4. Pong (1972) Solitaire (1990) CryptoKitties (2017)
What do these games have in common?
5. Pong (1972) Solitaire (1990) CryptoKitties (2017)
They all have made technology accessible.
ANSWER
6. Pong (1972) The first commercial hit game by Atari.
For many, it was the first time they’ve
interacted with a computer.
7. Released with Windows 3.0 as means
to teach people how to use the mouse.
The game’s success was overwhelming.
Solitaire (1990)
8. A game about trading cats on the
Blockchain. The game was such a hit
that it clogged ¼ of all the Ethereum
network when it launched.
People bought cryptocurrency for the
first time only so they could play the
CryptoKitties (2017)
19. Voila!
This small, photorealistic sticker of a
fly that showed up in restrooms at the
Schiphol Airport, resulted in an 8
percent reduction in total bathroom
cleaning costs!
20. All that was needed was a clear, vivid target, and
people became players.
28. Big wins are great. Problem is, that most people
need to feel victorious way earlier in the process.
29. Take this “complete your profile”
minigame.
It works so well for a few reasons:
30. 1. The big goal is divided to smaller goals, each
offers a small win.
2. The rules for achieving the goal are super clear.
3. The activity offers an immediate feedback.
4. The goals are easy to achieve. Anyone can do it!
31. The only thing lacking here is meaning.
Why should we complete the profile? What do we
get from it?
32. Fabulous, an app for developing healthy habits, uses
the same scheme of easy to achieve goals to get
players up and running.
But they also explain why these little goals are
important, thus adding meaning to the game.
46. Become a Pro User
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Why not make a similar one, this time,
to encourage users to learn the system
better!
80. Become a Pro User
Open 2 boards
Link 5
wireframes
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Import from CSV
Remember that magical minigame from before?
Now a little present was added.
81. Become a Pro User
Open 2 boards
Link 5
wireframes
Upload a photo
Import from CSV
Our best users, that take the time to learn the ropes of our
product, now get real, practical, tangible rewards. Why not?
Pro User Perks
7 more days of free use
10 more templates unlocked
Customization features
unlocked
Discount pro features
94. Compare that with Jira, the unforgiving and rigid project
management tool, that gives no room for customization.
95. The researchers, users who love to investigate and learn more
about the tools they are using, would appreciate tailor-made
courses on how to use the product.
99. This is an energy system, pretty
common in casual games. When lives
reach zero, the player has to wait
until a new life is generated.
100. Energy systems are like seat belts. Users don’t like it, but it
saves their lives. Or life time value in our case.
101. When game companies tried to
remove the energy system, they
realized that people play a lot on the
first few days, and then neglect the
game completely.
102. The reason: They didn’t get notifications
reminding them to go back.
103. A product has to have some good “excuses” to
call players back to use it.
104. The more appealing your product is to various personality
sides, you’ll have more excuses to use.
105. Grammarly gets appeals to the
researcher types, calling them back
by offering a “writing update”, with
statistics about the player’s
performance.
106. Hotjar gets the competitive
types hooked with constant
updates on their inbound
referral contest.
107. 5 key principles we can learn from games about UX
How to teach
How to win
How to reward
How to diversify
How to bring users back
108. Thank you for reading!
Here’s my website if you want to dig dipper
(and get my Game Design Essentials book FOR FREE!)
www.doriadar.com
Editor's Notes
אנשים באים למוצר שלכם כי הם מעוניינים לנצח. הם חושקים בניצחון הגדול. זה יכול להיות ללמוד שפה
לשנות הרגלים...
או לפשט את הדרך בה הם עובדים
כדי לנצח צריך לדעת בדיוק כיצד מנצחים. הוראות מדויקות בתוספת פידבק ויזיבילי תורמות להשלמת המשימה.
כדי לנצח צריך לדעת בדיוק כיצד מנצחים. הוראות מדויקות בתוספת פידבק ויזיבילי תורמות להשלמת המשימה.
כדי לנצח צריך לדעת בדיוק כיצד מנצחים. הוראות מדויקות בתוספת פידבק ויזיבילי תורמות להשלמת המשימה.
העניין הוא ששינוי גדול מתחיל בניצחון קטן. אם הניצחון הקטן לא קיים, לא תהיה מוטיבציה להמשיך הלאה. פאביולוס, בדרך לשינוי ההרגלים אצל המשתמשים, יתחילו במשימה הכי פשוטה שיש - לשתות מים בבוקר כל יום.
טולטיפים עם הסברים זה שיט
כדי לנצח צריך לדעת בדיוק כיצד מנצחים. הוראות מדויקות בתוספת פידבק ויזיבילי תורמות להשלמת המשימה.
כדי לנצח צריך לדעת בדיוק כיצד מנצחים. הוראות מדויקות בתוספת פידבק ויזיבילי תורמות להשלמת המשימה.