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magic pixie wonder dust
3000 (enterprise Edition)
designing motivational experiences
Sebastian Deterding (@dingstweets)
UX London, May 30, 2014
c b
2
Why care
How it works
3
4
How to do it
1
What it is
2
Why care
How it works
3
4
How to do it
1
What it is
What
happened
here?
From Usability to Motivation
Robert Fabricant
»Behavior is our
medium.«
interaction’09 (2009)
Fitness
Sustainability
Education
How it works
3
4
How to do it
1
What it is
Why care
2
From
utility
to
psychology
shift
#1
utility
usability
the great beyond
New market differentiators
Meaning
Emotion
Transformation
Experience
Pleasure
Identity
Buy!
new value chains
Upload!
Comment!
Tag!
Digg!
Forward!
Invite!
Bookmark!
Retweet!
Share!
Add friend!
Design!
Mark as Spam!
Like!
Answer!
Vote!
Register Now!
Subscribe!
New markets
health self-
improvement eco/green
From
rational actor
to
social animal
Shift
#2
+
Then: The Rational Actor
Now: The Social Animal
Poor choices/actions are due to ...
rational actor social animal
Lack of information
Misaligned incentives
Motivation
Emotion
Cognitive biases
Habit
Social influence
Material environment
shift
#3
From
extrinsic rewards
to
intrinsic needs
http://www.flickr.com/photos/diego_rivera/4261964210
Extrinsic motivation
Loyalty programs!
raffles!
gamificatioN!
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
Intrinsic motivation
http://www.flickr.com/photos/areyoumyrik/308908967
What intrinsic
motivation drives
passionate users?
Pop Quiz!
The product
is awesome!
The company
is awesome!
The experience
is awesome!
A B C
Pop Quiz!
I am awesome!
D
Better X
Better user of X*
* aka »competence«
»The more you learn, the better you are at
something. The better you are, the more
engaging it is. If you can help people have
more of that feeling, they won’t talk about
how good you are – they'll talk about how
much they kick ass.«
Kathy Sierra
upgrade your users, not your product (2005)
Teresa M.Amabile
»This pattern is what we call the
progress principle: of all the positive
events that influence inner work life,
the single most powerful is progress in
meaningful work.«
the progress principle (2012: 76)
Teresa M.Amabile
»Truly effective video game designers
know how to create a sense of progress
for players within all stages of the
game. Truly effective managers know
how to do the same for their
subordinates.«
the progress principle (2012: 88)
Raph Koster
»Fun is just
another word
for learning.«
a theory of fun for game design (2005)
»Fun from games arises out
of mastery. It arises out of
comprehension. It is the act
of solving puzzles that makes
games fun.«
Raph Koster
a theory of fun for game design (2005)
Edward Deci,Richard Ryan
»An understanding of human
motivation requires a consideration
of innate psychological needs for
competence, autonomy, and
relatedness.«
the what and why of goal pursuit (2000)
inside <> outside of you
“want to” <> “have to”
Edward Deci & Richard Ryan: The »What« and »Why« of Gaol Pursuits (2002)
150 more pages,
and I get my 10$.
external
I must not disappoint
my parents!
introjected
Pfff …
I‘m bored.
amotivated
I‘m good at this – this is
actually fun!
intrinsic
It‘s important for me in
school to read this now.
identified
I totally see how this
helps me become a chef!
integrated
http://www.flickr.com/photos/pensiero/95412049Edward Deci & Richard Ryan (2002), The »What« and »Why« of Goal Pursuits
2
Why care
4
How to do it
1
What it is 3
How it works
Not fun Fun
http://www.flickr.com/photos/sulamith/1342528771/sizes/o/
http://www.flickr.com/photos/photonquantique/3364593945/sizes/l/
Raph Koster
»Fun is just another word
for learning.«
through interesting challenges
a theory of fun for game design (2005)
Goals ...
+ Rules ...
Constrain actions & resources ...
