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10 Principles to Build an Addictive Product and Service

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10 Principles to Build an Addictive App Borrys Hasian Google Expert in Product Design Google Launchpad Global Mentor 29 Oct 2017
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10 Principles to Buildan Addictive App

Borrys HasianGoogle Expert in Product DesignGoogle Launchpad Global Mentor

29 Oct 2017

Top Three App Categories Used Daily

Source: TNS/Google, “Mobile App Usage Study,” 2016.

Source: TNS/Google, “Mobile App Usage Study,” 2016.

Source: TNS/Google, “Mobile App Usage Study,” 2016.

There are about 2.6m apps on the Play Store. That’s 2 with six 0’s.

How do you drive users to start using your app, become engaged, gain value

from it, and keep coming back?

Inspirations for the 10 PrinciplesDon Norman’s three levels of processing: Visceral, Behavioral, and Reflective.

Dieter Rams’s Ten Principles of Good Design.

Tom Kelley’s Creative Confidence

Jon Maeda’s Laws of Simplicity

Alan Cooper’s Goal-Directed Design

Nir Eyal’s Hook model

Source: jjg.net

Reflective

Behavioral

Visceral

Self-image, personal satisfaction, memories

Appearance, touch, and feel, sound

Function, performance, usability, and simplicity.

THREE LEVELS OF PROCESSING IN THE

BRAIN

10 Principles of Good Design

Good design is aesthetic.Good design is unobtrusive.Good design is long-lasting.

Good design makes a product understandable.Good design makes a product useful.Good design is innovative.Good design is thorough down to the last detail.Good design is as little design as possible.

Good design is honest.Good design is environmentally friendly.Reflective

Behavioral

Visceral

Design Principles Summary

Users' subjective reactions to the product's look, sound, smell/taste (if any).

The ability of users to achieve the goals.

Level of resource/effort consumed when doing tasks to achieve goals.

Less but better. Focusing on the essential aspects that matter to the users.

Users' subjective satisfaction or memory with the product.

Good design is aesthetic.Good design is unobtrusive.Good design is long-lasting.

Good design makes a product understandable.

Good design makes a product useful.

Good design is innovative.Good design is thorough down to the last detail.Good design is as little design as possible.

Good design is honest.Good design is environmentally friendly.

Visceral

Behavioral

Reflective

Design PrinciplesUsers' subjective reactions to the product's look, sound, smell/taste (if any).

The ability of users to achieve the goals.

Level of resource/effort consumed when doing tasks to achieve goals.

Less but better. Focusing on the essential aspects that matter to the users.

Users' subjective satisfaction or memory with the product.

10. Looks and feels good up to the last detail.

9. Straight to the point. No fuzz. KISS.8. Useful.

7. The right action at the right context.

6. Designed to be familiar (intuitive).5. Drive conversions.4. Trigger.

3. Makes users feel cool.2. Not boring.1. The right reason. The Why.

We’ll take Instagram as an example

Reflective

1. The right reason. The Why.

Source: TNS/Google, “Mobile App Usage Study,” 2016.

Instagram is a simple way to capture and share the world’s

moments.

Source: TNS/Google, “Mobile App Usage Study,” 2016.

Source: TNS/Google, “Mobile App Usage Study,” 2016.

Framing

A method of presenting choices in specific ways to influence decision making and judgment.

Tool

Compare to ‘5% Fat’

2. Not boring

Physio-pleasureSocio-pleasure

Psycho-pleasureIdeo-pleasure

Four pleasure frameworkby Prof. Lionel Tiger.

Socio-pleasure:Rewards of the tribe - gratification from others

Psycho-pleasure: Rewards of the hunt (material goods, money, or information)

3. Makes users feel cool.

Rewards of the self (mastery, completion, competency, consistency)

‘A bit of work’ from users, store value as data, content, followers, reputation, and skill.

Behavioral

4. Trigger.

Example: External trigger from Facebook post

Source: TNS/Google, “Mobile App Usage Study,” 2016.

Don’t just rely only on push notification

Source: TNS/Google, “Mobile App Usage Study,” 2016.

5. Drive conversions.

Source: Google/Ipsos Consumers in the Micro-moment Survey, APAC - 2016

Hick’s Law

The time it takes to make a decision increases with the number of options.

