It is also a rewarding feeling to know you are accomplishing to truly live your every second in this world, and you are wasting almost nothing of that limited time. Doing every-day meaningful tasks develops our inner-self towards becoming a better person. CD8 as a secondary approach.ĭevelopment & Accomplishment is probably the main inner reason why people want to become more productive. The main Core Drives that motivate people wanting to become more productive are CD2 and CD5 as the primary approach. Core Drives that motivate people wanting to become more productive: Summing-up the above, the player types we should focus on are: Killers, Socializers and Achievers (special focus on the last two). There is no evident reason to consider explorers as a focus group for this design, as they don’t have any evident trend that correlates them with procrastination/productivity issues.Īs for Achievers, they are in some cases associated with Neuroticism ( table 7.3) but also their taxonomy points them as goal-achieving users, and that is why the design should lead to users bringing out their achievers-sides. It is also important to notice that people who have a “killer” player type are only part of a small niche and therefore, the strategy on Habitica should also consider other player types.Īnother player type to have in mind when trying to aim for a large group of people (especially in an RPG world) is the Socializer, as it is the most common player type among the general population. Source: “Gamification in education and business” (T.E. It also helps improve the dynamics involved specially in CD2 and CD5 by affirming Basic Human Psychological Desires such as Competition and Altruism.Īs Tyler Renelle himself said - “In case of building good habits, social accountability is essential”. These social interactions are the ones that support the core desired actions within the app. The analysis of Habitica ends up with different theories and approaches that build up a final list of new and improved features that reflect benefits as it leads users to stay connected to chats and other social features and even invite more friends to join them in their experience. This Design Challenge was therefore tought out based on the pschological approach to procrastination and the means to identify solutions using the Octalysis Framework. Habitica’s goal is to build (positive) habits, altough it is now dealing with long-term engagement issues. The Habitica Design challenge was hosted in 2017 by The Octalysis Group. For more about Simón, see his credentials at the bottom of this post. Thankfully for him, Gamification came to his life on 2015 and gave him the tools to re-think the world he lives in. Simón Duque is a Colombian Industrial Engineer who’s not comfortable with the way the world works. Gamification Design Challenge for Habitica
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