= Interesting challenges
+ Feedback ...
http://www.flickr.com/photos/bodgerbrooks/1315419080
= Experiences of competence
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
Feedback without challenge
AestheticsMechanics Dynamics
Hunicke,LeBlanc & Zubek
mda: a formal approach to game design (2004)
The engagement loop
Monopoly
aesthetic
Frustrating
end game
mechanic dynamic
Slow
poverty gap
+$ +
-$ -
AestheticsMechanics Dynamics
How the user experiences it
AestheticsMechanics Dynamics
How the designer creates it
Action
Goal: Understand the MDA structure of a game
1. Find a partner next to you, introduce yourself :)
2. Pick a game you both like (Poker, Scrabble, Twister, Sim City,
Settlers of Catan: everything goes).
3. Pick one specific fun moment you experience playing the game.
4. Discuss: What mechanics (goals, rules, actions, feedback) and
dynamics enable this dynamic?
what did
you observe?
Experiential prototyping*
* aka “Iterate until fun”
it’s loops all the way down
engagement loop
motivation
rule system
goal/cta
success! / failure!
action/resource
feedback
challenge
+ Motivation: I want to do more!
+ Ability (Resource, skill): I can do more!
+ Goal/CTA: There’s more to do!
tight positive feedback loops
+
+
action feedback
World of Warcraft
+
+
beat
monster
collect
loot
FarmVille
+
+
plant
field
get
harvest
every racing game
+
+
win
race
pimp
car
loops can be multi-step
feedback
action action
action
get money
buy fish feed fish
sell fish
loops are interlinked
Online at
Slides: j.mp/1hEVOfI
Video: j.mp/1hEVT38
and now ...
beyond games
Goal/CTA + Motivation
Goal/CTA+Motivation+Feedback
Goal/CTA
+
M
otivation
Goal/CTA
Also works virally ...
action feedback feedback action
FarmVille Gifting
Foursquare Mayorships
Yelp! compliments
quora
goal/cta
Follow user
goal/cta
Give thanks
motivation
Feeling helped
feedback
Get answers
action
Write question
goal/cta
Answer question
motivation
Competence
feedback
Get thanks
action
Write answer
goal/cta
Follow user
goal/cta
Answer question
motivation
Recognition
feedback
Content, backfollow
action
Follow user
2
Why care
How it works
31
What it is
How to do it
4
coding conduct
Persuasive Design for digital media
95
Engagement Loop
goals
action & resource
motivation
challenge
progress feedback
immediate feedback
business goal user goals
player journey
stack overflow
actions: Writing questions
actions: voting up/down
Feedback: Reputation
progress feedback: levels
Goals & progress feedback: Badges
Goals/CTAs: Lists,subscriptions
motivation: Recognition
motivation: competence
Action/
resource
Feedback
MotivationGoal/CTA
Player Journey
Business goals User needs
challenge
Action/
resource
Feedback
MotivationGoal/CTA
Player Journey
Business goals User needs
challenge
»Linking the Elephants«
»Linking the Elephants«
Success
metrics 1-nBusiness goal x
User
behaviour
Behaviour
metrics 1-n = Result
Aaron Patzer
»What we have learned from our users is
that any game aspect has to be, at least
for finance, more oriented toward some
specific thing that you are working
toward: I want to buy a house or a car,
take a vacation, get out of debt ...«
founder, mint.com (2010)
http://www.thestreet.com/story/10944765/3/business-looks-to-win-at-gamification.html
business goals & user needs
1. Define organisational goals
2.Identify matching user needs
3. Translate goals/needs into activities
4.Translate activities into measurable
concrete behaviours & qualities: What
do users do how?
good starting points
customer journey maps
mental models
concept models
activity chain: Eating healthy
eat
healthy
food
avoid
mindless
snacking
cook
healthy
food
shop
healthy
food
plan healthy
meals
activity chain: Eating healthy
eat
healthy
food
avoid
mindless
snacking
cook
healthy
food
shop
healthy
food
plan healthy
meals
actor a
actor b
Our Business Goal & User Need
Help people save money by defining and
sticking to financial budgets.
