Download or read book Designing Such Products that Keep Users Hooked written by Amrahs Hseham and published by Mahesh Dutt Sharma. This book was released on 2024-01-27 with total page 137 pages. Available in PDF, EPUB and Kindle. Book excerpt: At the heart of the book is an examination of the "hook model," a framework that systematically guides designers in creating products that establish and reinforce user habits. It begins with the Trigger phase, exploring how external and internal triggers prompt user action, sparking engagement. Whether through external cues or internal motivations, understanding triggers is fundamental to the creation of products that consistently capture user attention. Moving on to the Action phase, the book explores the steps users take to interact with the product, emphasizing the role of simplicity and user-friendly design. By dissecting the elements that drive user behavior, the book provides actionable insights for designers aiming to create seamless and intuitive interactions that encourage repeated use.
Download or read book Hooked written by Nir Eyal and published by Penguin. This book was released on 2014-11-04 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Revised and Updated, Featuring a New Case Study How do successful companies create products people can’t put down? Why do some products capture widespread attention while others flop? What makes us engage with certain products out of sheer habit? Is there a pattern underlying how technologies hook us? Nir Eyal answers these questions (and many more) by explaining the Hook Model—a four-step process embedded into the products of many successful companies to subtly encourage customer behavior. Through consecutive “hook cycles,” these products reach their ultimate goal of bringing users back again and again without depending on costly advertising or aggressive messaging. Hooked is based on Eyal’s years of research, consulting, and practical experience. He wrote the book he wished had been available to him as a start-up founder—not abstract theory, but a how-to guide for building better products. Hooked is written for product managers, designers, marketers, start-up founders, and anyone who seeks to understand how products influence our behavior. Eyal provides readers with: • Practical insights to create user habits that stick. • Actionable steps for building products people love. • Fascinating examples from the iPhone to Twitter, Pinterest to the Bible App, and many other habit-forming products.
Download or read book Emotionally Durable Design written by Jonathan Chapman and published by Routledge. This book was released on 2015-04-10 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emotionally Durable Design presents counterpoints to our ‘throwaway society’ by developing powerful design tools, methods and frameworks that build resilience into relationships between people and things. The book takes us beyond the sustainable design field’s established focus on energy and materials, to engage the underlying psychological phenomena that shape patterns of consumption and waste. In fluid and accessible writing, the author asks: why do we discard products that still work? He then moves forward to define strategies for the design of products that people want to keep for longer. Along the way we are introduced to over twenty examples of emotional durability in smart phones, shoes, chairs, clocks, teacups, toasters, boats and other material experiences. Emotionally Durable Design transcends the prevailing doom and gloom rhetoric of sustainability discourse, to pioneer a more hopeful, meaningful and resilient form of material culture. This second edition features pull-out quotes, illustrated product examples, a running glossary and comprehensive stand firsts; this book can be read cover to cover, or dipped in-and-out of. It is a daring call to arms for professional designers, educators, researchers and students from in a range of disciplines from product design to architecture; framing an alternative genre of design that reduces the consumption and waste of resources by increasing the durability of relationships between people and things.
Download or read book Stand Out of Our Light written by James Williams and published by . This book was released on 2018-05-31 with total page 151 pages. Available in PDF, EPUB and Kindle. Book excerpt: Argues that human freedom is threatened by systems of intelligent persuasion developed by tech giants who compete for our time and attention. This title is also available as Open Access.
Download or read book Hooking the next generation how the tobacco industry captures young customers written by World Health Organization and published by World Health Organization. This book was released on 2024-05-23 with total page 28 pages. Available in PDF, EPUB and Kindle. Book excerpt: Young people across the world are urging governments to shield them from predatory tobacco marketing tactics. The industry targets youth for a lifetime of profits, creating a new wave of addiction. The latest data show that children are using e-cigarettes at rates higher than adults in many countries and globally an estimated 37 million youth aged 13–15 years use tobacco.
