Working in design and UX, my team and I are often challenged with making things more “engaging”. In other words, how do you make the user come back for more?
Ian Leslie writes in, “The Scientists who Makes Apps Addictive“:
Fogg called for a new field, sitting at the intersection of computer science and psychology, and proposed a name for it: “captology” (Computers as Persuasive Technologies). Captology later became behaviour design, which is now embedded into the invisible operating system of our everyday lives. The emails that induce you to buy right away, the apps and games that rivet your attention, the online forms that nudge you towards one decision over another: all are designed to hack the human brain and capitalise on its instincts, quirks and flaws. The techniques they use are often crude and blatantly manipulative, but they are getting steadily more refined, and, as they do so, less noticeable.
In particular I found the paragraphs about slot machines of interest:
The casinos aim to maximise what they call “time-on-device”. The environment in which the machines sit is designed to keep people playing. Gamblers can order drinks and food from the screen. Lighting, decor, noise levels, even the way the machines smell – everything is meticulously calibrated. Not just the brightness, but also the angle of the lighting is deliberate: research has found that light drains gamblers’ energy fastest when it hits their foreheads.
But it is the variation in rewards that is the key to time-on-device. The machines are programmed to create near misses: winning symbols appear just above or below the “payline” far more often than chance alone would dictate. The player’s losses are thus reframed as potential wins, motivating her to try again. Mathematicians design payout schedules to ensure that people keep playing while they steadily lose money. Alternative schedules are matched to different types of players, with differing appetites for risk: some gamblers are drawn towards the possibility of big wins and big losses, others prefer a drip-feed of little payouts (as a game designer told Schüll, “Some people want to be bled slowly”). The mathematicians are constantly refining their models and experimenting with new ones, wrapping their formulae around the contours of the cerebral cortex.
Gamblers themselves talk about “the machine zone”: a mental state in which their attention is locked into the screen in front of them, and the rest of the world fades away. “You’re in a trance,” one gambler explains to Schüll. “The zone is like a magnet,” says another. “It just pulls you in and holds you there.”
A player who is feeling frustrated and considering quitting for the day might receive a tap on the shoulder from a “luck ambassador”, dispensing tickets to shows or gambling coupons. What the player doesn’t know is that data from his game-playing has been fed into an algorithm that calculates how much that player can lose and still feel satisfied, and how close he is to the “pain point”. The offer of a free meal at the steakhouse converts his pain into pleasure, refreshing his motivation to carry on.
Sound familiar? One only needs to look at something like Candy Crush Saga to realize how much we are indebted to Las Vegas?
For those who haven’t read Nir Eyal’s Hooked, you’ll find a great model for how rewards can trigger the motivation to return.