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Some of this advice is really good, but some of it is terrible. The section on gamifying user interaction is absolute garbage. I'm not "80% done filling in my L
by vitd 11y ago
Some of this advice is really good, but some of it is terrible. The section on gamifying user interaction is absolute garbage. I'm not "80% done filling in my LinkedIn Profile." I'm 100% done, but LinkedIn just wants me to give it more for its benefit. I will never give it the remaining information. It isn't encouraging me to do the remaining 20%, it's just annoying me that LinkedIn can't take "No" for an answer.
Also, I object to breaking the interface down into "screens". It encourages creating modal apps. Thinking about working in Photoshop, for example, while there are modes that depend on the tool you're using, you aren't in a different screen for every thing you're doing. (In fact, Lightroom does sort of have that problem, and it's why I don't use Lightroom.)
- greggarious 11y agoI guess you could call that nudging, but nudging people to give away their personal information doesn't bring up the same warm fuzzy feelings as "gamification"
- clay_to_n 11y agoOn your second point: all of these examples were mobile apps, where it is hard to get around designing in "screens". I don't know what Adobe's mobile Photoshop is like, but I'd hope it's more modal and screen-based than their desktop application, considering it's used on a phone.