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This relationship with approach goals improving outcomes and avoidance goals undermining outcomes is clear in other areas of gamification, like competition. Competition works when people have approach goals, is counterproductive with avoidance goals. https://psycnet.apa.org/record/2012-28070-001 …
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My hypothesis is that the problem has to do with whether the user has approach goals (reach some good outcome) or avoidance goals (avoid some bad outcome). Avoidance goals put you into a state of vigilance. Approach goals allow/motivate you to see progress towards improvement.
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This is why it's crucial to actually understand what's going on in the minds of users. Thoughtless gamification often ends up as counterproductive gamification.https://twitter.com/fredericrenken/status/1212884437773492224 …
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An example that may be a bit inflammatory but I like stirring the pot- doctors give medical advice to patients and rarely follow up effectively to see what happened. As a result, they can often develop an overconfident intuition. This could improve with better patient-doctor tech
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This can be facilitated by a good boss who gives you feedback, by a habit of reflection, and by following up on what you’ve tried to see what happened.
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Developing intuition is important, but it can’t be done effectively through just trial and error. Instead, you need trial, error, and immediate feedback about how things went so you can adjust your expectations for the future.https://twitter.com/shl/status/1216090155032834048 …
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In games, players are interacting with the rules of the game to get what they want. The same is true in products. Craft the “rules” of your app so they help the user rather than slow them down.
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Robert Haisfield proslijedio/la je Tweet
Academia is cool because you can dedicate years of your life to studying a topic, conduct a sophisticated series of studies, and meticulously describe what you discovered only for a random reviewer who spent <1 day with your paper to tell you that it is not worth publishing.
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Robert Haisfield proslijedio/la je Tweet
most underrated players in making great products: the random early-adopting customers that got obsessed and spent disproportionate amt of time reporting bugs and sharing suggestions. and they only do it because they care.
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Yes please! Something like this could go far in today’s day and age in making sure the findings actually make it to public knowledge/use.https://twitter.com/max_bertolero/status/1215067675216547840 …
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It should also be pointed out that collaboration with business is a HUGE opportunity. They are able to deploy experiments to MASSIVE sample sizes. Think about
@katy_milkman and@angeladuckw work with 24 Hour FitnessPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
One of the biggest findings in behavioral science is that the environment influences your behavior. Why would we assume that results from a lab context that attempts to isolate a single environmental influence would be descriptive of what happens when there are many interacting?
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And if you can’t find similar results between situations in each of those conditions, which world do you learn more? 7 replicated lab experiments, or 7 replicated field experiments?
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Think about it this way- if you’re trying to make a general claim about people, which would you trust more: 7 replicated lab experiments that find similar results, or 7 field experiments in different contexts that find similar results?
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Going into 2020, I’d like to see more behavioral scientists get out of the lab and run their experiments in collaboration with business. The world is a complex place filled with a lot of interacting environmental information, and a context-free lab experiment just doesn’t cut it.
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Robert Haisfield proslijedio/la je Tweet
I have never encountered a better curiosity-serving tool than
@RoamResearch it really lets me take random, interesting walks through my own mind in ways that regular notes never quite did. I can really feel the "hyper" in "hyperlink" herepic.twitter.com/LHdCyxsbdW
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Robert Haisfield proslijedio/la je Tweet
This is a huge industry issue that I encounter all the time from the behavior change perspective. Sustainable changes take TIME to implement and to show results. KPI plans rarely incorporate the appropriate duration for meaningful ROI.https://twitter.com/chrissyfarr/status/1214329984073879552 …
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Does anyone know about related research or thinking that has already been done about gateway behaviors, specifically (but not necessarily) in the context of product design?
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The trick is not to over-optimize the design for gateway behaviors at the cost of key behaviors. GW behaviors should be looked at instead as a way to increase the frequency of normally infrequent key behaviors. If the GW doesn't link up to the key effectively, it's wasted effort.
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From what I can tell, gateway behaviors are crucial to long-term user behavior change. If you can develop functionality that someone can use often, and then based on their inputs, take them to areas where they'll do key behaviors, you can form much more reliable user retention.
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