Action
Goal: Identify behaviour chains that satisfy the user’s needs.
1. Form teams of two at your table.
2. As your team, draw the behaviour chains for setting and
achieving a financial budget.
2. Pick one step/behaviour that you consider crucial and note it
under “Actions/Resources”.
Action/
resource
Feedback
MotivationGoal/CTA
Player Journey
Business goals User needs
challenge
Is it all just
competence?
farmville
Fallout 3
physical
psycholo
gical
social
Hunger
Thirst
SexRelatedness Power
RecognitionAutonomy
Competence
Belonging
Competence
…vs.Quality andVarietyAutonomy
Relatedness
Recognition
Belonging
Power
sense pleasure
Arousal & engrossment
meaning
curiosity & surprise
Missing your user
Danger
Just ask!
A nagging problem
http://people.virginia.edu/~tdw/nisbett&wilson.pdf
Eric Schwitzgebel
»Nisbett and Wilson are not skeptics
about introspective report of conscious
experiences. They are skeptics about
introspective knowledge of the causes of
those experiences.«
the nisbett-wilson myth (2006)
http://schwitzsplinters.blogspot.com/2006/10/nisbett-wilson-myth.html
The limits of self-report
We can report recent experiences,
general beliefs, attitudes, values
Stick to actual, current/recent experiences
We fail at detailed memory, future action,
irrelevant things, unconscious processes
Ask for connected attitudes, values, needs,
but don‘t jump to conclusions
The Mao Model
research for
behavior change
Sebastian Deterding (@dingstweets)
Interaction’12
February 3, 2012, Dublin
c b
Online at
http://j.mp/
maomodel
Laddering
Why?
Why?
Why?
Why?
Why?
Laddering
http://madpow.com/Insights/WhitePapers/Laddering--A-Research-Interview-Technique.aspx
Action
Goal: Identify motivations underlying the target need/activity.
1. In your team, find one interviewee who recently did/wanted
to do your target need/activity. The other is the interviewer.
2. The interviewers ask: Remember the last time you (wanted to)
do X. Why was it important? Why was that important? Etc.
3. Share your findings at your table. Pick the most frequently
mentioned/promising motivation and note it down under
“Motivation”.
Action/
resource
Feedback
MotivationGoal/CTA
Player Journey
Business goals User needs
challenge
Danger
Stand in the user’s way
Ticket
For ticket, drag red
dot through labyrinth
Level 2
Ticket
For ticket, drag red
dot through labyrinth
Core challenge of E-Mail?
• Maximum output?
• Correct, polite, actionable?
• Prioritized?
• Fast answers?
• Check less often?
• Inbox Zero?
Prioritization
Procrastination
Action
Goal: Identify a promising challenge.
1. In your teams of two, identify challenges inherent in the
activity you targeted – things that (a) are not due to poor
usability etc., (b) the user can learn to get better at.
2. Pick a promising challenge and note it under “Challenge”.
Action/
resource
Feedback
MotivationGoal/CTA
Player Journey
Business goals User needs
challenge
a first try
coding conduct
Persuasive Design for digital media
Storyboard
title
elements
Motivation What motivation fuels the user?
How is that motivation satisfied?
Goal/call to action What goal does the
user pursue? How is it suggested to the user?
Action & resource What does the user do
with what to achieve that goal?
Challenge What’s the learnable challenge?
What are rules & constraints?
Immediate feedback How does the user
learn about the success of her action?
Progress feedback How does the user
learn about her progress toward her motive
over time?
core idea
154
coding conduct
Persuasive Design for digital media
id.,
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Action
Goal: Fleshing out your ideas into storyboards
1. Individually, look at the action, motivation, and challenge
you noted in your engagement loop diagram.
2. Either just fleshing out or taking a fresh start, in your group
or individually, draw a storyboard that illustrates how your
engagement loop works.
