Social
Leaderboard
Display the relative ranking (comparative position) of players to create a sense of friendly competition, progress and social presence.
Social
Liking principle (interpersonal)
Leverage our tendency to say “yes” to individuals they know and like.
Social
Mentorship
Design a period of time during which a person receives guidance and direction from a mentor.
Social
Peer feedback and support
Encourage users to engage and interact with one another providing opportunities for peer feedback and support.
Social
Public Interactions
Make users’ interactions visible to others (e.g., community).
Social
Public commitment
Encourage people to commit to the desired behaviour change (with a witness or publicly)
Social
Recognition
Cultivate a positive and supportive social environment by encouraging users to recognise others’ individuals' skills, milestones or achievements.
Social
Shared Goal
Encourage people to jointly move towards a shared goal to foster a sense of belonging.
Social
Social Approval
Reinforce actions with positive appraisal and acceptance by an individual or social group (e.g., compliments, praise, and “likes”).
Social
Social Comparison
Directly or indirectly enable people to compare each others’ (e.g., goals, actions, performance).
Social
Social Modelling
Let witness other people successfully completing a task to increase self-efficacy
Social
Social Proof
Reveal what others think, do or say to influence behaviour, especially in situation of uncertainty.
Social
Social presence
Create an environment where people feel they’re interacting with a “real” person or performing an activity together.
Social
Tribe/Shared Identity
Highlight what people somehow related (e.g., proximity, origin, interests, beliefs, behaviours, friends, possessions etc.) to the target group do, think, or say.
Goal-oriented
Accomplishment recaps
Periodically summarise what users have accomplished so far. This helps internalise a sense of progress and achievement over time.
Goal-oriented
Achievement Symbol
Provide visual symbols that satisfy people's need of accomplishment and recognised and respected (e.g. trophies, badges)
Goal-oriented
Artificial Progress
Provide artificial advancement toward a goal to boost motivation to complete a task or achieve a goal.
Goal-oriented
Character Progression
Create a mechanism for the in-game avatar to progress (e.g., evolve, become stronger).
Goal-oriented
Checklist
Provide a list of tasks and check-off the completed ones to ensure consistency and completeness in carrying out a task.
Goal-oriented
Checkpoints
Create checkmarks or status indicators that indicate where users are in relation to a final goal.
Goal-oriented
Clear Goals
Set a specific, unambiguous and possibly time-bound goals to direct one's attention and effort.
Goal-oriented
Collection Set
Introduce rewards that can be completed only after having obtained all the elements of the collection.
Goal-oriented
Completion feedback
Provide users with feedback when the task has been successfully completed (e.g., yes/no, pass/fail evaluation / minimum XP) with .a focus on the output, without assessing the quality or efficiency of the process or outcome.
Goal-oriented
Constructive feedback
Provide information on areas for improvement at a specific point in time and gives specific recommendations for progress while acknowledging strengths.
Goal-oriented
Demonstration
Illustrate how to perform the behaviour and eventually include instructions.
Goal-oriented
Downshift expectations
For intimidatingly large goals, temporarily lower the initial performance criteria to build momentum and confidence. Once progress is made, raise expectations back up.
Goal-oriented
Goal Gradient effect (last mile)
Accelerate the behaviour to progress towards a goal or reward by emphasizing (and eventually create anticipation) once one is getting closer to achieving it.
Goal-oriented
Goal priming
Intermittently expose users to subtle reminders and activations of their goal through, relevant words, images, and quotes
Goal-oriented
Graded Task
Set easy-to-perform tasks, making them increasingly difficult, but achievable, until goal is achieved
Goal-oriented
Guided Task
Provide step by step guidance and support (visuals, text or audio) throughout the entire task.
Goal-oriented
Incremental Goals
Break down larger goals into smaller, achievable milestones that steadily build upon each other. This provides a sense of progress and forward momentum.
Goal-oriented
Level up system
Break down a long-term goal into levels/stages to give a sense of advancement throughout the journey and motivate by providing a sense of ascending hierarchy and prestige.
Goal-oriented
Milestones
Identify and celebrate the most important moments through the journey to goal achievement.
Goal-oriented
Performance feedback
Provide one’s performance to a certain degree to evaluate how well someone executed a task or achieved a goal - based on a standard, past performance, or other people (e.g., speed or timeliness, thoroughness, accuracy, effort and efficiency, overall quality)
Goal-oriented
Performance graph
Displaying individual performance over a fixed period, to highlight improvement over time.
Goal-oriented
Positive feedback
Focusing on what was done well and highlighting strengths and successes. Provides encouragement that reinforces desired behaviors.