Download or read book Gamification for Product Excellence written by Mike Hyzy and published by Packt Publishing Ltd. This book was released on 2023-09-29 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: Streamline your product management process with gamification strategies, frameworks, and best practices from experts to create remarkable products Key Features Design gamification frameworks that captivate users and deliver a compelling experience Build a successful gamification strategy to go from concept to prototype to production with ease Gamify product management processes using game techniques to effectively lead teams and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionAre you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have! This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you’ll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You’ll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation. By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional.What you will learn Explore gamification and learn how to engage your user with it Gain insights into the functionality and implementation of different gamification frameworks Master specific game elements and mechanics that can be used to improve user experiences Design a successful gamification strategy to test your hypothesis and develop a business case Implement and test the prototype you’ve created with users for feedback Say the right words to sell your gamification strategy to stakeholders Use design thinking exercises and game elements to improve the product management process Who this book is forIf you are a product manager, product leader, or product designer weaving gamified experiences and crafting exceptional digital products from conception to reality, then this book is the absolute right pick for you. The topics covered will enable you to level up your products and unleash their full potential through gamification. All the gamification strategies and frameworks discussed in this book can be practically applied across different domains with ease.
Download or read book Designing Multi Device Experiences written by Michal Levin and published by "O'Reilly Media, Inc.". This book was released on 2014-02-13 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to our multi-device world, a world where a user’s experience with one application can span many devices—a smartphone, a tablet, a computer, the TV, and beyond. This practical book demonstrates the variety of ways devices relate to each other, combining to create powerful ensembles that deliver superior, integrated experiences to your users. Learn a practical framework for designing multi-device experiences, based on the 3Cs—Consistent, Complementary, and Continuous approaches Graduate from offering everything on all devices, to delivering the right thing, at the right time, on the best (available) device Apply the 3Cs framework to the broader realm of the Internet of Things, and design multi-device experiences that anticipate a fully connected world Learn how to measure your multi-device ecosystem performance Get ahead of the curve by designing for a more connected future
Download or read book Virtual Economies written by Vili Lehdonvirta and published by MIT Press. This book was released on 2014-05-09 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the basic concepts of economics—including markets, institutions, and money—can be used to create and analyze economies based on virtual goods. In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer's and game designer's toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics—markets, institutions, and money—can be used to create or analyze economies based on artificially scarce virtual goods. They focus on virtual economies in digital games, but also touch on serious digital currencies such as Bitcoin as well as virtual economies that emerge in social media around points, likes, and followers. The theoretical emphasis is on elementary microeconomic theory, with some discussion of behavioral economics, macroeconomics, sociology of consumption, and other social science theories relevant to economic behavior. Topics include the rational choice model of economic decision making; information goods versus virtual goods; supply, demand, and market equilibrium; monopoly power; setting prices; and externalities. The book will enable developers and designers to create and maintain successful virtual economies, introduce social scientists and policy makers to the power of virtual economies, and provide a useful guide to economic fundamentals for students in other disciplines.
Download or read book Designing motivation written by Ben Matthews and published by Lulu.com. This book was released on 2010 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Goods of Design written by Ariel Guersenzvaig and published by Rowman & Littlefield. This book was released on 2021-04-07 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: A 2022 Choice Reviews Outstanding Academic Title What ends should designers pursue? To what extent should they care about the societal and environmental impact of their work? And why should they care at all? Given the key influence design has on the way people live their lives, designing is fraught with ethical issues. Yet, unlike education or nursing, it lacks widespread professional principles for addressing these issues. Rooted in a communitarian view of design practice, this lively and accessible book examines design through the lens of professions, offering a critical vision that enables practitioners, academics and students of design in all disciplines to reflect on the practice’s overarching purposes. Considering how these are connected to others' flourishing and moulded by community interactions, "The Goods of Design" argues for a practice-based approach to cultivate professional ethics; it provides a normative direction that can meaningfully guide professional design activity, both individually and collectively. The volume also looks into the implications work has for the designer's self-growth as a person, offering ways to discover and navigate the complex tensions between personal and professional life.
Download or read book THE DOUBLE SIDES OF TECHNOLOGY written by DAVID SANDUA and published by David Sandua. This book was released on with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Double Sides of Technology" dives into the labyrinth of our growing dependence on the Internet, exploring how this ubiquitous tool has shaped today's society. Since its invention, the Internet promised a world of infinite possibilities, a space where knowledge and communication know no boundaries. However, as our daily lives become increasingly intertwined with the digital world, troubling questions emerge about its impact on our mental health, social relationships and productivity. This book unravels the phenomenon of Internet addiction, presenting comprehensive research on how constant connectivity is reshaping our lives in ways we are only beginning to understand. Through a detailed analysis of the underlying psychological and social dynamics, "The Double Sides of Technology" illuminates the challenges and opportunities that the digital age presents, offering a critical look at what it means to live in a hyper-connected world.
