Behavioral product strategist and gamification designer. If something seems incomplete, it probably is. These are ideas in motion, so I'm iterating on every page as I go.

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Adoption

  • Adoption requires a baseline of user involvement in order to overcome inertia
  • Designing for user involvement has positive effects on adoption, retention, and virality
  • How we can work together
  • New users do not yet have the vocabulary to understand the app
  • Parameters of onboarding
  • People start using an app with different prior skill levels
  • The hard problem of onboarding horizontal products
  • The most successful app adoptions come from a project
  • 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
  • Continuous onboarding
  • The user may have a lack of imagination as to what user goals they can accomplish
  • BehavioralProductStrategy

  • Adoption requires a baseline of user involvement in order to overcome inertia
  • 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
  • Designing for user involvement creates a virtuous cycle of usage
  • Designing for user involvement has positive effects on adoption, retention, and virality
  • Difficulty Matching
  • Every app is designed for behavior change, intentionally or unintentionally
  • Expectancy Value Theory
  • 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
  • Goal Resonance
  • Habits are the wrong thing to focus on for most behaviorally designed applications
  • Help the user to recognize situations for functionality usage
  • How we can work together
  • I design for successful goal achievement and playstyles that are appropriate for the user
  • Intentionally design for failure states
  • Lenses of behavioral science and game design principles
  • Most gamification sucks
  • New users do not yet have the vocabulary to understand the app
  • Parameters of onboarding
  • People start using an app with different prior skill levels
  • Products are fundamentally voluntary
  • Progress monitoring and feedback systems
  • Satisfy the social contract between the user and the app
  • Speak to the user with a shared vocabulary
  • The Kurt Lewin Equation
  • 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 should learn enough of the app’s functionality to accomplish a goal
  • There are individual differences between new users in their initial user goals
  • Use a badging system as a method of actionable user research
  • User Involvement
  • User goals change over time
  • User skill level increases over time
  • Continuous onboarding
  • self-efficacy
  • The user may have a lack of imagination as to what user goals they can accomplish
  • Retention

  • 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
  • Designing for user involvement has positive effects on adoption, retention, and virality
  • Help the user to recognize situations for functionality usage
  • How we can work together
  • Intentionally design for failure states
  • User goals change over time
  • User skill level increases over time
  • Continuous onboarding
  • The user may have a lack of imagination as to what user goals they can accomplish
  • EntryPoint

  • Behavioral Product Strategy
  • ComingSoon

  • Continuous onboarding can come from community
  • Design systems of influence
  • Think about mechanics as facilitators
  • Virality

  • Designing for user involvement has positive effects on adoption, retention, and virality
  • Gamification

  • Difficulty Matching
  • 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
  • Intentionally design for failure states
  • Lazy gamification
  • Lenses of behavioral science and game design principles
  • Most gamification sucks
  • Products are fundamentally voluntary
  • The goal of game design is to influence user behavior to create an intended experience
  • There could be many genres of gamification
  • Use a badging system as a method of actionable user research
  • streak counter
  • gamification

  • Gamification is not one monolithic thing
  • PersonalReflection

  • If I read what everybody else is reading, then I’ll think like everybody else
  • Learn by going up and down the ladder of abstraction
  • Make an impact through portfolio effects
  • There is no curriculum that encompasses everything you should know
  • Why I chose to consult rather than pursue a PhD
  • Follow curiosity unconditionally
  • Meta

  • Writing in hypertext