Nir Eyal - "The Automatic Customer: How to Design User Behavior"

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In an age of increasing online distractions, companies need to form habits to stay relevant in users’ lives. Nir Eyal discusses the latest in Behavior Engineering to explain how businesses create indispensable products. Nir will walk through his innovative framework, which he calls the “Desire Engine” to explain the fundamental elements of habit formation.

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Behavior Engineering

Gamification SummitJune 21, 2012

Nir EyalNirAndFar.com

@nireyal

“WTF? businesses”

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PatternsPatterns

Vitamins or painkillers?

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Selling painkillers

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- Obvious need - stop pain- Quantifiable market- Monetizable

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Selling vitamins

- Emotional need, not efficacy- “Makes me feel good knowing...”- Unknown market

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Vitamins or painkillers?

Habit when not doing

causes pain.

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Habit-forming technology

VitaminPainkill

er

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Pleasure

seeking

Pain alleviatio

n

"The Cigarette of this Century" - Ian Bogost

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"We wanted flying cars, instead we got 140 characters." - Peter Thiel

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How engineer automaticity?

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Desire engines create habits

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The Desire EngineTrigger Action

Var. RewardCommitment

ExternalInternal

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Trigger

examples?

Trigger ExamplesExternal Internal

AlarmsAdvertising

Calls-to-actionEmailsStores

EmotionsRoutinesSituations

PlacesPeople

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DissatisfiedIndecisiveLostTenseFatiguedInferior

Negative emotions provide internal

triggersBoredom LonesomeFearConfusionPowerlessnessDiscouraged

Action

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when

doing < thinking

=

action

triggers

ability

B = m.a.t.

Fogg Behavior Modelm

oti

vati

on

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triggers = interaction design

ability = product

Behaviors to Actions with Cross-Functional Teams

moti

vati

on

=

mark

eti

ng

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Variable Reward

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We crave predictability

•Variable rewards drive us nuts

•Compulsion to make sense of cause and effect

•Dopamine system drives the search

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The search for rewards

the the HuntHunt

the the TribeTribe

the the SelfSelf

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Search for Social Rewards

thetheTribeTribe

- Acceptance- Sex- Power

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Search for Resources

thetheHuntHunt

- Food- Money- Information

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Search for Sensation

thetheSelfSelf

- Mastery- Consistency- Competency- Purpose

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Var Rewards Levers

•Type

•Frequency

•Amplitude

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Commitment

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Commitment

•Where user does a bit of “work.”

•“Pays” with something of value: time, money, social capital, effort, data ...

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Little commitments,

big results

Group 1: 83% refused

Group 2: 76% accepted

NirAndFar.comFreedman & Fraser, 1966

The logic of commitment•Should I ‘spend’ (time, money,

effort ...) on this?

•Only an idiot would ‘spend’ on something not good.

•Since I spent on it before and I am not an idiot, it must be good.

•Takeaway: Consistency is a cognitive hack

NirAndFar.comProps to Jesse Schell

Commitments make the next

action more likely.

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Desire Engine Canvas

Trigger Action

Var. RewardCommitment

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How to use a Desire Engine

1. Think of what the INTERNAL TRIGGER will be. What’s the existing habit you’re attaching to?

2. Confirm the EXTERNAL TRIGGER touches the user near the existing habit. Ensure user understands “what it’s for?”

3. Prompt the intended ACTION - Make sure it’s very simple and defined. Ex - We want user to scroll

4. Add VARIABLE REWARDS - Mix the type (hunt, tribe, self), change frequency, and amplitude.

5. Ask for the COMMITMENT - Does it increase the likelihood of next cycle? NirAndFar.com

Use this for good.

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Examples if Time

Twitter (Consumer)T A

VRC

Facebook, friend, email ...

Scroll

Information(Hunt)

Follow

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Twitter (Creator)T A

VRC

App icon, mention, messageRe-Tweet or Tweet

Social feedback(Tribe)

Connect with others: @ reply, DM ...

Boredom, curiosity, Lonesome

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EmailT A

VRC

Icon on phone Open unread messages

Write back

Procrastinate, anxiety, thoughts of others....

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Tribe, hunt and self

FarmvilleT A

VRC

Facebook feed, email ... Play

• Build farm• Invite others• Pay $

Boredom, lonesome,loss aversion = anxiety

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• Points (hunt)• Personalized virtual goods (self)

Spectator sportsT A

VRC

Watch

Outcome (Self)Fandom - belonging (Tribe)Capturing the win (Hunt)

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Boredom, anxiety ...

Everywhere

Identify self as fanBuy stuffAttend events

ShoppingT A

VRC

Browse

Hunting the object (Hunt)Shopping with friends (Tribe)Capturing the deal (Self)

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Powerlessness, dissatisfaction, anxiety ...

Everywhere

BuyBrand selfAnchor price

Please raise your phone in the air.

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Leave Feedback, Win a Prize!

OpinionTo.us

(slides at end of survey)

Nir@NirAndFar.com

Tribe, Hunt, or Self?

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Tribe, Hunt, or Self?

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Tribe, Hunt, or Self?

•Searching, searching and never done

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The MDA Gaming Model

Trigger Action

Var. RewardCommitmentNirAndFar.com

Mechanics: The Rules and Actions

Mechanics: The Rules and Actions

Dynamics:Response Based on User

Input

Dynamics:Response Based on User

Input

Aesthetics: Emotional Response Generated

Aesthetics: Emotional Response Generated

Habit Testing

Identify Identify Find habitual Find habitual

usersusers

Codify Codify Understand Understand

commonalities commonalities (Habit Path)(Habit Path)

ModifyModifyAdapt user flow Adapt user flow

based on based on learnings learnings

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Products must adapt

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