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Richard Hare 
1 Thing I learned 
Cambridge 
UX CAM 2014
Breaking The 
Bank 
learning from 
casinos about 
interaction, habits 
and the future of 
neuroergonomic 
UX design 
Alastair 
Somerville
Why do people gamble?
1 Thing I Learned at UX Cambridge 2014
1. Trigger 
 External triggers: email or website link 
 As soon as users no longer need an 
external alert, a habit – powered internally 
– has been formed.
2. Action
3. Variable Rewards
Variable rewards 
 Rewards of the tribe 
 Rewards of the hunt 
 Rewards of the self
B.F. Skinner 
 “positive reinforcement 
results in lasting 
behavioral 
modification” 
 “punishment changes behavior only 
temporarily and has many 
detrimental side-effects”
1 Thing I Learned at UX Cambridge 2014
So why do people gamble? 
“...dopamine levels in our brains vary the 
most in situations where we are unsure if 
we are going to be rewarded, such as 
when we are gambling or playing the 
lottery.”
Summary 
UI enables individual habits 
UX enables social interaction
Conclusion 
“You are not designing a 
screen, you are designing 
social events”
References 
Want to hook your users? Drive them crazy (An intro to variable rewards) 
http://www.nirandfar.com/2012/03/want-to-hook-your-users-drive-them-crazy.html 
It's a gamble: dopamine levels tied to uncertainty of rewards 
http://news.vanderbilt.edu/2004/05/its-a-gamble-dopamine-levels-tied-to-uncertainty-of-rewards-59664/ 
Why are variable rewards addictive? 
http://www.quora.com/Why-are-variable-rewards-addictive 
Book review: “Hooked - How To Build Habit Forming Products” 
http://marcabraham.wordpress.com/2014/06/21/book-review-hooked-how-to-build-habit-forming-products/

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1 Thing I Learned at UX Cambridge 2014

  • 1. Richard Hare 1 Thing I learned Cambridge UX CAM 2014
  • 2. Breaking The Bank learning from casinos about interaction, habits and the future of neuroergonomic UX design Alastair Somerville
  • 3. Why do people gamble?
  • 5. 1. Trigger  External triggers: email or website link  As soon as users no longer need an external alert, a habit – powered internally – has been formed.
  • 8. Variable rewards  Rewards of the tribe  Rewards of the hunt  Rewards of the self
  • 9. B.F. Skinner  “positive reinforcement results in lasting behavioral modification”  “punishment changes behavior only temporarily and has many detrimental side-effects”
  • 11. So why do people gamble? “...dopamine levels in our brains vary the most in situations where we are unsure if we are going to be rewarded, such as when we are gambling or playing the lottery.”
  • 12. Summary UI enables individual habits UX enables social interaction
  • 13. Conclusion “You are not designing a screen, you are designing social events”
  • 14. References Want to hook your users? Drive them crazy (An intro to variable rewards) http://www.nirandfar.com/2012/03/want-to-hook-your-users-drive-them-crazy.html It's a gamble: dopamine levels tied to uncertainty of rewards http://news.vanderbilt.edu/2004/05/its-a-gamble-dopamine-levels-tied-to-uncertainty-of-rewards-59664/ Why are variable rewards addictive? http://www.quora.com/Why-are-variable-rewards-addictive Book review: “Hooked - How To Build Habit Forming Products” http://marcabraham.wordpress.com/2014/06/21/book-review-hooked-how-to-build-habit-forming-products/