Month: January 1970
Visual Appeal
Visual appeal is an important element of the hedonic quality of an interface. Research suggests that judgments of visual appeal are in essence emotional judgments that occur rapidly. Pragmatic quality resembles the notion of usability (e.g. ease of use), while hedonic quality refers to pleasure of use. Pragmatic quality is in essence a “hygiene factor” …
Characters (UX)
The best way to deliver this information is to explain a customer’s anxieties, motivations, purchase-progress events, and purchase-progress situations instead of persona day-in-the-life bio style.
Gamification Technique: "Beginners Luck"
When playing games with new players, the phrase beginner’s luck is often coined when they do well unexpectedly against more experienced players. In board games and sports this is often indeed a case of luck or unexpected discovery of a skilled person, however in computer and video games this can be a programmed element to …
Gamification Technique: Absolute Leaderboard
An absolute leaderboard only shows the top scores of users in a system.
Gamification Technique: Aura Effect
A game technique where the action of one player, has a rub off positive effect on another player by virtue of being around this player or in it’s energy field. This can generate additional points, boosters in terms of skills or weapons allowed in the game. In an enterprise setting, having a team benefit based …
Gamification Technique: Boosters
Boosters are upgrades inside (usually game) systems that allow a user to either move quicker, have additional power or skip forward through barriers in the system. Most of the time these boosters are use to keep individuals motivated and encourage them to continue through the system. For example in physical world, a Monday morning booster …
Hook Canvas
The hook canvas is a model/framework created by author/psychologist Nir Eyal that forms the basis of how engagements in an experience must adhere to cause a habit to be formed whether positive or negative. A – Hook has 4 parts: T – rigger A – ction R – ewardI – nvestment
EMI: Episodic Model Imprinting Framework
A key factor contributing to the effectiveness of instructional and interface design is understanding how mental representations (i.e., mental models) are created in users as they interact within systems to execute goals. If designers are better able to predict user cognitive processes in the creation of mental models during task interactions, and thus ascertain why …
Psychology: Systems 1, 2, and 3
consistency, availability, and learnability processing, or more simply: System 1, 2, and 3.