Mostrando entradas con la etiqueta design. Mostrar todas las entradas
Mostrando entradas con la etiqueta design. Mostrar todas las entradas

sábado, 19 de septiembre de 2015

Hooked: How to Build Habit-Forming Products

 Summary of notes/highlights of the book (by Nir Eyal)


What's an habit from a technological point of view


A habit is at work when users feel a tad bored and instantly open Twitter. They feel a pang of loneliness and before rational thought occurs, they are scrolling through their Facebook feeds. A question comes to mind and before searching their brains, they query Google. The first-to-mind solution wins.

Companies leverage two basic pulleys of human behavior to increase the likelihood of an action occurring: the ease of performing an action and the psychological motivation to do it.

Customer development 


Part of the Hooked model navigates around other techniques as Lean-Startup or Customer Development, Gamification. In that way, we found messages like the following:
  • Finding customers’ internal triggers requires learning more about people than what they can tell you in a survey, though. It requires digging deeper to understand how your users feel.
  • You want to build a product that is relevant to folks, you need to put yourself in their shoes and you need to write a story from their side.
  • User narratives with clear description of users—their desires, emotions, the context with which they use the product—is paramount to building the right solution
  • Other tools to considerate are usability studies, and empathy maps

Variable reward


On of the most interesting concepts appearing on the book is the power of the variable reward, in that way for example:
  • Experiences with finite variability become less engaging because they eventually become predictable. The hard-to-predict behaviour of other people that keeps the game interesting
  • User-generated content to provide visitors with a never-ending stream, variable reward systems must satisfy users’ needs while leaving them wanting to reengage.

User Investment


Another interesting concept to get users motivated is the user investment. During the investment phase, asking users to do a bit of work comes after users have received variable rewards, not before.

The big idea behind the investment phase is to leverage the user’s understanding that the service will get better with use, like a good friendship, the more effort people put in, the more both parties benefit.

The tiny bit of effort associated with providing more user data created a powerful hook to bring people back to the service.

Investing time and effort into learning to use a product is a form of investment and stored value. Once a user has acquired a skill, using the service becomes easier and moves them to the right on the ability axis of the Fogg Behavior Model

I recommend that you progressively stage the investment you want from users into small chunks of work, starting with small, easy tasks and building up to harder tasks during successive cycles through the Hook Model.

The more users invest in a product through tiny bits of work, the more valuable the product becomes in their lives and the less they question its use.

Building effective hooks


  1. What do users really want? What pain is your product relieving? (Internal trigger
  2. What brings users to your service? (External trigger
  3. What is the simplest action users take in anticipation of reward, and how can you simplify your product to make this action easier? (Action
  4. Are users fulfilled by the reward yet left wanting more? (Variable reward)
  5. What “bit of work” do users invest in your product? Does it load the next trigger and store value to improve the product with use? (Investment)

jueves, 3 de julio de 2014

The Google Now effect

Already 10 years ago Joseph Pine came on stage at Ted and explained to the world the really interesting insight: experiences, or the experience economy as he put it, was the new reference model for Economic Value creation.


The reasoning goes that over the last couple of centuries and in particular the last few decades, through customisation, we moved from a commodities based economy to a goods based economy, to a service, and now, to a experience based economy.  This would help explain the success of brands like Disney, Starbucks, Apple, etc.


The Profession of Economic Value
Slide from Joseph Pine's original talk (2004)


More recently, in an interview and related talk, he introduces the concept of authenticity ( or perceived authenticity ) as the ultimate expression of service to a customer and the perfect mechanism to brand-loyalty creation.  


In other words, what we have is the idea of promoting economic engagement delivered through the customisation of services, to create a memorable or authentic experience that results in brand loyalty.


If you think this is a mouthful, it is more obvious than what you might be thinking and can be explained easily by thinking of the efforts of brands like Starbuks, where the will make extensive use of natural material throughout their shops, or coffee beans intentionally left around for you to touch and remind you of how "authentic" they are.


