Behavioral product strategist and gamification designer. This is my public hypertext notebook, sharing my thinking in motion at various stages of development.

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18-May-2021

  • Adoption requires a baseline of user involvement in order to overcome inertia
  • Adoption
  • Apps with continued user involvement are responsive to increasing skill levels over time
  • Apps with continued user involvement enable the user to accomplish multiple goals
  • Apps with continued user involvement respond to changing user goals over time
  • Behavioral Product Strategy
  • Brian James Rubinton
  • Building Community in Obsidian with Licat
  • Christopher Small
  • Clojure is programmed to abstractions
  • Clojure
  • Continuous onboarding can come from community
  • Design systems of influence
  • Designing for user involvement creates a virtuous cycle of usage
  • Designing for user involvement has positive effects on adoption, retention, and virality
  • Difficulty Matching
  • Direct functions and end-user programming
  • Domain-specific languages as end-user software
  • End-user scripting enables creative workarounds
  • Eric Normand
  • Eventually user skill level will reach the limitations of the software
  • Every app is designed for behavior change, intentionally or unintentionally
  • Expectancy Value Theory
  • Failure state
  • Feedback loops are a more efficient method of communication
  • Fogg Behavior Model
  • Game designers and behavioral scientists are asking many of the same questions
  • Game designers have been designing for digital behavior change for longer than just about anyone
  • Gamification is not one monolithic thing
  • Gamification
  • Goal Resonance
  • GuidedTrack Toolbar
  • GuidedTrack Live Preview
  • GuidedTrack
  • HEY
  • Habits are the wrong thing to focus on for most behaviorally designed applications
  • Help the user to recognize situations for functionality usage
  • Horizontal product
  • How I'm learning Clojure
  • How we address GuidedTrack's key failure states
  • How we can work together
  • Hyper learning
  • I design for successful goal achievement and playstyles that are appropriate for the user
  • If I read what everybody else is reading, then I’ll think like everybody else
  • Initial Research on GuidedTrack
  • Intention-Behavior Gap
  • Intentionally design for failure states
  • James Lu
  • Lazy gamification
  • Learn by going up and down the ladder of abstraction
  • Learnable programming
  • Lenses of behavioral science and game design principles
  • Make an impact through portfolio effects
  • Mind Ease
  • Most gamification sucks
  • New users do not yet have the vocabulary to understand the app
  • Onboarding Plan as Presented to GuidedTrack on 10-20-20
  • OpenMind
  • Parameters of onboarding
  • Paul Bauer
  • People start using an app with different prior skill levels
  • Products are fundamentally voluntary
  • Programming languages are converging due to runtime
  • Progress monitoring and feedback systems
  • Provide a smooth learning curve from new user to power user
  • Questions from prospects
  • Removing GUI elements as the user's skill level increases
  • Retention
  • Roam Cybrarian
  • Roam
  • Roguelike
  • Satisfy the social contract between the user and the app
  • Spark Wave
  • Speak to the user with a shared vocabulary
  • Spencer Greenberg
  • Startup Foundry
  • Stian Haklev
  • Tasshin Fogleman
  • Testimonials
  • The Kurt Lewin Equation
  • The data-driven programming mental model
  • The difference between user involvement and user engagement
  • The goal of game design is to influence user behavior to create an intended experience
  • The hard problem of onboarding horizontal products
  • The most successful app adoptions come from a project
  • The user believes that the app will help them achieve a goal that they actually have
  • The user believes that their actions in the app lead to goal achievement
  • The user believes that they are capable of performing actions within the app
  • The user has a high expectancy of success in using your software
  • The user should learn enough of the app’s functionality to accomplish a goal
  • There are individual differences between new users in their initial user goals
  • There could be many genres of gamification
  • There is no curriculum that encompasses everything you should know
  • Think about mechanics as facilitators
  • Think of this claim as a parameter rather than a claim of universal truth
  • UpLift
  • Use a badging system as a method of actionable user research
  • User Goal
  • User Involvement
  • User goals change over time
  • User skill level increases over time
  • Wade Dominic
  • What I like about Clojure
  • When is gamification appropriate?
  • Why I chose to consult rather than pursue a PhD
  • Why I love interoperability
  • Why I'm learning Clojure
  • Why isn't FigJam on the same canvas type as Figma Prime?
  • Writing in hypertext
  • Continuous onboarding
  • Follow curiosity unconditionally
  • motivation check
  • motivation waves
  • Self-efficacy
  • streak counter
  • The user may have a lack of imagination as to what user goals they can accomplish