DESIGNING FOR CHANGE
@CWODTKE | WWW.ELEGANTHACK.COM
I’ve introduced a lot of change
• Adopt new events app
• Change search behavior
• Keep photos online
• Leave Facebook to play
games
• Redesign profiles
Jack gets upgraded to ios 7
It’s safer in the
Cloud
It’s safer on my
machine
It’s better than
Google
It doesn’t work
like Google
It’s up to date
It’s wrong
It’s ours
It’s mine
CHANGE
When is it awesome? When does it suck?
WHY WE LOVE CHANGE
By we I mean companies
ENTREPRENEURS LOVE NEW!
We’re bored. We see it every day. Do our users?
THE TESTING SAID IT WAS BETTER
Do we test all aspects of the product? How much better?
I don’t care if it’s
better. I hate it.
IF I DON’T SHIP IMPROVEMENTS, HOW CAN
WE COMPETE?
WHY WE HATE CHANGE
By we I mean users
LOSS AVERSION
“If a man can write a better book, preach a better sermon, or make
a better mousetrap than his neighbor, though he build his
house in the woods, the world will make a beaten path to
his door.”
Ralph Waldo Emerson was mistaken
Eager Sellers and Stony Buyers: Understanding the Psychology of New-Product Adoption
John T. Gourville
FROM THE JUNE 2006 ISSUE OF HBR
EVALUATE PERCEIVED VALUE
EVALUATE RELATIVE TO WHAT THEY KNOW
User mindset
@cwodtke | www.eleganthack.com
The IKEA Effect
Designing for Change
Designing for Change
LOSS OF CONTROL
HTTP://INTERACTION14.IXDA.ORG/PROGRAM/S
ATURDAY/401-THE-SHOCK-OF-THE-NEW
MINE YOURS
When does a website stop being perceived as belonging solely to the company?
MUSCLE MEMORY &
COGNITIVE LOAD
Our hands are mad at your company
From Serious Pony’s Blog
“Your App Makes Me Fat”
http://seriouspony.com/blo
g/2013/7/24/your-app-
makes-me-fat
From Serious Pony’s Blog
“Your App Makes Me Fat”
http://seriouspony.com/blo
g/2013/7/24/your-app-
makes-me-fat
Eager Sellers and Stony Buyers: Understanding the Psychology of New-Product Adoption
John T. Gourville
Sure
Failure
Easy Sells
Long Hauls
Smash Hit
Degree of
Behavior
Change
Change in Perceived Value
Adapted from Eager Sellers, Stoney Buyers
Sure
Failure
QUESTION: SHOULD YOU EVEN MAKE A
CHANGE?
Is it 9x better?
ELEVATOR PITCH
2 Minutes
For (target customer) who has
(customer need), (product name) is
a (market category) that (the 9x
benefit).
Unlike (current solution), the
product (unique value).
PLANNING FOR CHANGE
HEAD HEART HANDS
ABC; Affective, behavioral, cognitive
HEAD: DIRECT THE RIDER
Bright Spots
Script the moves
Point to the destination
EXPRESS VALUE IN USER TERMS
Point to the destination: The intellectual argument
FOLLOW THE BRIGHT SPOTS
Earlyvangelists
Designing for Change
WRITE DOWN 20 BENEFITS
Freelisting, silent, 3 minutes
SCRIPT THE KEY MOVES
Plan to teach
Designing for Change
DON’T DO THIS
Don’t make people memorize the changes
EPIC STORY
Help your users be heroes
Designing for Change
Hero’s Journey
1. A character is in
a zone of comfort
3. They enter an
unfamiliar situation
3 Adapt to it
4. Get what they
wanted
5. Pay a heavy
price for it
6. Then return to
their familiar
situation
7. Having
changed. 2. But they want
something
User’s Journey
1. A USER is in a
zone of comfort
3. They enter an
unfamiliar situation
3 Struggle to get it
4. Initial success
5. Greater
challenges
6. Increased
competence and
skills in old jobs
7. Having changed…
for the better. 2. But they want
something
Journey of adoption
