9 - Engagement flow, choices, and stickiness Flashcards

1
Q

What theory can be used to engage users?

A

Flow Theory

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2
Q

What is a flow state?

A

AKA. “being in the zone”
A mental state where the person performing some activity is fully inmersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity

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3
Q

What is a flow state?

A

AKA. “being in the zone”
A mental state where the person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity.

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4
Q

In flow theory, what does a task that is too hard lead to?

A

Frustration and disengagement

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5
Q

In flow theory, what does a task that is too easy lead to?

A

A bored user.

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6
Q

What is flow theory?

A

Theory that states that the challenge should ideally dynamically match the skills and competence of the user

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7
Q

What does engagement require?

A

A balance of challenge and skill

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8
Q

What does it mean for an app to be sticky?

A

The app attracts users to spend more time on and revisit the app

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9
Q

Next

A

Ok

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10
Q

What is stickiness?

A

The application of loyalty or continuance behavior to websites or virtual communities. In other words, the application continuously attracts users to revisit

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11
Q

What factors influence stickiness?

A

Convenience, unique value, social value, incentives, entertainment, etc.

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12
Q

Name 3 strategies that can be used to boost stickiness.

A
  1. Tailor to the user’s intention
  2. Notifications with deals
  3. Create a strong online community
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13
Q

What does an app need to have for a user to want to interact with it?

A
  • Choice and control
  • Low cognitive load
  • Good feedback, rewards, and feedforward
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14
Q

What does a designer need to do in order to make a user want to interact with their app?

A
  • Give the illusion of choice whilst maintaining control
  • Use intuitive symbols and icons
  • Error reduction & handling
  • User-centered design
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15
Q

True or False: Limits should be presented in an acceptable form.

A

True

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16
Q

How can users be prevented from reaching the end of the world in a game?

A

User hidden walls, put mountains or water on the edge of the world, make the user reappear on the other side, etc.

17
Q

What is reason?

A

The rational process of determining weight to a given set of choices

18
Q

What does the speed of decision-making depend on?

A

The user’s prior experience, clarity of reasoning, interpretation bias, perceived implications & the range of choices presented

19
Q

What factors can deter reasoning?

A

Authorities, emotions, mysticism, tradition, superstition, and faith

20
Q

A rational choice requires evaluating all possible outcomes, this isn’t always possible. What’s the compromise?

A

Make a decision based on priority, safety, default choices, peer pressure, bias, etc.

21
Q

What is the choice paradox?

A

The more choices you have, the more attractive, but the less people will feel satisfied with the choices they make.

22
Q

How can the effects of the choice paradox be mitigated?

A

By having a large range of choices but also an apparent method of reducing these choices to a small selection of the most effective ones

23
Q

Why can too many choices slow down responses?

A

Having too many choices increases the cognitive load

24
Q

How can you aid consumers in making decisions?

A

Present efficient choices with minimal cognitive load, and make the choices clear without any pressure/ time constraint

25
Q

Describe the sequence of events in a linear story.

A

Events happen one after another

26
Q

Describe the sequence of events in an interactive story.

A

The story has many branches and choices (interactive)

27
Q

Describe the sequence of events in an open world.

A

The user makes his/ her own story with narrative components and free exploration

28
Q

What is an extrinsic reward?

A

An explicit reward, where doing some action leads to that reward.

29
Q

What is an intrinsic reward?

A

A type of reward where designing the task provides its own inherent reward experience

30
Q

What type of reward is most commonly employed in idle games?

A

Extrinsic rewards

31
Q

Give an example of a game that appears to have no built-in goals or reward system.

A

Minecraft

32
Q

Name 3 goals of rewards.

A
  • Elicit emotion
  • Encourage or elicit useful behavior
  • Facilitate engagement and experimentation
  • Encourage further interaction
  • Encourage the enjoyment of the task, not fixation on the goal
33
Q

What are some different reward types in video games?

A

Rewards of access, facility, sustenance, glory, praise, and sensory feedback

34
Q

What are rewards of access? Give an example.

A

A player is granted admission to an otherwise inaccessible environment, object, or game mode (ex. unlocking a new track in a racing game)

35
Q

What are rewards of facility? Give an example.

A

When the effectiveness of the player is increased within the game state (ex. unlocking a new sword)

36
Q

What are rewards of sustenance? Give an example.

A

When burden is mitigated, such that a negative play state is less probable (ex. pickup that restores ammunition or health, extra life)

37
Q

What are rewards of glory? Give an example.

A

Videogame rewards that do not impact moment-to-moment gameplay (ex. achievements, badges)

38
Q

What are rewards of praise?

A

Verbal or textual communications of praise/ flattery

39
Q

What are rewards of sensory feedback?

A

When the user is provided with overt aesthetic or tactile feedback that is designed to promote positive affect in the player