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Applying gamification techniques and behavioral design principles — a UX case study

If you ever wondered how to apply gamification techniques to keep a user engaged with the product, this article might be helpful. The case study covers the brainstorming process of designing a small notification app for the educational product called Hyperskill. The goal of the app is to keep the user motivated to study and engage him with the product.

The final brainstorming result

The task was small and quite simple. I had to build a hypothesis of a standalone app for Hyperskill service. The app should be located in the tray, regularly remind the user to study, send notifications and be able to install and update of the company’s product called IntelliJ IDEA.

Motivation

According to Fogg’s model, the easiest way to maintain motivation is to make the action as simple as possible. In the Hyperskills system, the simplest and smallest level is the learning module which is shown on the picture.

Fogg’s model and the smallest entity in Hyperskill product

This module I decided to offer to the user as a task. To make it easier for the user to start, I also added a button that would immediately direct him to the task. If it is a theoretical module…

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Responses (1)

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Great article! I got few questions:

- Did you assume the learning materials used in achieving the goal are outside the app? If yes, how do you know the user has completed a particular task?

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