Seductive Design
Path Progression
Game or experience where the object is to be lead down a path and progress through experiences whether that be levels or stages or position to achieve some kind of ultimate or conceptual goal. Paths shape behavior, are games to be played, lead people along, have predictable outcomes, are measurable, design every detail, are consumptive, …
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