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Hooked, CH05 INVESTMENT

CH05 INVESTMENT

5. INVESTMENT

In the Trigger phase of the Hook Model, we discussed the importance of aligning with the right internal triggers. Then, by utilizing external triggers, designers can prompt users with information for the next intended action.

Next, in the Action phase, we learned about the role of the smallest actions taken in anticipation of immediate rewards. And in the previous chapter on Rewards, we looked at how variable outcomes influence repeat engagement. There is one last step in the Hook Model that is critical for building habit-forming technologies. Before users create the mental associations that activate their automatic behaviors, they must first invest in the product.

Changing Attitude

In chapter one, we learned about the tooth flossing study conducted at University College London, where researchers determined that the frequency of a new behavior is a leading factor in forming a new habit. The study also found that the second most important factor in habit formation is a change in the participant's attitude about the behavior. The finding is consistent with the Habit Zone graph explained in chapter one, which illustrates that for a behavior to become routine it must occur with significant frequency and perceived utility. Attitude change is the movement up the perceived utility axis until the behavior enters the Habit Zone.

But in order for a change in attitude to occur, there must be a change in how users perceive the behavior. In this chapter, we will start by exploring the mystery surrounding how small investments change our perception, turning unfamiliar actions into everyday habits.

A psychological phenomenon known as the escalation of commitment has been shown to make our brains do all sorts of funny things. The power of commitment makes some people play video games until they keel over and die.

[c] It is used to influence people to give more to charity.

[ci] It has even been used to coerce prisoners of war into switching allegiances.

[cii] The commitments we make have a powerful effect on us and play an important role in the things we do, the products we buy, and the habits we form.

The more users invest time and effort into a product or service, the more they value it. In fact, there is ample evidence to suggest that our labor leads to love.

We Irrationally Value Our Efforts

In a 2011 study, Dan Ariely, Michael Norton and Daniel Mochon measured the effect of labor on how people value things.

[ciii]

University students in America were given instructions to assemble an origami crane or frog. After the exercise, students were asked to purchase their creation, bidding up to one dollar. Builders were informed that a random number between 0 and 100 would be drawn. If it exceeded their reservation price, the builders would return empty handed — but if it was equal to or less than the builder's bid, they would pay their bid and keep the origami. Meanwhile, a separate group of students located in another room, unaware of the identity of the builders, were asked to bid on their origami using the same procedure. Similarly, a third independent group was asked to bid on expert-made origami under the same criteria.

The results showed that those who made their own origami animals valued their creation five times higher than the second group's valuation, and nearly as high as the expert-made origami values (figure 29). In other words, those who invested labor associated greater value with their paper creations simply because they had worked on them. Ariely calls this the “IKEA effect.”

Figure 29

IKEA, the world's largest furniture retailer, sells affordable, ready-to-assemble household furnishings. The Swedish company's key innovation is its packaging process, which allows the company to decrease labor costs, increase distribution efficiency, and better utilize the real estate in its stores. Unlike its competitors who sell pre-assembled merchandise, IKEA puts its customers to work. It turns out there's a hidden benefit to making users invest physical effort in assembling the product — by asking customers to assemble their own furniture, Ariely believes they adopt an irrational love of the furniture they built, just like the test subjects did in the origami experiments. Businesses that leverage user effort confer higher value to their products simply because their users have put work into them. The users have invested in the products through their labor.

We Seek to be Consistent with Our Past Behaviors

How much do past behaviors alter our future actions? We'd like to think we are free to choose to act in any way we'd like — that our judgment is not clouded by our past actions. But in fact, studies reveal that our past is an excellent predictor of our future.

A team of researchers asked a group of suburban residents to place large, unsightly signs in front of their homes which read “Drive Carefully.”

[civ] Two groups were tested. In the first group, only 17 percent of the subjects agreed to the request, while 76 percent of those in the second group agreed to post the ugly yard signs. What was the cause of this huge discrepancy? The groups were identical, with the exception of one factor.

Those in the second group were approached two weeks prior to the yard sign request and asked to place a much smaller, three-inch sign with the words, “Be a safe driver,” in their window. Nearly everyone who was asked to place the smaller message agreed. When the researchers returned two weeks later, a whopping majority of these residents willingly replaced the small sign with the large one on their front lawns.

