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Designing engaging & 
motivating apps

Zac
August 30, 2016

Designing engaging & 
motivating apps

/dev/world 2016 presentation

Zac

August 30, 2016
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  1. /dev/world Dr Zac Fitz-Walter Eat More Pixels Aug 29-31, 2016

    Designing engaging & 
 motivating apps
  2. Eat More Pixels Clients: QUT, Autism Queensland, Moreton Bay Regional

    Council, Margaret Olley Art Centre - Tweed River Art Gallery
  3. 1 Removing Friction A focus on usability Turning to psychology

    Theories of Motivation Applying usability and motivational psychology Motivational Design 3 2
  4. People will leave if… 1. Your app is difficult to

    use 2. If it is unclear what it offers 3. If it’s easy to get lost Adapted from http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  5. Easy to learn How easy is it for users to

    accomplish basic tasks the first time they encounter them in your app? http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  6. Learnability • Are the features of your app clear? •

    Is it obvious how to use your app? • If users skip your introduction, will they still know how to use the app? • Can you embed the tutorial into the app? • Examples: Epic Win, Clear App
  7. Efficient to use Once users have learned the design, how

    quickly can they perform tasks? http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  8. Efficiency • Is your app efficient to use? • Does

    your app support mastery and flow by providing shortcuts and customisation? • Examples: Clear App, Tweetbot http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  9. When users return to the design after a period of

    not using it, how easily can they reestablish proficiency? http://www.nngroup.com/articles/usability-101-introduction-to-usability/ Easy to remember how to use
  10. Easy to remember how to use • Can you use

    standard controls and icons? • Is the tutorial easy to access again? • Examples: IF by IFTTT
  11. Safe to use How easily can users recover from errors?

    http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  12. Safe to use • How many errors do users make,

    how severe are these errors, and how easily can they recover from the errors? • If errors do occur, what ramifications are there? • e.g., deleting an email or text by accident • Examples: Apple Mail
  13. Effective to use • Are users able to perform the

    desired task effectively? • How completely and accurately is the task completed or the user goals reached?
  14. Have good utility • Does it do what users need?

    • Is your app addressing a particular problem the user has? • Does it provide functionality that is going to help the user complete their desired task?
  15. z

  16. User testing • Get hold of some representative users •

    Ask the users to perform representative tasks with the design • Observe what users do, where they succeed, and where they have difficulties with the interface. • Make sure to let the users do the talking. http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  17. Theories as a lens for design • Extrinsic motivation •

    Intrinsic motivation • Self-determination theory • Flow theory
  18. !

  19. The right way to ask users to review your app

    https://medium.com/circa/the-right-way-to- ask-users-to-review-your-app-9a32fd604fca Mobile App UX Design: Prompting For App Review https://uxplanet.org/mobile-app-ux-design- prompting-for-app-review-5b75c0005cab
  20. Motivational elements • A clear goal • Clear progress •

    Clear Feedback • Challenge and skill • Autonomy • Competence • Relatedness • Rewards
  21. Removing Friction A focus on usability Turning to psychology Theories

    of Motivation Applying usability and motivational psychology Motivational Design 3 2 1