We're trying to make a programming language that even people who have zero prior programming experience will learn and put effort into. At the same time, programming is just terrifying to people who have never programmed before. In the first 10 minutes or so of using guided track, we really need to show the user that they're capable. They need to feel self-efficacy. Even if they have this sense, oh, yeah, I can't learn to code or that sounds like something that's really hard. We've actually seen this too in guided track with the onboarding as well. Kind of have to give them a series of wins where they start to believe, oh, this actually seems do
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How do you design a product to handle user failure? How do you keep users motivated even when they fail? How do you successfully onboard new users? What are some different kinds of search behavior? How and when does gamifying a product increase user engagement and success? What psychological components do games attempt to engage with? How do we develop expert intuition in a domain?
Rob Haisfield is a behavioral product strategy and gameful design consultant. He applies behavioral science and game design principles to products to influence user behavior. This is based on the thesis that when people use tools in ways that allow them to more effectively accomplish their goals, they gain more value. He also works as a behavioral product strategist for Spark Wave and its various portfolio companies, recently focusing on the onboarding for GuidedTrack. You can learn more about him at robhaisfield.com, follow him on Twitter at @RobertHaisfield, or email him at rob@influenceinsights.io.
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