The homeowner's greater willingness to place the large, obtrusive sign on their lawns after agreeing to the smaller ones demonstrates the impact of our predilection for consistency with our past behaviors. Little investments, such as placing a tiny sign in a window, can lead to big changes in future behaviors.

We Avoid Cognitive Dissonance

In a classic Aesop's Fable, a hungry fox encounters grapes hanging from a vine. The fox desperately wants the grapes. But as hard as he may try, he can not reach them. Frustrated, the fox decides the grapes must be sour and that he therefore would not want them anyway.

In the story, the fox comforts himself by changing his perception of the grapes because it is too uncomfortable to reconcile the thought that the grapes are sweet and ready for the taking, and yet, he can not have them. To reconcile these two conflicting ideas, the fox changes his perception of the grapes and in the process relieves the pain of what psychologists call “cognitive dissonance.”

The irrational manipulation of the way one sees the world is not limited to fictional animals in children's stories. We humans do this as well.

Consider your reaction the first time you sipped a beer or tried spicy food. Was it tasty? Unlikely. Our bodies are designed to reject alcohol and capsaicin, the compound that creates the sensation of heat in spicy food. Our innate reaction to these acquired tastes is to reject them, and yet, we learn to like them through repeated exposure. We see others enjoying them, try a little more, and over time condition ourselves. To avoid the cognitive dissonance of not liking something in which others seem to take so much pleasure, we slowly change our perception of the thing we once did not enjoy.

*

Together, the three tendencies described above influence our future actions. The more effort we put into something, the more likely we are to value it. We are more likely to be consistent with our past behaviors. And finally, we change our preferences to avoid cognitive dissonance.

In sum, our tendencies lead to a mental process known as rationalization whereby we change our attitudes and beliefs to psychologically adapt. Rationalization helps us give reasons for our behaviors, even when those reasons might have been designed by others.

At a 2010 industry conference, Jesse Schell, a renowned game designer and professor at Carnegie Mellon University, articulated the peculiar train of thought some players exhibit online.

[cv] Schell examined Mafia Wars, one of Zynga's first breakout hits, which like FarmVille, attracted millions of players. “There's definitely a lot of psychology here, because if someone had said 'Hey, we're going to make a text-based mafia game that's going to make over $100 million,' you'd say, 'I don't think you'll do that.' Right?” Schell said, channeling the critics of the day who originally dismissed the free, primarily text-based online game. But Zynga used its understanding of human psychology to build an irresistible product at the time.

Mafia Wars was among the first games to utilize information about players' Facebook friends. “It's not just a virtual world anymore. It's your real friends.” Schell said. “And, you're playing and it's kind of cool ... but then hey, hey my real friend is better than me. How can I remedy that? Well, I can play a long time or I could just put $20 in — AHA! It's even better if that $20 I put in validates something I know is true, that I am greater than my college roommate, Steve.” Schell went on, “Combine that with the psychological idea … of rationalization, that anything you spend time on, you start to believe, ‘this must be worthwhile. Why? Because I've spent time on it!' And therefore it must be worth me kicking in $20 because, look at the time I've spent on it. And now that I've kicked in $20, it must be valuable because only an idiot would kick in $20 if it wasn't.” Schell's description of the quirky process of Mafia Wars rationalization helps demonstrate the strange logic of how we change our preferences. When players contemplate making a purchase, they acknowledge it is unwise to spend money on something that is not good. And yet, just like the fox that perceives the grapes as sour to reduce his frustration at not being able to reach them, players justify their purchases to help convince themselves of something they want to be true — namely, that they are not foolish. The only solution is to keep paying to keep playing.

The cognitive changes that lead to behavior change help power the shift in how we view the products and services we use. But how are habit-forming products designed for user investment? How can a product keep users committed to a service until it becomes a habit?

Bits of Work

In a standard feedback loop, the cue, action, and reward cycle can change our immediate behavior. For example, a radar-equipped sign is an effective way to make drivers immediately slow down by showing them their car's speed relative to the posted speed limit. But this pattern differs when it comes to how we form habits with products. The Hook Model is not just a framework for changing one-time behaviors, it is a design pattern to create unprompted engagement in order to connect the user's problem to the designer's solution. To form the associations needed to create unprompted user engagement, something more than the three-step feedback loop is required.

The last step of the Hook Model is the Investment Phase, the point at which users are asked to do a bit of work. Here, users are prompted to put something of value into the system, which increases the likelihood of them using the product and of successive passes through the hook cycle.

