The four-square genre is just that it's a homogenous set of tools and solutions for a heterogeneous set of problems. So the tools just aren't always going to be a good fit for the problems. And I'd say that there is a few things that I'm starting to pick up on already. Like for example, with roguelikes, roguelikes are a genre of games.
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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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