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E-Book

E-Book, Englisch, 196 Seiten, eBook

Lewis Irresistible Apps

Motivational Design Patterns for Apps, Games, and Web-based Communities
1. Auflage 2014
ISBN: 978-1-4302-6422-4
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark

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

E-Book, Englisch, 196 Seiten, eBook

ISBN: 978-1-4302-6422-4
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark



When you create an app, a website, or a game, how do you attract users, and perhaps more importantly, how do you keep them? Irresistible Apps explains exactly how to do this using a library of 27 motivational design patterns and real-world examples of how they work. As a developer, you need to retain users in the new economy of advertisements, subscriptions, and in-app purchases, but how do you do this? How do some applications keep users coming back? Why do people spend hours and hours playing World of Warcraft? Why do people care about Reddit karma? What makes customers keep buying from Amazon? Why do so many people love Khan Academy? The answers are found in Gameful, Social, Interface, and Information patterns. Not only will you learn about these patterns, you’ll also learn why they work using psychological theories of intrinsic motivation, behavioral psychology, and behavioral economics. Good and bad implementations of the patterns are shown so practitioners can use them effectively and avoid pitfalls along the way.
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1;Contents at a Glance;3
2;Contents;186
3;About the Author;193
4;About the TechnicalReviewers;194
5;Acknowledgments;196
6;Chapter 1: Introduction to Motivational Design;5
6.1;Motivational Design;5
6.2;The Irresistible Smartphone;6
6.3;The Zero-Sum Game;6
6.4;Motivational Design Patterns;7
6.5;How to Read This Book;7
6.5.1;Chapter 4: Gameful Patterns;8
6.5.2;Chapter 5: Social Patterns;8
6.5.3;Chapter 6: Interface Patterns;9
6.5.4;Chapter 7: Information Patterns;10
6.5.5;Chapter 9: Temporal Dark Patterns;10
6.5.6;Chapter 10: Monetary Dark Patterns;11
6.5.7;Chapter 11: Social Capital Dark Patterns;11
6.6;Conclusion;11
7;Chapter 2: Psychology of Motivation;12
7.1;Cargo Cult Design;12
7.2;Behavioral Psychology;13
7.3;Intrinsic Motivation Theories;15
7.3.1;The Importance of Learning: Malone;16
7.3.2;Autonomy, Competence, and Relatedness: Deci and Ryan;16
7.3.2.1;Self-Determination Theory;17
7.3.2.2;Cognitive Evaluation Theory;18
7.3.3;A Multifaceted View: Reiss;19
7.4;Behavioral Economics;22
7.5;Conclusion;22
8;Chapter 3: Understanding Design Patterns;23
8.1;Pattern Languages;23
8.2;Using Motivational User Stories to Discover Patterns;24
8.2.1;Motivational User Stories;25
8.2.2;Motivational Design Pattern Definition;26
8.2.3;How Users Perceive a Motivational Design Pattern;27
8.2.4;Pattern Discovery;28
8.3;Prototype Theory;29
8.4;On the Correctness of Patterns, or Lack Thereof;29
8.5;Pattern Description and Organization;30
8.5.1;Pattern Template;30
8.5.2;Shorthand Notations;31
8.5.3;Organization of Patterns;31
8.5.3.1;Motivational Design Patterns;31
8.5.3.2;Motivational Dark Patterns;34
8.6;Conclusion;34
9;Chapter 4: Gameful Patterns;35
9.1;When to Use;36
9.2;Pattern: Collection;37
9.2.1;How It’s Used;37
9.2.2;What to Watch for;38
9.2.3;Specialization of Collection: Badge;39
9.2.3.1;How It’s Used;39
9.2.3.2;What to Watch for;41
9.3;Pattern: Growth;42
9.3.1;How It’s Used;42
9.4;Pattern: Increased Responsibility;43
9.4.1;How It’s Used;43
9.5;Pattern: Leaderboard;46
9.5.1;How It’s Used;46
9.5.2;What to Watch for;47
9.6;Pattern: Score;48
9.6.1;How It’s Used;48
9.6.2;What to Watch for;49
9.7;Conclusion;52
10;Chapter 5: Social Patterns;53
10.1;When to Use;53
10.2;Pattern: Activity Stream;54
10.2.1;How It’s Used;54
10.3;Pattern: Broadcast;55
10.3.1;How It’s Used;55
10.3.2;What to Watch For;56
10.3.3;Specialization of Broadcast: Social Feedback;56
10.3.3.1;How It’s Used;56
10.3.3.2;What to Watch For;59
10.4;Pattern: Contact List;60
10.4.1;How It’s Used;60