Unlike in the Action Phase of the Hook discussed in chapter three, investments are about the anticipation of longer-term rewards, not immediate gratification.

In Twitter for example, the investment comes in the form of following another user. There is no immediate reward for following someone, no stars or badges to affirm the action. Following is an investment in the service, which increases the likelihood of the user checking Twitter in the future.

Also in contrast to the Action Phase, the Investment Phase increases friction. This certainly breaks conventional thinking in the product design community that all user experiences should be as “easy” (and effortless) as possible. This approach still generally holds true, as does my advice in the Action Phase to make the intended actions as simple as possible. In the Investment Phase, however, asking users to do a bit of work comes after users have received variable rewards, not before. The timing of asking for user investment is critically important. By asking for the investment after the reward, the company has an opportunity to leverage a central trait of human behavior.

In an experiment conducted by Stanford researchers, two groups of people were asked to complete a task with the help of computers.

[cvi] The study participants were initially asked to use their assigned computers to answer a series of questions. The computers provided to the first group were helpful when answering participants' questions, while those provided to the second group were programmed to be unhelpful, offering unclear answers. After completing the task, participants then switched roles and the machines began asking the people for assistance with their questions.

The study found that the group given helpful computers performed almost twice as much work for their machines. The results showed that reciprocation is not just a characteristic expressed between people, but also a trait observed when humans interact with machines. Conceivably, we humans evolved the tendency to reciprocate kindness because it improved our species' ability to survive. As it turns out, we invest in products and services for the same reasons we put effort into our relationships.

The big idea behind the Investment Phase is to leverage the user's understanding that the service will get better with use (and personal investment). Like a good friendship, the more effort people put in, the more both parties benefit.

Storing Value

Unlike physical goods in the real world, the software that runs our technology products can adapt itself to our needs. To become better with use, habit-forming technology utilizes investments users make in the product to enhance the experience. The stored value users put into the product increases the likelihood they will use it again in the future and comes in a variety of forms.

Content

Every time users of Apple's iTunes add a song to their collection, they are strengthening ties to the service. The songs on a playlist are an example of how content increases the value of a service. Neither Apple iTunes nor their users created the songs, and yet, the more content users add, the more valuable the music library becomes (figure 30).

By aggregating content with one service, users can do more with their music and iTunes gets better with use by learning their preferences. With users' continued investment, more songs also become accessible on multiple Apple devices. In 2013, Apple revealed that its new iTunes Radio service would provide personalized music recommendations based on the kind of music in users' iTunes collections. The new feature provides yet another example of how technology adapts and improves based on users' investment. Figure 30

Content can also be created by users of a service. For example, every status update, “Like”, photo or video shared on Facebook adds to the user's timeline, retelling the story of one's past experiences and relationships. As users continue to share and interact with information on the service, their digital life is recorded and archived. The collection of memories and experiences, in aggregate, becomes more valuable over time and the service becomes harder to leave as users' personal investment in the site grows. Data

Information generated, collected or created by users — such as songs, photos, or news clippings — are examples of stored value in the form of content. But sometimes users invest in a service by either actively or passively adding data about themselves or their behaviors.

On LinkedIn, the user's online resume embodies the concept of data as stored value. Every time job-seekers use the service, they are prompted to add more information. The company found that the more information users invested in the site, the more committed they became to it. As Josh Elman, an early Senior Product Manager at the company told me, “If we could get users to enter just a little information, they were much more likely to return.” The tiny bit of effort associated with providing more user data created a powerful hook to bring people back to the service.

Mint.com is an online personal finance tool used by millions of Americans. The service aggregates all of the user's accounts in one place, providing a complete picture of their financial life — but only if they invest their time and data in the service. Mint provides multiple opportunities for users to customize the site and make it more valuable with use. For example, the act of linking accounts, categorizing transactions, or creating a budget are all forms of investment. The more data collected, the more the service's stored value increases (figure 31). Figure 31

Followers

On the morning of Twitter's IPO on November 7, 2013, a news commentator on Bloomberg's television channel said “the technology needed to build the company could be built in a day.” [cvii] In fact, he was right. Twitter is a simple application. With a bit of basic programming know-how, anyone can build their very own clone of the multi-billion dollar social media behemoth.