Goal-oriented
Product tour
Provide an introductory demonstration of key features and workflows to establish orientation, reveal value and prompt initial usage. This familiarizes users with what the product can do to help them achieve their goals and reduces intimidation of complexity.
Goal-oriented
Progress bar
Show progress visually through a bar that fills up as steps are completed to give users a concrete sense of how much they have achieved so far.
Goal-oriented
Progress journey
Create a structured journey for users to follow in order to achieve a long-term goal.
Goal-oriented
Prompt Celebration
Encourage people to celebrate progress and goal achievement (e.g., victory pose)
Goal-oriented
Pseudo-set framing
Arbitrarily group items or tasks together as part of an apparent “set” to motivate people to reach perceived completion points.
Goal-oriented
Reflect on progress
Encourage users to actively consider their growth, development of skills, and lessons learned (active introspection and insight, critical self-examination, connects progress to deeper values and purposes to nurture intrinsic motivation)
Goal-oriented
Reframe setbacks
Frame failures, obstacles and plateaus not as failure, but as useful data about how to improve going forward. This supports a growth mindset.
Goal-oriented
Score
Provide summative feedback aimed at evaluating overall performance at as an endpoint evaluation. It focuses on judging the final outcome or result, rather than providing guidance for ongoing improvement (e.g., assign grades or scores, highlights what was done correctly, identify deficiencies)
Goal-oriented
Score
Provide score (e,g. experience points or stars) as a form of performance feedback for task completion or goal achievement.
Goal-oriented
Skill Tree
Break down skills hard to masters into connected sub-skills that are progressively unlocked.
Goal-oriented
Skill feedback
Provide formative feedback aimed at helping people grow and master skills rather than simply judging performance and evaluating where they currently stand (e.g., points to evidence of emerging abilities, recommendations to guide future actions, emphasise progress over time, identifies areas for development, encourage self-assessment and reflection)
Goal-oriented
Sound Feedback
Provide people sound feedback to highlight when an action has been performed correctly (positive sound) and incorrectly (negative sound)
Goal-oriented
Streak
Provide progress feedback when the same action has been performed consecutively for a defined period of time, or until the chain of action is broken.
Goal-oriented
Tutorial
Allow people to learn how the system works with a guided walkthrough or risk-free experience before entering the actual experience.
Goal-oriented
Unfinished Task
Remind and/or visualise uncompleted or interrupted tasks.
Goal-oriented
Validate and celebrate effort
In addition to or instead of solely evaluating the end outcome, provide recognition and positive emotional feedback for the actions and perseverance people demonstrated in the process of working towards the goal.
Goal-oriented
Validate and celebrate effort
In addition to or instead of solely evaluating the end outcome, provide recognition and positive emotional feedback for the actions and perseverance people demonstrated in the process of working towards the goal.
Goal-oriented
Validate and celebrate success
Provide recognition and/or provide emotional praise for completing tasks, hitting milestones or achieving goals (e.g., high five, balloons, confetti, congratulatory messages).
Goal-oriented
Visual hint
Provide clear and focused instructions and suggestions on what action to take next.
Goal-oriented
Words of Encouragement
Provide verbal feedback (text or audio) to encourage people to take action and persist.
Intriguing
Adjustive- Reactive curiosity
Prompt individuals to react and seek understanding when confronted with unexpected or incongruent information.
Intriguing
Ambiguity
Embrace and strategically introduce uncertain and multi-interpretable elements to engage curiosity and foster exploration.
Intriguing
Conceptual exploration
Ignite and fuel individuals' desire to understand and make sense of why something works or behaves the way it does (e.g., conceal the details of game mechanics)
Intriguing
Curiosity-Driven feedback
Provide hints, prompts, or partial feedback to stimulatefurther exploration or understanding
Intriguing
Daily Catch
Offer daily content or rewards to maintain ongoing interest and engagement.
Intriguing
Easter eggs
Conceal hidden surprises within the experience to intrigue and delight users through exploration and discovery (e.g., hidden messages, interactive elements, or playful interactions)
Intriguing
Enigmatic progression
Present users with a progression system or journey that is mysterious and gradually unfolds, keeping them intrigued and motivated.
Intriguing
Epistemic discovery
Foster curiosity through opportunities for epistemic discovery, enabling individuals to unveil new knowledge, insights, or understanding through active exploration and investigation.
Intriguing
Guess Game
Engage users in a guessing activity, encouraging them to explore and discover answers.
Intriguing
Hidden/obscured information
Hide or obscure information to create an information gap which can be revealed by taking the desired action.
Intriguing
Manual exploration
Spark curiosity through the introduction of novel objects or elements that can be manually explored, inviting individuals to engage in hands-on exploration and discover their functionalities or properties.
