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Achieve Product Goals
Through
Human Motivations
Jeff Eddings
jeddings@jeddings.com
If you steal from one author,
it’s plagiarism;
if you steal from many,
it’s research.
Wilson Mizner
Credits
Cass Sunstein & Richard Thaler – Choice Architecture
www.sas.upenn.edu/~baron/475/choice.architecture.pdf
Abraham Maslow – Hierarchy of Needs
en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs
B. J. Fogg – Behavior Model
www.behaviormodel.org/
Credits
Yu-Kai Chuo – Octalysis Framework
yukaichou.com
Ernest Adams & Joris Dormans – Game Mechanics
en.wikipedia.org/wiki/Game_mechanics
Steven Reiss – Profile of Human Needs
www.idspublishing.com/page11/
Achieve Product Goals
Through
Human Motivations
Jeff Eddings
jeddings@jeddings.com
Define Goals and Strategy
Guide Your Users’ Behavior
‣ User Action → Reward
‣ User Motivations
‣ Mechanics → Action
‣ Context and Triggering
DEFINE GOALS AND
STRATEGY
“Setting goals is the first step in turning the invisible into the visible.”
Tony Robbins
Business Goals
Product Goals
User Goals
Product Strategy
Generation
Measurement
?
Business Goals
(Verb + Object) + Modifier
Goals are not actions
Modifiers are your competitive advantage
User Goals
I want to...
Get to my office fast and hassle-free
Cure my boredom in a fun way and with friends
Converse with colleagues across the organization
User Goals
Actions
Pandora
Listen to music
Instagram
Like a post
Google Maps
Navigate to destination
Fortnite
Purchase skin
Yammer
Read a reply
Yahoo Sports
Open the news stream
Product Goals
Business GoalsProduct GoalsProduct Strategy
GUIDE
YOUR USERS’
BEHAVIOR
“A nudge is any aspect of the choice architecture that alters people’s behavior
in a predictable way without forbidding any options or significantly changing
their economic incentives.”
Richard Thaler
(Old) Product Usage Cycle
Cross Fingers
Action
Product Usage/Notification Cycle
Notifications
Action
Product Behavior Cycle
Reward
Motivation
Action
Context
Adapted from
Fogg Behavior Design
Mechanics
Product Behavior Cycle
Reward
Motivation
Action
Context
Mechanics
Actions
Pandora
Listen to music
Instagram
Like a post
Google Maps
Navigate to destination
Fortnite
Purchase skin
Yammer
Read a reply
Yahoo Sports
Open the news stream
Product Behavior Cycle
Reward
Motivation
Action
Context
Mechanics
Reward = Positive Reinforcement
Reward = Positive Reinforcement
Rewards
Listen to music
“I love this music!”
Like a post
“She knows I like it!”
Navigate to destination
“Only 10 minutes home!”
Purchase skin
“Now I look like Ninja!”
Read a reply
“A reply to my post!”
Open the news feed
“The Warriors won!”
Product Behavior Cycle
Reward
Motivation
Action
Context
Mechanics
What is motivation?
The term motivation refers to factors that activate,
direct, and sustain goal-directed behavior. Motives are
the 'whys' of behavior — the needs or wants that drive
behavior and explain what we do.
Jeffrey S. Nevid, 2013
Maslow’s Hierarchy of Needs
Physiological
Safety
Love & Belonging
Esteem
Self-Actualization
Physiological
and Safety
Self-Esteem
Self-Actualization
Love and
Belonging
Human
Motivations
Maslow’s (Flattened)
Hierarchy of Needs
Physiological and Safety
“I need to live”
Sustenance
Shelter
Health
Sleep
Procreation
Safety
Order and Predictability
Scarcity
Love and Belonging
“I need others”
Family
Friendship
Acceptance
Intimacy
Social Contact
Social Status
Social Influence
Self-Esteem
“I need to feel good about myself”
Confidence
Usefulness
Accomplishment
Ownership
Collecting
Honor
Independence
Self-Actualization
“I need to find myself”
Purpose
Curiosity
Idealism/Morality
Bliss
Meaning
Beauty
Creativity
Personal Growth
Sustenance
Shelter
Health
Sleep
Procreation
Safety
Order and Predictability
Scarcity
PhysiologicalandSafety Family
Friendship
Acceptance
Intimacy
Social Contact
Social Status
Social Influence
Confidence
Usefulness
Accomplishment
Ownership
Collecting
Honor
Independence
Self-Esteem
Purpose
Curiosity
Idealism/Morality
Bliss
Meaning
Beauty
Creativity
Personal Growth
LoveandBelongingSelf-Actualization
Motivations
Open the news feed
“The Warriors won!”
Accomplishment,
Meaning
Navigate to destination
“Only 10 minutes home!”
Family, Predictability
Read a reply
“A reply to my post!”