Download or read book Masters of Media written by Victor C. Strasburger and published by Rowman & Littlefield. This book was released on 2021-07-15 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: The media landscape has changed, and children and adolescents now face a tsunami of entertainment and information. How they sort through this may have significant effects on their education and their health. We’ve called on some of the world’s media experts to discuss what the crucial issues are and what teachers, administrators, schools, parents, and health professionals can do about them – hence, the title – Masters of Media.
Download or read book Advances in Design and Digital Communication II written by Nuno Martins and published by Springer Nature. This book was released on 2021-10-21 with total page 716 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book reports on research findings and practical lessons featuring advances in the areas of digital and interaction design, graphic design and branding, design education, society and communication in design practice, and related ones. Gathering the proceedings of the 5th International Conference on Digital Design and Communication, Digicom 2021, held on November 4–6, 2021, in Barcelos, Portugal, and continuing the tradition of the previous book, it describes new design strategies and solutions to foster digital communication within and between the society, institutions and brands. By highlighting innovative ideas and reporting on multidisciplinary projects, it offers a source of inspiration for designers of all kinds, including graphic and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and brand and corporate communication managers alike.
Download or read book The Future of the Self written by Natalia Kucirkova and published by Emerald Group Publishing. This book was released on 2021-02-01 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: When children as young as three can take their own selfies, and customise their own avatars, how should we respond to the opportunity and threat of digital personalization for young children? In this book, Kucirkova offers a comprehensive account of the effects of digitally-mediated personalization on children’s development of ‘self’.
Download or read book Irresistible written by Adam Alter and published by Penguin. This book was released on 2018-03-06 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Irresistible is a fascinating and much needed exploration of one of the most troubling phenomena of modern times.” —Malcolm Gladwell, author of New York Times bestsellers David and Goliath and Outliers “One of the most mesmerizing and important books I’ve read in quite some time. Alter brilliantly illuminates the new obsessions that are controlling our lives and offers the tools we need to rescue our businesses, our families, and our sanity.” —Adam Grant, New York Times bestselling author of Originals and Give and Take Welcome to the age of behavioral addiction—an age in which half of the American population is addicted to at least one behavior. We obsess over our emails, Instagram likes, and Facebook feeds; we binge on TV episodes and YouTube videos; we work longer hours each year; and we spend an average of three hours each day using our smartphones. Half of us would rather suffer a broken bone than a broken phone, and Millennial kids spend so much time in front of screens that they struggle to interact with real, live humans. In this revolutionary book, Adam Alter, a professor of psychology and marketing at NYU, tracks the rise of behavioral addiction, and explains why so many of today's products are irresistible. Though these miraculous products melt the miles that separate people across the globe, their extraordinary and sometimes damaging magnetism is no accident. The companies that design these products tweak them over time until they become almost impossible to resist. By reverse engineering behavioral addiction, Alter explains how we can harness addictive products for the good—to improve how we communicate with each other, spend and save our money, and set boundaries between work and play—and how we can mitigate their most damaging effects on our well-being, and the health and happiness of our children. Adam Alter's previous book, Drunk Tank Pink: And Other Unexpected Forces that Shape How We Think, Feel, and Behave is available in paperback from Penguin.
Download or read book Crime and Deviance in Cyberspace written by DavidS. Wall and published by Routledge. This book was released on 2017-07-05 with total page 669 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents the reader with an interesting and, at times, provocative selection of contemporary thinking about cybercrimes and their regulation. The contributions cover the years 2002-2007, during which period internet service delivery speeds increased a thousand-fold from 56kb to 56mb per second. When combined with advances in networked technology, these faster internet speeds not only made new digital environments more easily accessible, but they also helped give birth to a completely new generation of purely internet-related cybercrimes ranging from spamming, phishing and other automated frauds to automated crimes against the integrity of the systems and their content. In order to understand these developments, the volume introduces new cybercrime viewpoints and issues, but also a critical edge supported by some of the new research that is beginning to challenge and surpass the hitherto journalistically-driven news stories that were once the sole source of information about cybercrimes.
Download or read book Handbook of Research on User Interface Design and Evaluation for Mobile Technology written by Lumsden, Joanna and published by IGI Global. This book was released on 2008-02-28 with total page 1166 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book compiles authoritative research from scholars worldwide, covering the issues surrounding the influx of information technology to the office environment, from choice and effective use of technologies to necessary participants in the virtual workplace"--Provided by publisher.