Tool

Reduce the number of options to reduce response times and errors.

6. Designed to be Familiar (Intuitive)

Doing is easier than thinking

Usability Testing - Validate with the real users, not with your internal teams.

Affordance

The physical characteristics of a thing influence its function and use.

Tool

7. The right action/info at the right context.

Source: Google/Ipsos Consumers in the Micro-moment Survey, APAC - 2016

Source: Think With Google

Micro-moments

Occur when people reflexively turn to a device — to act on a need to learn something, do something, discover something, watch something, or buy something.

They are intent-rich moments when decisions are made and preferences shaped.

Inattentional Blindness

A failure to perceive an unexpected stimulus presented in clear view.

Tool

Horror Vacui

A tendency to fill blank spaces with things rather than leaving spaces empty.

Tool

The perceived value of a store’s window is inversely related to its horror vacui.

8. Useful

Source: Google/Ipsos Consumers in the Micro-moment Survey, 2015

Only 9% of users will stay on a mobile site or app if it doesn’t satisfy their needs (for example, to find information or navigate quickly).

9. Straight to the point.No fuzz. KISS.

Perfection is achieved, not when there is nothing more to add, but when there is

nothing left to take away.- Antoine de Saint-Exupery

80/20 Rule

A high percentage of effects in any large system is caused by a low percentage of variables.

Tool

20% of what people want: portability and tape playback.

Performance Load

The mental and physical effort required to complete a task.

When performance load is high, time and errors increase.

Tool Cognitive load: reduce information density, reduce mental effort (recognize than recall), automate task when possible.

Kinetic load: reduce number of steps, reduce physical effort, automate task when possible.

Visceral

10. Looks and feels good up to the last detail.

Aesthetic-Usability Effect

Aesthetic things are perceived to be easier to use than ugly things.

Tool

See the research

Experiment in the 90s by Japanese researchers.

Black Effect

A set of cognitive and behavioral effects triggered by exposure to the color black.

Tool

Black products are generally perceived to be classy, high value, and timeless.

How do we do it?

Innovation is the sweetspot

Design Sprint to the rescue!

Design sprint is a framework for teams of any size to solve and test ideas in 2-5 days.

Google Design Sprint

1-Why

2-Pleasure

3-Coolness

4-Trigger

5-Conversions

6-Intuitive7-Right action

8-Useful

9-Simplicity

Understanding users, business, and technology. Define focus and

key strategy.

Sketches, and decide.

Prototype and validate.

How do we measure the success of the design?

Visceral

Behavioral

Reflective

ED Score (Emotional Design Score)Users' subjective reactions to the product's look, sound, smell/taste (if any).

The ability of users to achieve the goals.

Level of resource/effort consumed when doing tasks to achieve goals.

Less but better. Focusing on the essential aspects that matter to the users.

Users' subjective satisfaction or memory with the product.

1. I think the product looks good.

2. I found that the product was easy to learn.3. I could achieve my goals easily.4. I found the features of the product satisfy my

needs.

5. I found that the product is troublesome to use.6. I felt that the performance of the product is

good.

7. I felt that the product is complicated.

8. I felt good when using the product.9. I think I would use the product again in the

future.10. I would recommend the product to my

friends/family.

ED SCALEStrongly disagree

Strongly agree

1 2 3 4 5

1. I think the product looks good.

2. I found that the product was easy to learn.

3. I could achieve my goals easily.

4. I found the features of the product satisfy my

needs.

5. I found that the product is troublesome to use.

6. I felt that the performance of the product is

good.

7. I felt that the product is complicated.

8. I felt good when using the product.

9. I think I would use the product again in the

future.

10. I would recommend the product to my

friends/family.

For 1,2,3,4,6,8,9,10

Temp Score = Scale -1

ED Score Calculation

For 5, 7

Temp Score = 5 - Scale

ED Score = Sum of Temp Score x 2.5

“Less but better” product that’s engaging, useful, and making

people’s lives better and easier.

ありがとう

Borrys HasianGoogle Expert in Product Design

Google Launchpad Global Mentor

[email protected] @borryshasian

In Progress The Book of UX Design, in Indonesia Language:www.belajarux.com


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