• Goal
• Motivation
• Inciting incident
• Conflict
STORY + ENGAGEMENT STYLE
Richard Bartle http://www.mud.co.uk/richard/hcds.htm Drawing: Frank Caron
http://frankcaron.com
4 Key Engagement Styles in Social Gaming
Compete
CollaborateExplore
Express
Amy Jo Kim amyjokim.com @amyjokim
Satisficers
Self-discoveryOptimizers
Socializers
Amazon?
Ambitious Reluctants
Early Adopters?
Goal: I’m going to make something spectacular
Motivation: “I’m an artist. Really”
Inciting Incident: Article
Conflict: I want to get making, not learning.
Goal: Learn just enough
Motivation: “I don’t want to look stupid”
Inciting Incident: Feature they were missing
Conflict: You moved everything! It’s hard!
Who else? Who else?
Goal:
Motivation:
Inciting Incident:
Conflict:
Goal:
Motivation:
Inciting Incident:
Conflict:
Now you- pick a user
• Goal: What do they want to accomplish?
• Motivation: Why? (stakes- emotional, social)
• Inciting Incident: What makes them choose change?
• Conflict: what gets in their way?
Designing for Change
1. CLEAR GOALS
And regular check points.
Levels as chapters. Levels as rewards.
Goals in games
• Outwit
• Solution
• Exploration
• Construction
• Forbidden act
• Rescue or Escape
• Alignment
• Race
• Chase
• Capture
Capture
Strategery:
Capture enemy
Territory
Race
Tiny Wings:
Go farther
faster
Alignment: Dots & Bejeweled
Match three or more
Canva uses
puzzles and
construction,
native to the
app
Designing for Change
Designing for Change
Designing for Change
Designing for Change
No Tutorials!
Tutorials!
Scaffolded
play!
Designing for Change
Designing for Change
PICK 5 KEY PLACES WHERE YOU NEED TO
HOLD CUSTOMER’S HAND
1 minutes, silent
HEART: FIND THE FEELING
Motivate The Elephant
Shrink the Change
Growth Mindset
MOTIVATE
Emotional Appeal
FIND THE FEELING
Designing for Change
GROWTH MINDSET: I AM BETTER
“How important is it to
you to be a voter in
tomorrow’s election?”
versus
“How important is it to
you to vote in
tomorrow’s election?”
Walton, Gregory and Banaji, Mahzarin, Being what you say: the effect of essentialist linguistic labels on
preferences, Social Cognition, Vol. 22, No. 2, 2004, pp. 193-213.
+11%
SHRINK THE CHANGE
WRITE DOWN THE EMOTIONAL PAYOFF
2 minutes, How am I making my user a superhero?
HANDS: SHAPE THE PATH
Build on old habits
Tweak the Environment
Rally the herd
Tiny Habits
1. Make change tiny
2. Place it in an existing routine
3. Train the cycle daily
BJ Fogg, PhD
Director, Persuasive Tech Lab
Stanford University
BUILD ON OLD HABITS
Designing for Change
TWEAK THE ENVIRONMENT
Designing for Change
RALLY THE HERD
Designing for Change
1. WHAT IS GOING TO CHANGE?
2. WHO WILL LOSE WHAT?
3. HOW WILL YOUR INTRODUCE THE
CHANGE?
4. WHAT IS YOUR STRATEGY FOR
RESISTANCE?
ASK YOURSELF
MAKE VALUABLE CHANGE
EXPLAIN IT FROM THE USER’S VIEW
GUIDE THE USER THROUGH THOSE CHANGES
CHRISTINA WODTKE
ELEGANTHACK.COM
@CWODTKE

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Designing for Change

Editor's Notes

  • #50: Understanding behavioral patterns in player types, and what features support the behavior desired is also useful. Maybe more useful.
  • #51: Amy Jo Kim has developed different player types that you find in Social Games. Each one has his or her own play style. Knowing these needs shapes the feature set and core loop.