For me, the goal of good learning design is for learners to emerge from the learning experience with new or improved capabilities that they can take back to the real world and that help them do the things they need or want to do. If your
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“Rewards must fit into the narrative of why the product is used and align with the user’s internal triggers and motivations. They must ultimately improve the user’s life.”
― Hooked: How to Build Habit-Forming Products
― Hooked: How to Build Habit-Forming Products
“Stack Overflow devotees write responses in anticipation of rewards of the tribe. Each time a user submits an answer, other members have the opportunity to vote the response up or down. The best responses percolate upward, accumulating points for their authors (figure 19). When they reach certain point levels, members earn badges, which confer special status and privileges.”
― Hooked: How to Build Habit-Forming Products
― Hooked: How to Build Habit-Forming Products
“Variable reward is the third phase of the Hooked Model, and there are three types of variable rewards: the tribe, the hunt, and the self. Rewards of the tribe is the search for social rewards fueled by connectedness with other people. Rewards of the hunt is the search for material resources and information. Rewards of the self is the search for intrinsic rewards of mastery, competence, and completion. When our autonomy is threatened, we feel constrained by our lack of choices and often rebel against doing a behavior. Psychologists refer to this as reactance. Maintaining a sense of user autonomy and trust is a requirement for sustained engagement. Experiences with finite variability become increasingly predictable with use and lose their appeal over time. Experiences that maintain user interest by sustaining variability with use exhibit infinite variability. Variable rewards must satisfy users’ needs while leaving them wanting to reengage with the product. DO”
― Hooked: How to Build Habit-Forming Products
― Hooked: How to Build Habit-Forming Products
“However, simply giving users what they want is not enough to create a habit-forming product. The feedback loop of the first three steps of the Hook—trigger, action, and variable reward—still misses a final critical phase. In the next chapter we will learn how getting people to invest their time, effort, data, or social equity in your product is a requirement for repeat use.”
― Hooked: How to Build Habit-Forming Products
― Hooked: How to Build Habit-Forming Products
“We often think the Internet enables you to do new things . . . But people just want to do the same things they’ve always done.”
― Hooked: How to Build Habit-Forming Products
― Hooked: How to Build Habit-Forming Products
Ethnography Shelf
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Inspired by all the different ethnographies we in the Cultural Anthropology Programme at Victoria University of Wellington are reading, we have starte ...more
Read a Classic Challenge
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How many people can be inspired to read at least one classic this year? How many classics can we read as a group? Join us for this year's challenge ou ...more
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Goodreads Librarians are volunteers who help ensure the accuracy of information about books and authors in the Goodreads' catalog. The Goodreads Libra ...more
User Experience Design
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Books related to Information Architecture, Interaction Design and Usability.
Pınar’s 2025 Year in Books
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