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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Apps with continued user involvement are responsive to increasing skill levels over time

Near the beginning of a person's personal productivity journey, they may be fine with using Apple Reminders as their form of task manager. Eventually, User skill level increases over timeUser skill level increases over time
Imagine that you have just started to use Excel or Photoshop. Both of those apps have an insane amount of functionality, and it would be unreasonable to expect the user to understand what is possible and how to do it immediately. Over time, with continued User Involvement, they will simply grow more comfortable with the app.

The most successful app adoptions come from a project, because they give the user a reason to increase their skills. As they work on their projects, they'll bump up agai...
, so they may want to sort tasks into projects. Apple Reminders can handle that, so the user remains satisfied.

Eventually, they read Getting Things Done and realize that the Lists within Apple Reminders just won't do the trick. According to the principles of Difficulty MatchingDifficulty Matching
The emotional experience of Flow

A flow state is often characterized as optimal human experience. It’s an experience where you are fully focused and energized in what you’re doing, often experiencing a high level of creativity and losing track of time.



The general emotional experience that is being described here is that when a task is too challenging for a user’s current level of ability, they’ll get frustrated and give up. Alternatively, when the task is far too easy, they are likely t...
, this is the point where they could get bored with their status quo. They might migrate over to something like Todoist, which is flexible and can handle those workflows.

Roam is one of the best examples I've seen of an app that is responsive to increasing skill levels over time. It doesn't seem to matter how much skill the user has - they are still able to accomplish something valuable. I've been using it for a while now and the way that I use it is more advanced than most. At the same time, I'm still regularly given something new to learn that excites me and awaken more goals. User goals change over timeUser goals change over time
A user’s goals 1 week into using your app and 6 months are rarely the same. “Elder users” often won’t even retain the goals that they had at the start of their experience. Apps with continued user involvement enable the user to accomplish multiple goals to maintain users through full goal transitions.

New users do not yet have the vocabulary to understand the app. User skill level increases over time, giving the user new vocabulary to conceptualization and express desires that they didn’t ha...
, and by increasing my skill, I'm able to accomplish my goals. I'm constantly thinking to myself "I've only scratched the surface." This potential for growth leads to an incredibly gratifying feedback loop where the user gains some skill, they are able to put it into application, and that allows them to grow and become more competent, exciting them more towards other skills that they could gain.

However, Eventually user skill level will reach the limitations of the softwareEventually user skill level will reach the limitations of the software
I'm learning more and more that a user's expectations going into an app are key. When I started playing a game like Dark Souls, I had the full expectation that I was not going to be able to overcome every enemy that they throw at me. When I experience a Failure state, then I will blame my own lack of skill instead of blaming the game for being too challenging. Difficulty Matching happens through prompting the player to increase their skill to the level of challenge provided by the game.

Simi...
. This is the point where the user will start expecting more of the software.