In games, they are very conscious of this and think about it largely through the lens of flow theory. If you ask a question and someone answers it themselves, then they have more ownership over it than if you just kind of give them a hint of what the answer is. One of my favorite ways also is a general approach that I refer to as just scoring-based difficulty. A lot of games do this so like Resident Evil is a zombie survival game. If you're playing well, then they'll actually send more zombies your way - which isn't always the best move.
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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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