In the digital space, things get a bit more fuzzy, or do they?   Recalling your first encounter with google now in action might actually be the best way to having had your last Digital Authentic experience.  If you haven't had that experience, I will attempt to explain it in the next paragraph and will likely fail, in which case I will resort to the famous explanation for what porn is:   you will know it when you see it!*


In Android, ever since version 4.3 (if memory serves me well) an ever present part of the OS,  Google Now, regularly delivers messages (in the form of notifications) based on the different things you do in the google ecosystem:   searches that denote interests, emails you receive with appointments, or travel reservations, etc.  


Google Now notifications, at the time I thought, served mainly two purposes:  to further the reach of google services and, as a consequence, to move customers away from other services (or Apps) and into the Google ecosystem.  My thinking now is that Google through Now, is achieving a lot more than just moving people their way. Google is delivering in the promise of a customise service and creating a memorable experience through the use of the information they already have...  the information that YOU (as a user) know they have and want them to put to good use. Right?


Good use you say?  Yes, good use: that being the key (IMO) as to why are we so willing to accept what not so long ago we would have seen as an overreach and a threat to our privacy.  After all, deep inside we know that this level of service is impossible without someone connecting the dots, without someone doing the math.


This "Google Now Effect" is a perfect example of what I would call a Digital Authentic Experience.  




* Justice Stewart was stuck on how to describe pornography, and his clerk said to him, “Mr. Justice, you will know it when you see it.”

sábado, 6 de julio de 2013

Gamification, Motivational Design y los proyectos Memorables

El pasado jueves, muy bien acompañado con Toni López, Bosco Curtu y Josep Lagunas, asistimos al seminario de Gamification & Motivational Design de Óscar García Pañella, organizado por el FIB Alumni.

Podéis ver el streaming del evento en el siguiente enlace

Siempre es agradable volver a "casa" la de horas que habremos pasado en esa facultad... 

Qué decir de Óscar García Pañella, pues creo que la presentación no tiene desperdicio por lo que con el permiso de FIB Alumni usaré la presentación del evento:


Como avatar, el player Oscar García Pañella se convierte en KOKOPUS. De hecho, pertenece al clán de los Ingenieros en Telecomunicaciones por La Salle-URL. Se adentró en los reinos californianos (universidades USC y UCI) para después pasar de fase doctorándose en Realidad Virtual aplicada a Medicina. Entre sus PJs y PNJs (Personajes Jugadores y No Jugadores) preferidos se encuentran el bueno de Horacio, protagonista de una maravillosa trilogía de juegos para Sinclair ZX Spectrum allá por 1983, y también Guybrush de la Saga Monkey Island, publicada por LucasArts a lo largo de los últimos 20 años. En todos los casos imperando siempre el más absoluto rigor científico, que para nada necesita ser tan serio como lo pintan. Como en la Gamificación: esos polvos mágicos que podemos tirar por encima...de nuestro producto, servicio, actividad...para que simplemente mejore, enamorando y persuadiendo, en positivo, al usuario final.

martes, 11 de junio de 2013

Gamification - The 6D Framework

The last two months I have been participated on the Gamification Training at Coursera, from the University of Pennsylvania (Kevin Werbach), I will try in this post to share with you some of the  principal aspects of this "point of view" of the design.

You could also check the website of the book made by Kevin Werbach "For the Win"

First of all let me share with you my general conclusions. To be honest, maybe is one of the best trainings in which I have participated, I feel very confortable with the structure of the course, the content, and the possibilities that it gives me to be applied on my daily responsibility.

I evaluated and applied before some other design methods, for example Design Thinking, Lean Startup, etcetera. In my opinion, Gamification is another strategy to design a product, or a marketing strategy, or an human resources strategy... But unlike other more philosophical ways, Gamification gives you some detailed and structured frameworks to drive you on the design process. So, the perfect match with my square brain.

On the first part of the course, Kevin Werbach, introduce us new concepts like behaviorism, the motivational design, the fun (and their categories), the rewarding, the emocional, the engagement, the dynamics, components and design elements, and of course the dangers of the different technics.

Will be imposible summarize in this post all the concepts described during the course, so I will be focus for the moment on the 6D Framework.

The 6D Framework

The 6D framework is a design process with the next six elements, steps or premises:
  • Define Business Objectives
  • Delineate target behavior
  • Describe yours players
  • Devise activity loops
  • Don't forget the fun
  • Deploy appropriate tools