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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User Goal

There are individual differences between new users in their initial user goalsThere are individual differences between new users in their initial user goals
Different people come to the app for different reasons, searching for different information about how it relates to their struggles and goals. Ideally, they should be able to figure out quite quickly that The user has a high expectancy of success in using your software.

One of the products that I work with, GuidedTrack, is flexible in allowing for multiple different use cases. Some people come in wanting to build a prototype for an app, while others start with wanting to run an advanced onli...
, which plays a crucial role in the Parameters of onboardingParameters of onboarding
How much variation is there in user goals within our target population? See: There are individual differences between new users in their initial user goals

How much variation is there in skill levels prior to beginning to use the app? Do their pre-existing mental models support a successful adoption, or do they need to learn/unlearn first? See: People start using an app with different prior skill levels and New users do not yet have the vocabulary to understand the app

To what degree do use...
. Since Adoption requires a baseline of user involvement in order to overcome inertiaAdoption requires a baseline of user involvement in order to overcome inertia
Products are fundamentally voluntary and your product takes effort to use. Speak to the user with a shared vocabulary so they are able to understand why you are worthwhile.

Remember, you’re competing against doing nothing and against pre-existing habits. Pre-existing habits are overcome through deliberate behavior, positive motivation, and reduced switching costs.

Designing for User Involvement is a reliable way to increase the likelihood of initial adoption. Design the user’s initial exper...
, the user must see how the app relates to their ability to accomplish goals quickly.

Additionally, 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...
, so if we want RetentionRetention
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, we need continued User InvolvementUser Involvement
Imagine purchasing a gym membership in order to lose weight or grow more muscular. Having a gym membership is not enough on its own! In order to successfully accomplish that goal, you would need to work out regularly on the right muscle groups. You might have a higher likelihood of success if you participate in exercise classes or hire a personal trainer. Your outcomes are shaped by your own behavior in the gym.

User involvement is defined by the set of user behaviors that lead to experienci...
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Goals that matter to the user are ones they were struggling to accomplish on their own with alternative solutions. This means that failure is inevitable. Intentionally design for failure statesIntentionally design for failure states
A failure state is when users fail to reach their goal in some way. In goal striving, it is inevitable that the user will experience failure states, because a goal is by definition a discrepancy between your desired state of reality and your present state. If we didn't have failure states, the Intention-Behavior Gap There tends to be a gap between what people intend to do and what they actually do, Sheeran & Webb 2016::rmn would be a non-issue (rather than one of the hardest problems in t...
so users try again rather than give up. Reduce the likelihood of failure states from occurring by actively 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...
in the User InvolvementUser Involvement
Imagine purchasing a gym membership in order to lose weight or grow more muscular. Having a gym membership is not enough on its own! In order to successfully accomplish that goal, you would need to work out regularly on the right muscle groups. You might have a higher likelihood of success if you participate in exercise classes or hire a personal trainer. Your outcomes are shaped by your own behavior in the gym.

User involvement is defined by the set of user behaviors that lead to experienci...
you require.