Big Ideas Flashcards

1
Q

Name the big ideas

A
  • Addictive design
  • Gamification
  • Social influence
  • Nudge theory
  • Asshole design
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2
Q

Pros of Gamification

A
  • Increases learner engagement
  • Provides Instant feedback
  • Boosts motivation
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3
Q

Disadvantages of gamification

A
  • High cost of development
  • Diminished value over time
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4
Q

Give a positive example of gamification

A
  • Incorporating points and rewards for completing learning tasks
  • Boosts motivation and drive
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5
Q

Give a negative example of gamification

A
  • Implementing excessive competition and leaderboards
  • An overly competitive environment can be discouraging
  • May discourage collaboration
  • May shift the focus from learning
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6
Q

Give the methods of social influence

A
  • Peer Pressure
  • FOMO
  • Community Support
  • Message delivery via social networks - get your customers to spread your message for you
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7
Q

Give a positive example of social influence

A
  • Community support for weight loss app
  • The community supports each other to overcome difficult challenges
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8
Q

Give one negative example of social influence

A
  • Useing FOMO
  • Creating artificial sense of scarcity or using time-limited offers
  • Leads to impulse purchasing of additional features
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9
Q

What is nudge theory

A

An idea taken from psychology that suggests we can make extremely small changes in people’s enviroment in order to make significant long term changes to their behaviour

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10
Q

What is an example of nudge theory?

A

Changeing the office environment and moving the printer further away in order to drive step count up

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11
Q

What is a detractor of the nudge theory?

A

Is it ethical to do something by explicitly avoiding people giving it thought?

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12
Q

IS nudge theory effective?

A

Nudge theory may not be considered effective at developing long term behaviour change as once people leave the environment they often return to old habits.

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13
Q

What are the methods of asshole design

A
  • Automating the user away
  • Two faced - providing conflicting information to the user
  • Entrapping - setting traps that the user can not avoid
  • Nickling and diming - Disguse the full payment amount
  • Misrepresenting - providing ambiguous and incorrect information
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14
Q

Give an example of asshole design

A

The logout button is obscured to keep the user from easily leaving the sight, driving up user engagement time.

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15
Q

What are the methods of addictive design

A
  • Speed of reward
  • Anticipation
  • Serendipity and skill - being able to tell yourself you only lost out of luck and so you keep comming back
  • Non-completability - you can never finnish the game you are playing, there is always more to win or do
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