing a service that is trustworthy and of value.
  • 135. Share examples of services youʼve used for more than 6 months that continue to delight - not just satisfy - you (and how they do it).
  • 136. Share examples of services youʼve used for more than 6 months that continue to delight - not just satisfy - you (and how they do it). <crickets>
  • 138.
  • 141. HIGH SATISFACTION NEUTRAL VALUE LOW SATISFACTION
  • 142. HIGH SATISFACTION NEUTRAL VALUE NOT (OR POORLY) IMPLEMENTED LOW SATISFACTION
  • 143. HIGH SATISFACTION NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED LOW SATISFACTION
  • 144. HIGH SATISFACTION Performance Payoffs NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED LOW SATISFACTION
  • 145. HIGH SATISFACTION Performance Payoffs NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 146. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 147. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. T IM NEUTRAL VALUE E NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 148. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 149. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 150. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 151. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 152. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 153. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 154. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 155. HIGH SATISFACTION Performance Payoffs Delighters Not required, but when added brings value. NEUTRAL VALUE NOT (OR POORLY) FULLY IMPLEMENTED IMPLEMENTED Basic Needs Only noticed if missing. LOW SATISFACTION
  • 156. ?
  • 157. How do we get people to stay in love with our applications? ? Social Proof.
  • 158. How do we get people to stay in love with our applications? ? Social Proof. my friends use it
  • 159. How do we get people to stay in love with our applications? ?
  • 160. How do we get people to stay in love with our applications? ? Stories.
  • 161. How do we get people to stay in love with our applications?
  • 162. How do we get people to stay in love with our applications? • Look for the “game” already in the activity.
  • 163. How do we get people to stay in love with our applications? • Look for the “game” already in the activity. • Focus on intrinsic motivators: Play and Challenges,Conflicts & Choices, Feedback Loops.
  • 164. How do we get people to stay in love with our applications? • Look for the “game” already in the activity. • Focus on intrinsic motivators: Play and Challenges,Conflicts & Choices, Feedback Loops. • Goals and Rewards should be in service to something meaningful.
  • 165. How do we get people to stay in love with our applications? • Look for the “game” already in the activity. • Focus on intrinsic motivators: Play and Challenges,Conflicts & Choices, Feedback Loops. • Goals and Rewards should be in service to something meaningful. • Even the best designed games have a shelf-life.
  • 166. How do we get people to stay in love with our applications? • Look for the “game” already in the activity. • Focus on intrinsic motivators: Play and Challenges,Conflicts & Choices, Feedback Loops. • Goals and Rewards should be in service to something meaningful. • Even the best designed games have a shelf-life. • Don’t forget basic needs.
  • 167. How do we get people to stay in love with our applications? • Look for the “game” already in the activity. • Focus on intrinsic motivators: Play and Challenges,Conflicts & Choices, Feedback Loops. • Goals and Rewards should be in service to something meaningful. • Even the best designed games have a shelf-life. • Don’t forget basic needs. • Delightful experiences are always welcome!
  • 168. r ! C Y r “I r r ’ S p P. A ” BAD GE!
  • 169.
  • 172. Th an ks !! Stephen P. Anderson @stephenanderson www.getmentalnotes.com www.poetpainter.com www.slideshare.net/stephenpa