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Practitioners-Guide-User-Experience-Design

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screen maps that show where gates are. Great UX. But they also have scanners for reading<br />

your boarding pass, to show you the right gate, and when I tried this, the scan failed—and<br />

no information was given about where to go to locate your gate if the scan didn’t work.<br />

This was a great reminder that sometimes it takes only one flaw for a great UX idea to<br />

crash and burn.<br />

The design of theme parks is a treasure trove of ideas for designing children’s apps,<br />

as the Netflix example I gave earlier shows. The designers who came up with the idea of<br />

using beloved characters as guides may not have drawn the concept from Disney World,<br />

but the resulting experience is certainly an online version of the larger-than-life-sized<br />

Disney characters who greet entrants to the Magic Kingdom.<br />

Being a New Yorker, I’m fascinated by the signs in subways in New York and around<br />

the world and how sign placement and clarity of message can make the difference between<br />

people taking the uptown train when they want to go downtown, as often happens in the<br />

New York system, or easily figuring out how to make their way through many twists and<br />

turns to switch from one line to another, as in the bowels of the London tube system.<br />

Honing your ability to recognize great examples of user experience design all over<br />

your world and break them down into their essentials should be part of the daily routine of<br />

anyone who wants to be a good UX designer. And a vital part of this learning is to make<br />

astute translations into the software environment, not cumbersome ones.<br />

I’ve referred many times in this book to video games as inspirations for UX, and of<br />

course gamification is becoming increasingly popular. It’s also become a four-letter word<br />

to some, so I think a little discussion of how to do it well and where it goes off the rails fits<br />

into this discussion.<br />

Foursquare is a company that has made an interesting go of it, and it is cited often in<br />

the discussion of the rise and fall of gamification. The app, by rewarding people for<br />

checking into locations with points and badges and allowing them to become the “mayor”<br />

of a place, built up a huge following of smartphone owners early, every advertiser’s dream<br />

market. In fact, the app’s success with the concept is part of the reason gamification has<br />

become so popular in UX design.<br />

A former coteacher of mine at General Assembly, Alex Sarlin, begins his lecture on<br />

gamification in digital products by pointing out that games have developed such avid fans<br />

because they’ve tapped into the neurological channel that releases the pleasure-inducing<br />

neurotransmitter dopamine into our brains. They are the ultimate in goal- and rewardbased<br />

behavior. Every time our avatars leap a tall building or shoot down a helicopter with<br />

a shoulder-fired missile, we get another dopamine hit, and this creates a powerful<br />

feedback loop. But the real artistry doesn’t come from just offering rewards; it’s in getting<br />

the blend of challenge and reward just right. The powerful pull of a task that requires full<br />

engagement because of the skill needed for execution was explored by the Hungarian<br />

psychologist Mihaly Csikszentmihalyi, who developed the theory of flow, the cognitive<br />

state we find ourselves in when we are engaged in such a task and are totally absorbed.<br />

Our perception of time is warped, and when we emerge from the state, hours may have<br />

passed when we think it’s been only a short time. Video games have harnessed the power<br />

of flow brilliantly. The better you are at a game, the higher the level you move to, and you

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