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I felt that this article was aimed at companies to suggest different strategies for "hooking" (which I took to mean "intentionally addicting") their users. I me
by peter_l_downs 15y ago
I felt that this article was aimed at companies to suggest different strategies for "hooking" (which I took to mean "intentionally addicting") their users. I meant what I said only in that if the company were to have a good enough product in the first place, they wouldn't have to resort to these methods ("psyche tricks") that I consider to be underhanded.
- Lewisham 15y agoDepends on your POV. "How can we make the product better?" is usually synonymous with "What do users want?", which, following the rabbit hole down enough, you reach those psych things. Look at all the terrible gamification implementations. These are responses to seeing a certain pattern in design, but they're not backed up with any real idea as to why users seem to respond (I'll avoid using the word like) to these systems, and they usually suck. Knowing exactly why one strategy is good and why one is poor can help create a better product.