10.4.2;What to Watch For;61
10.5;Pattern: Identifiable Community;62
10.5.1;How It’s Used;63
10.5.2;What to Watch For;63
10.5.3;Specialization of Identifiable Community: Meta-Area;64
10.5.3.1;How It’s Used;64
10.5.3.2;What to Watch For;65
10.6;Pattern: Identity Shaping;67
10.6.1;How It’s Used;67
10.6.2;What to Watch For;68
10.7;Pattern: Item Sharing;69
10.7.1;How It’s Used;69
10.8;Conclusion;70
11;Chapter 6: Interface Patterns;71
11.1;When to Use;71
11.2;Pattern: Notifications;72
11.2.1;How It’s Used;72
11.2.2;What to Watch For;73
11.3;Pattern: Praise;74
11.3.1;How It’s Used;74
11.3.2;What to Watch For;75
11.4;Pattern: Predictable Results;76
11.4.1;How It’s Used;76
11.4.2;What to Watch For;77
11.5;Pattern: State Preservation;77
11.5.1;How It’s Used;78
11.5.2;What to Watch For;79
11.6;Pattern: Undo;81
11.6.1;How It’s Used;81
11.7;Conclusion;81
12;Chapter 7: Information Patterns;83
12.1;When to Use;83
12.2;Pattern: Customization;84
12.2.1;How It’s Used;84
12.2.2;What to Watch For;85
12.2.3;Specialization of Customization: Filters;85
12.2.3.1;How It’s Used;85
12.2.3.2;What to Watch For;86
12.3;Pattern: Intriguing Branch;86
12.3.1;How It’s Used;86
12.4;Pattern: Organization of Information;87
12.4.1;How It’s Used;87
12.5;Pattern: Personalization;89
12.5.1;How It’s Used;89
12.5.2;What to Watch For;91
12.6;Pattern: Reporting;92
12.6.1;How It’s Used;92
12.7;Pattern: Search;92
12.7.1;How It’s Used;93
12.7.2;What to Watch For;95
12.8;Pattern: Task Queue;95
12.8.1;How It’s Used;95
12.8.2;What to Watch For;98
12.9;Conclusion;98
13;Chapter 8: Understanding Motivational Dark Patterns;100
13.1;Defining Motivational Dark Patterns;101
13.2;Using Dark Patterns Ethically: Give Users a Choice;101
13.3;Organization of Dark Patterns;102
13.4;Conclusion;102
14;Chapter 9: Temporal Dark Patterns;104
14.1;How to Avoid;104
14.2;Dark Pattern: Grind;105
14.2.1;How It’s Used;105
14.3;Dark Pattern: Hellbroadcast;108
14.3.1;How It’s Used;108
14.4;Dark Pattern: Interaction by Demand;109
14.4.1;How It’s Used;109
14.5;Conclusion;111
15;Chapter 10: Monetary Dark Patterns;112
15.1;How to Avoid;112
15.2;Dark Pattern: Currency Confusion;113
15.2.1;How It’s Used;113
15.3;Dark Pattern: Monetized Rivalries;115
15.3.1;How It’s Used;115
15.4;Dark Pattern: Pay to Skip;116
15.4.1;How It’s Used;117
15.5;Conclusion;118
16;Chapter 11: Social Capital Dark Patterns;119
16.1;How to Avoid;119
16.2;Dark Pattern: Impersonation;120
16.2.1;How It’s Used;120
16.3;Dark Pattern: Social Pyramid Schemes;123
16.3.1;How It’s Used;123
16.4;Conclusion;125
17;Chapter 12: Patterns as Analysis Tools;126
17.1;Case Study: Khan Academy;127
17.1.1;Patterns Used;127
17.1.2;In Detail;129
17.1.2.1;Task Queue;129
17.1.2.2;Score;132
17.1.2.3;Badge;134
17.2;Summary;136
17.3;Case Study: Tiny Tower;137
17.3.1;Patterns Used;140
17.3.2;In Detail;141
17.3.2.1;Notification;141
17.3.2.2;Growth;142
17.3.2.3;Score;142
17.4;Summary;143
17.5;Conclusion;143
18;Chapter 13: Patterns as Design Tools;144
18.1;Case Study: Web Site Built Around Voting;144
18.1.1;Problem Statement;145
18.1.2;Pattern Choice;145
18.1.3;Annotated Mock-ups;147
18.2;Case Study: Crowdsourced Game for Science;154
18.2.1;Problem Statement;154
18.2.2;Pattern Choice;154
18.2.3;Annotated Mock-ups;155
18.3;Conclusion;163
19;Chapter 14: The End Is the Beginning;164
19.1;Recap;164
19.2;What You’ve Learned;165
19.3;Moving Forward;165
19.3.1;Become a Champion for Motivation;166
19.3.2;Become the Enemy of Easy Answers;166
19.3.3;Document Your Own Patterns;166
19.3.4;Change the Design Process;167
19.4;The Secret Is There Is No Secret;167
20;Chapter 15: Bibliography;168
21;Index;178


Chris Lewis is a software engineer based in Silicon Valley, and in a past life he worked as a database consultant. He holds a Computer Science PhD from the University of California, Santa Cruz, where he researched both software engineering and game design, marrying the two in his study of motivational design patterns. He is co-founder of the Games and Software Engineering academic workshop.



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