Irresistible Apps - Motivational Design Patterns for Apps, Games, and Web-based Communities

Irresistible Apps - Motivational Design Patterns for Apps, Games, and Web-based Communities

von: Chris Lewis

Apress, 2014

ISBN: 9781430264224 , 196 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

Windows PC,Mac OSX geeignet für alle DRM-fähigen eReader Apple iPad, Android Tablet PC's Online-Lesen für: Windows PC,Mac OSX,Linux

Preis: 56,99 EUR

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Irresistible Apps - Motivational Design Patterns for Apps, Games, and Web-based Communities


 

Contents at a Glance

3

Contents

186

About the Author

193

About the TechnicalReviewers

194

Acknowledgments

196

Chapter 1: Introduction to Motivational Design

5

Motivational Design

5

The Irresistible Smartphone

6

The Zero-Sum Game

6

Motivational Design Patterns

7

How to Read This Book

7

Chapter 4: Gameful Patterns

8

Chapter 5: Social Patterns

8

Chapter 6: Interface Patterns

9

Chapter 7: Information Patterns

10

Chapter 9: Temporal Dark Patterns

10

Chapter 10: Monetary Dark Patterns

11

Chapter 11: Social Capital Dark Patterns

11

Conclusion

11

Chapter 2: Psychology of Motivation

12

Cargo Cult Design

12

Behavioral Psychology

13

Intrinsic Motivation Theories

15

The Importance of Learning: Malone

16

Autonomy, Competence, and Relatedness: Deci and Ryan

16

Self-Determination Theory

17

Cognitive Evaluation Theory

18

A Multifaceted View: Reiss

19

Behavioral Economics

22

Conclusion

22

Chapter 3: Understanding Design Patterns

23

Pattern Languages

23

Using Motivational User Stories to Discover Patterns

24

Motivational User Stories

25

Motivational Design Pattern Definition

26

How Users Perceive a Motivational Design Pattern

27

Pattern Discovery

28

Prototype Theory

29

On the Correctness of Patterns, or Lack Thereof

29

Pattern Description and Organization

30

Pattern Template

30

Shorthand Notations

31

Organization of Patterns

31

Motivational Design Patterns

31

Motivational Dark Patterns

34

Conclusion

34

Chapter 4: Gameful Patterns

35

When to Use

36

Pattern: Collection

37

How It’s Used

37

What to Watch for

38

Specialization of Collection: Badge

39

How It’s Used

39

What to Watch for

41

Pattern: Growth

42

How It’s Used

42

Pattern: Increased Responsibility

43

How It’s Used

43

Pattern: Leaderboard

46

How It’s Used

46

What to Watch for

47

Pattern: Score

48

How It’s Used

48

What to Watch for

49

Conclusion

52

Chapter 5: Social Patterns

53

When to Use

53

Pattern: Activity Stream

54

How It’s Used

54

Pattern: Broadcast

55

How It’s Used

55

What to Watch For

56

Specialization of Broadcast: Social Feedback

56

How It’s Used

56

What to Watch For

59

Pattern: Contact List

60

How It’s Used

60

What to Watch For

61

Pattern: Identifiable Community

62

How It’s Used

63

What to Watch For

63

Specialization of Identifiable Community: Meta-Area

64

How It’s Used

64

What to Watch For

65

Pattern: Identity Shaping

67

How It’s Used

67

What to Watch For

68

Pattern: Item Sharing

69

How It’s Used

69

Conclusion

70

Chapter 6: Interface Patterns

71

When to Use

71

Pattern: Notifications

72

How It’s Used

72

What to Watch For

73

Pattern: Praise

74

How It’s Used

74

What to Watch For

75

Pattern: Predictable Results

76

How It’s Used

76

What to Watch For

77

Pattern: State Preservation

77

How It’s Used

78

What to Watch For

79

Pattern: Undo

81

How It’s Used

81

Conclusion

81

Chapter 7: Information Patterns

83

When to Use

83

Pattern: Customization

84

How It’s Used

84

What to Watch For

85

Specialization of Customization: Filters

85

How It’s Used

85

What to Watch For

86

Pattern: Intriguing Branch

86

How It’s Used

86

Pattern: Organization of Information

87

How It’s Used

87

Pattern: Personalization

89

How It’s Used

89

What to Watch For

91

Pattern: Reporting

92

How It’s Used

92

Pattern: Search

92

How It’s Used

93

What to Watch For

95

Pattern: Task Queue

95

How It’s Used

95

What to Watch For

98

Conclusion

98

Chapter 8: Understanding Motivational Dark Patterns

100

Defining Motivational Dark Patterns

101

Using Dark Patterns Ethically: Give Users a Choice

101

Organization of Dark Patterns

102

Conclusion

102

Chapter 9: Temporal Dark Patterns

104

How to Avoid

104

Dark Pattern: Grind

105

How It’s Used

105

Dark Pattern: Hellbroadcast

108

How It’s Used

108

Dark Pattern: Interaction by Demand

109

How It’s Used

109

Conclusion

111

Chapter 10: Monetary Dark Patterns

112

How to Avoid

112

Dark Pattern: Currency Confusion

113

How It’s Used

113

Dark Pattern: Monetized Rivalries

115

How It’s Used

115

Dark Pattern: Pay to Skip

116

How It’s Used

117

Conclusion

118

Chapter 11: Social Capital Dark Patterns

119

How to Avoid

119

Dark Pattern: Impersonation

120

How It’s Used

120

Dark Pattern: Social Pyramid Schemes

123

How It’s Used

123

Conclusion

125

Chapter 12: Patterns as Analysis Tools

126

Case Study: Khan Academy

127

Patterns Used

127

In Detail

129

Task Queue

129

Score

132

Badge

134

Summary

136

Case Study: Tiny Tower

137

Patterns Used

140

In Detail

141

Notification

141

Growth

142

Score

142

Summary

143

Conclusion

143

Chapter 13: Patterns as Design Tools

144

Case Study: Web Site Built Around Voting

144

Problem Statement

145

Pattern Choice

145

Annotated Mock-ups

147

Case Study: Crowdsourced Game for Science

154

Problem Statement

154

Pattern Choice

154

Annotated Mock-ups

155

Conclusion

163

Chapter 14: The End Is the Beginning

164

Recap

164

What You’ve Learned

165

Moving Forward

165

Become a Champion for Motivation

166

Become the Enemy of Easy Answers

166

Document Your Own Patterns

166

Change the Design Process

167

The Secret Is There Is No Secret

167

Chapter 15: Bibliography

168

Index

178