Another example is with guided track. So the user is able to write code and then at the point where they want to check their code to see if it is successful, then they click preview. And there's a few types of failure states that can occur there. One type of failure state would be seeing an error code. This would signal that you wrote something that breaks the rules of the guided track language. Another failure state would been that you don't break any rules, but even so, what you wrote doesn't create the outcome that you predicted.
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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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