Social Contact,
Status, Influence
Purchase skin
“Now I look like Ninja!”
Collecting, Social Status
Sustenance
Shelter
Health
Sleep
Procreation
Safety
Order and Predictability
Scarcity
PhysiologicalandSafety Family
Friendship
Acceptance
Intimacy
Social Contact
Social Status
Social Influence
Confidence
Usefulness
Accomplishment
Ownership
Collecting
Honor
Independence
Self-Esteem
Purpose
Curiosity
Idealism/Morality
Bliss
Meaning
Beauty
Creativity
Personal Growth
LoveandBelongingSelf-Actualization
Product Behavior Cycle
Reward
Motivation
Action
Context
Mechanics
Game design techniques that can be used to nudge
and guide user behavior
Game Behavioral Mechanics
Moats
Modifiers
Monitor attachment
Narrative
Obvious wonder
Options pacing
Oracle effect
Overlay tutorial
Ownerships
Plant pickers
Poison pickers
Pride
Privacy
Prize pacing
Progress loss
Progression dynamic
Protection
Q & A
Quest lists
Achievement
Achievement symbols /
points
Alfred effect
Appointment dynamic
Avatar
Beginner's luck
Behavioral momentum
Blank fills
Blissful productivity
Boosters
Boss fights
Brag button
Build from scratch
Cascading information
Collection sets
Communal discovery /
problem-solving
Conformity anchors
Conversation
Countdown timer
Cross-platform gaming
Crowning
Dangling
Delayed feedback
Desert oasis
Destiny’s child
Earned lunch
Easter eggs
Elitism
Endless games
Endorsement
Envy
Ephemeral opportunity
Epic meaning
Evolved UI
Exchangeable points
FOMO
Fixed interval rewards
Fixed ratio rewards
Free lunch
Friending
Fun once, fun always
Glowing choice
Group quests
High five
Humanity hero
Instant feedback
Invitation
Last mile drive
Leaderboard
Lottery
Loyalty
Magnetic caps
Mentorship
Milestone unlocks
Mini-quests
Behavioral Mechanics
Real-time control
Recruiter burden
Rightful heritage
Scarlet letter
Status
Status quo sloth
Sunk cost prison
Social seniority
The big burn
Torture breaks
Tout flags
Urgent optimism
Variable interval rewards
Variable ratio rewards
Viral game mechanics
Virtual goods
Visual grave
Water cooler
Start
Here
Start
Here
Glowing Choice
Glowing Choice
Desert Oasis
Desert Oasis
Desert Oasis
Progression Dynamic
Start Now
Did you know?
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have already signed up
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Sign up for this time-limited
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☑ Share with your coworkers and get double!
Glowing Choice
Invitation, Social Gifting
Desert Oasis
Use with ☑ Android ☑ iOS 🙿 Web
Cross-Platform
Product Behavior Cycle
Reward
Motivation
Action
Context
Mechanism
Actions don’t happen in a vacuum
Yammer
Read a reply
Yahoo Sports
Open the news stream
Fortnite
Purchase skins
...but I don’t have time to stop
to thoughtfully read and reply
...but I don’t have the money
spend
...but I don’t have cell signal
to look it up
Context = Constraints
Time Don’t have enough time Don’t have time to fill out
a form with 50 fields
Money Don’t have enough
money or don’t want to
spend it
The price for 500 gems
seems too high
Brain cycles Don’t want to think hard
or give attention to it
Article is too long and in-
depth to read at the end
of a long day
Context = Constraints
Social deviance Don’t want to break
social rules
Don’t want to listen to a
loud video on the bus
Non-routine Don’t have the action
ingrained as a habit
Keep forgetting that
there are deals available
Physical effort Don’t want to expend
physical energy
Too far to walk
Facility Don’t have what I need Don’t have a network
connection
Motivation is what gets you
started. Habit is what keeps
you going.
Jim Ryun
Product Behavior Cycle
Reward
Motivation
Action
Context
Mechanism
Trigger
Triggers notify the user of the possibility of
performing the action. If sufficiently motivated and
in the right context, user performs the action and
receives the reward.
Triggers
Gets noticed by the user
Reminds the user of the action that leads to reward
Occurs when the trigger can be most useful
Successful Triggers
Spark – increase motivation
Facilitator – improve context
Signal – remind user of the reward
Three Kinds of Triggers
Spark – notification of a new reply
Facilitator – cache video clips when on WiFi
Signal – reminder to show off their new skins
Examples of Triggers
Low
Motivation
High
Motivation
Restrictive
Context
Conducive
Context
Signal
Spark
Facilitator
From behaviormodel.org
Define Goals and Strategy
Guide Your Users’ Behavior
‣ User Action → Reward
‣ User Motivations
‣ Mechanics → Action
‣ Context and Triggering
Thanks!
Jeff Eddings
jeddings@jeddings.com

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