Intriguing
Narrative anticipation
Create a sense of uncertainty about what happens next in a story
Intriguing
Novelty
Attract people's attention with information and experiences that are new or perceived to be different, unusual or unfamiliar.
Intriguing
Oracle effect
Provide a mechanism that enable people to try predict an outcome (e.g actions, events or competitions)
Intriguing
Progressive discovery
Invite and incentivise players to progressively uncover new content or places (e.g., Fog of War)
Intriguing
Random Rewards
Reward desired actions with unknown rewards and offerings in variable intervals to evoke a sense of anticipation (and eventually) surprise (e.g., fortune wheels, mystery boxes)
Intriguing
Rolling Rewards
Reward players with a game of chance after they take a specific action through a system that increase the changes of winning by staying in the game (e.g., lottery)
Intriguing
Secret content
Hide exclusive or hidden content that users can discover, enticing them to explore further.
Intriguing
Sneak Peek
Offer glimpses or teasers of upcoming content or features to generate anticipation and interest.
Intriguing
Social curiosity
Ignite curiosity by tapping into individuals' innate desire to know and understand what others are thinking, doing, or experiencing.
Intriguing
Solver’s uncertainty
Introduce the challenge of figuring out how to solve a highly constrained problem with a limited set of resources.
Intriguing
Uncertainty Generator
Introduce mechanisms (e.g., cards, dice, or a random number generator) to create outcomes difficult or impossible to predict.
Unexpected
Anticipate needs
Proactively identify and address user needs before they are explicitly expressed, creating a feeling of pleasant surprise and enhancing the user experience.
Unexpected
Bizarreness effect
Captivate attention by strategically incorporating strange elements
Unexpected
Delighter
Provide unexpected micro-moments of surprise (e.g. interaction or animation) to delight users with or without people’s inputs.
Unexpected
Lucky event
Create opportunities for users to encounter unexpected and favorable outcomes, allowing them to experience a sense of luck or serendipity.
Unexpected
Ripple effect
Implement a system where users' actions and behaviors have unexpected consequences or long-term impacts on their experience or outcomes.
Unexpected
Set and violate expectations
Purposefully establish expectations and then intentionally deliver information or outcomes that contradict or exceed those expectations (e.g under-promise and over-deliver to exceed expectations).
Unexpected
Storytelling twists
Introduce plot twists, unexpected character developments, or narrative surprises within storytelling experiences.
Unexpected
Sudden Rewards
Create moments of surprise and joy users by providing them with unexpected tangible or intangible rewards triggered by unknown factors, such as specific actions or events.
Unexpected
World-view disruptor
Challenge and disrupt people's existing understanding of the world by presenting information or outcomes that defy their expectations or preconceived notions
Scarce
Accuracy and precision challenge
Introduce a mechanism through which users are asked to test their precision in performing an action or achieving a goal.
Scarce
Adaptive challenge
Present users with dynamic or changing situations, tasks, or obstacles that require them to adjust their strategies, approaches
Scarce
Appointment dynamic
Restrict an activity or experience to specific times and, in some cases, locations (e.g., happy hour)
Scarce
Balance challenge
Introduce a mechanism through which users are asked to test their ability to achieve balance (of their body or elements controlled by them).
Scarce
Beating the clock challenge
Introduce a mechanism through which users are asked to test their ability to perform an action or achieve a goal before time is up.
Scarce
Combination moves challenge
Encourage users to perform complex or creative sequences of actions or inputs to overcome obstacles. (e.g., buttons in fighting games).
Scarce
Consistency challenge
Engage people in a time-bound activity that requires daily commitment to foster habit formation and sustain momentum (e.g., 30-day fitness challenge).
Scarce
Endurance challenge
Engage users in activities or tasks that require sustained effort and perseverance over an extended period (despite fatigue, stress, or other adverse conditions)
Scarce
Exclusive access
Offer exclusive benefits, privileges, or content to a select group of users, creating a sense of exclusivity and prestige (e.g., invite only program, first-come-first served).
Scarce
Fast thinking challenge
Stimulate quick thinking and decision-making skills by presenting users with rapid-fire questions or scenarios.
Scarce
Faster than opponent challenge
Compete against an opponent, either AI or real players, to achieve objectives quicker and outperform them.
Scarce
Forbidden fruit effect
Designate or label content or experiences as off-limits to generate curiosity, desire, and heightened engagement among users.
Scarce
Investment anchoring
Present two options side by side: one that involves a financial cost and another that requires significant effort and/or time (and benefits the system differently) to encourage users to take the desired action