Robert Haisfield

@RobertHaisfield

Behavior design and gamification. Founder of Influence Insights, Behavioral Product Strategist at Spark Wave. Here to discuss ideas, not just project them.

Denver, CO
Vrijeme pridruživanja: kolovoz 2011.

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  1. proslijedio/la je Tweet

    The fact that I've been quiet on Twitter for the past couple of months is not a sign that I haven't been doing anything; actually it's a sign that I've been working more intensely than ever .... as a result of an unexpected science breakthrough I'm hoping to share soon...

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  2. proslijedio/la je Tweet
    30. sij
    Odgovor korisnicima

    Personally, I think that rather than entertainment the future of education will be about individualized learning paths enabled by technology. Ones where students can follow their curiosities rather than relying on entertainment to remove friction.

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  3. 4. velj

    curious your thoughts

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  4. 4. velj

    If a perpetual onboarding adapts to the goals the user seems to be trying to accomplish, shows them how to do it, and shows them new things they can do now, the onboarding can keep up with an individual user's growth over time as well as the different goals of different users.

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  5. 4. velj

    With the sorts of apps I'm describing, The user's goals 1 week in will be less complicated than their goals 1 month in. An upfront onboarding can only teach the simplest skills. A progressively more challenging and varied onboarding can keep up with a user's growth.

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  6. 4. velj

    The range of total potential use cases varies from app to app. The important thing to perpetual onboarding is to think about how someone would be able to find, discover, and execute the sets of actions that enable each user's potential use cases.

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  7. 4. velj

    Games give you a real feeling of progression by making you increasingly capable throughout the lifetime of your usage. Feeling capable in an app for behavior change leads to people being generally more successful in their usage and persisting longer when they run into obstacles.

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  8. 4. velj

    In games, they enable you to learn how to play a more and more complicated game by presenting you with increasingly difficult and varied obstacles & giving you all of the tools to overcome them. They add new tools when needed, and they show more varied uses of each tool.

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  9. 4. velj

    Sometimes apps like these have perpetual onboarding in the form of communities of supportive users who create content, but not everyone is going to participate. A question arises: How can we support continual learning in-app & how might we drive more to a well-designed community?

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  10. 4. velj

    Some people gravitate over time towards a more clearly defined workflow, and some towards a more varied and experimental set of behaviors. I like to design to encourage more experimental sets, because that leads to the app becoming accomplishing many goals. That's sticky

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  11. 4. velj

    This means that the goals an upfront onboarding will be able to address won't teach a user how to solve their 1 month goals. This can lead to frustration for the one month user who has more advanced use cases in mind but is incapable of making them a reality.

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  12. 4. velj

    The goals that users have six days in are going to be different than the goals they have 6 months in, and how much they are able to do will be different as well.

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  13. 4. velj

    Apps like , , and are all powerful/flexible and require learning and expansion of use cases over time to wrap your head around them. Given that, why is onboarding a one-time thing upfront? Anyone seen good examples of apps that spread it out?

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  14. proslijedio/la je Tweet

    This is a fantastic BeSci opportunity, and I can personally confirm the people you'll be working with are awesome.

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  15. 14. sij

    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.

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  16. 14. sij

    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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  17. 14. sij

    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.

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  18. 13. sij

    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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  19. 13. sij

    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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  20. 13. sij

    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.

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