Big Ideas Flashcards
Name the big ideas
- Addictive design
- Gamification
- Social influence
- Nudge theory
- Asshole design
Pros of Gamification
- Increases learner engagement
- Provides Instant feedback
- Boosts motivation
Disadvantages of gamification
- High cost of development
- Diminished value over time
Give a positive example of gamification
- Incorporating points and rewards for completing learning tasks
- Boosts motivation and drive
Give a negative example of gamification
- Implementing excessive competition and leaderboards
- An overly competitive environment can be discouraging
- May discourage collaboration
- May shift the focus from learning
Give the methods of social influence
- Peer Pressure
- FOMO
- Community Support
- Message delivery via social networks - get your customers to spread your message for you
Give a positive example of social influence
- Community support for weight loss app
- The community supports each other to overcome difficult challenges
Give one negative example of social influence
- Useing FOMO
- Creating artificial sense of scarcity or using time-limited offers
- Leads to impulse purchasing of additional features
What is nudge theory
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
What is an example of nudge theory?
Changeing the office environment and moving the printer further away in order to drive step count up
What is a detractor of the nudge theory?
Is it ethical to do something by explicitly avoiding people giving it thought?
IS nudge theory effective?
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.
What are the methods of asshole design
- 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
Give an example of asshole design
The logout button is obscured to keep the user from easily leaving the sight, driving up user engagement time.
What are the methods of addictive design
- 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