(We will present some designs from those who want.)
Action/
resource
Feedback
MotivationGoals
Player Journey Platform
Business goals User needs
challenge
Immediate
http://www.flickr.com/photos/wongjunhao/2852994074
“Juicy”
Glanceable
Appealing to motivations
Appealing to motivations
Surprising
Always Be Closing
Rewards?
Danger
gaming the system
the undermining effect
Danger
Edward Deci,RichardRyan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
avoid controlling feedback
Effective,but not sustainable
Reward intrinsically*
* With more utility, mastery, autonomy, meaning, relatedness
Action
Goal: Identify ideas for improving your system.
1. Pick one principle and apply it to your design. Note your result
under “Immediate Feedback”.
häppchengrösse
To foster the experience of
competence, good feedback is
juicy.
•How might you provide an
excessive maximum of
output on a minimum of
input while still being
functional?
•How might your feedback
speak to all senses?
juicy
unterbestimmtheit
Good feedback elicits the
emotions and motivations
that drive the activity.
•What motivations and
emotions driver your users
to engage in your target
activity?
•How can you appeal to them
in image, sound, text?
appealing
to motives
progress feedback
Counter & progress bars
Levels
Check lists
Collections
Action
Goal: Identify ideas for improving your system.
1. Think about how to improve progress feedback in your design.
Note the results under “Progress Feedback.”
unterbestimmtheit
Good feedback makes the
current status and progress of
the user graspable.
•How might you make
sensual, tactile what the
user has already achieved?
•How might you use progress
indicators to suggest next
goals to the user?
graspable
progress
Action/
resource
Feedback
MotivationGoals
Player Journey Platform
Business goals User needs
challenge
remember?
S.M.A.R.T.goals
• Specific
• Measurable
• Achievable
• Relevant
• Time-based
Clear,visually present goals
Structured flow of goals
Scaffolded challenge
»flow«
Challenge
Skill/Time
frustration
boredom
flow: the psychology of optimal experience
Mihaly Csikszentmihalyi
Not just more of the same ...
…but more complex
Analyse skill loops/chains
Online at
bit.ly/8enk2P
Map level structure
Action/
resource
Feedback
MotivationGoals
Player Journey Platform
Business goals User needs
challenge
Bite-sized
Kars Alfrink
»So when designing tools
for play, underspecify!«
a playful stance (2008)
underspecified
“small pieces,loosely joined”
Action
Goal: Identify ideas for improving your system.
1. Pick one principle and apply it to your design. Note the result
under “Action/resource”.
häppchengrösse
Well-designed actions are
split into an immediately
doable size that gives the good
feeling of having
accomplished something.
•How might you split
activities into immediately
doable chunks?
•How might you reduce
actions into single clicks/
swipes?
bite sized
unterbestimmtheit
To invite exploration and
creativity, good resources
have no clearly prescribed
space of possible uses and
configurations.
•How might you leave blanks
to fill out for your users?
•How might you design
resources so that you cannot
fully predict what users will
do with them?
under-
specification
Action/
resource
Feedback
MotivationGoals
Player Journey Platform
Business goals User needs
challenge
Onboarding
Online at
http://j.mp/1j6RYep
Action
Goal: Improve the design of your goals.
1. Identify a S.M.A.R.T. low-level goal for the concrete action
your loop contains. Note down your ideas under “Goal/CTA”.
2. Identify 3 high-level goals for your idea that are successively
more complex in the skills they require.
3. For the way to your first high-level goal, identify 3-5 in-
between goals, starting with the basest necessary skill/ability
and working your way to the complexity of the high-level goal.
Note the results under “Player Journey”.
In summary
• To motivate user engagement sustainably, design
for intrinsic motivation
• Games show you how to design for competence
• Find the user’s needs behind using your service
• Identify the activities and their learnable challenge
she has to master on that way
• Devise and prototype interlinked engagement loops
that path the user’s way
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

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