In fact, several companies have tried to supplant the popular social network. One of the most notable attempts came from a disgruntled developer who decided to build App.net, an ad-free alternative that many tech industry watchers argue is actually a better product. But like other attempts to copy the service, App.net has not taken off. Why not?

Collecting people to follow on Twitter, as well as collecting followers, provides tremendous value and is a key driver of what keeps Twitter users hooked (figure 32).

Figure 32

From the follower side of the equation, the more Twitter users curate the list of people they follow, the better the service will be at delivering interesting content. Investing in following the right people increases the value of the product by displaying more relevant and interesting content in each user's Twitter feed. It also tells Twitter a lot about its users, which in turn improves the service overall.

For the tweeter seeking followers, the more followers one has, the more valuable the service becomes as well. Content creators on Twitter seek to reach as large an audience as possible. The only way to legitimately acquire new followers is to send tweets others think are interesting enough to warrant following the sender. Therefore, to acquire more followers, content creators must invest in producing more — and better — tweets. The cycle increases the value of the service for both sides the more the service is used. For many users, switching services means abandoning years of investment and starting over. No one wants to rebuild a loyal following they have worked hard to acquire and nurture.

Reputation

Reputation is a form of stored value users can literally take to the bank. On online marketplaces such as eBay, TaskRabbit, Yelp, and Airbnb, people with negative scores are treated very differently from those with good reputations. It can often be the deciding factor in what price a seller gets for an item on eBay, who is selected for a TaskRabbit job, which restaurants appear at the top of Yelp search results, and the price of a room rental on Airbnb.

On eBay, both buyers and sellers take their reputations very seriously. The e-commerce giant surfaces user-generated quality scores for every buyer and seller, and awards its most active users with badges to symbolize their trustworthiness. Businesses with bad reputations find it difficult, if not impossible, to compete against highly-rated sellers. Reputation is a form of stored value that increases the likelihood of using a service. Whether a buyer or seller, reputation makes users more likely to stick with whichever service they have invested their efforts in to maintain a high quality score (figure 33).

Figure 33

Skill

Investing time and effort into learning to use a product is a form of investment and stored value. Once a user has acquired a skill, using the service becomes easier and moves them to the right on the Ability axis of the Fogg Behavior Model we discussed in chapter three. As Fogg describes it, non-routine is a factor of simplicity, and the more familiar a behavior is, the more likely the user is to do it.

For example, Adobe Photoshop is the most widely-used professional graphics editing program in the world. The software provides hundreds of advanced features for creating and manipulating images. At first, learning the program is difficult, but as users become more familiar with the product — often investing hours watching tutorials and reading how-to guides — their expertise and efficiency using the product improves. They also achieve a sense of mastery (rewards of the self). Unfortunately for the design professional, most of these learnings do not translate to competing applications. Once users have invested the effort to acquire a skill, they are less likely to switch to a competing product.

*

Like every phase in the Hook Model, the Investment Phase requires careful use. It is not a carte blanche tool for asking users to do onerous tasks. In fact, quite the opposite. Just as in the Action Phase described in chapter three, to achieve the intended behavior in the Investment Phase, the product designer must consider whether users have sufficient motivation and ability to engage in the intended behavior. If users are not doing what the designer intended in the Investment Phase, the designer may be asking them to do too much. I recommend that you progressively stage the investment you want from users into small chunks of work, starting with small, easy tasks and building up to harder tasks during successive cycles through the Hook Model.

As we have just seen, users store value in the service during the Investment Phase. But one other key opportunity found in the Investment Phase greatly increases the likelihood of users returning.

Loading the Next Trigger

As described in chapter two, triggers bring users back to the product. Ultimately, habit-forming products create a mental association with an internal trigger. But to create the habit, users must first use the product through multiple cycles of the Hook Model. Therefore, external triggers must be used to bring users back around again to start another cycle.

Habit-forming technologies leverage the user's past behavior to initiate an external trigger in the future. Users set future triggers during the Investment Phase, providing companies with an opportunity to re-engage the user. Next, we will explore a few examples of how companies have helped load the next trigger during the Investment Phase.

Any.do

User retention is a challenge for any business, but especially for consumer mobile applications. According to a study by a mobile analytics firm, 26 percent of mobile apps in 2010 were downloaded and used only once.

[cviii] Further data suggests people are using more applications but engaging with them less frequently.

[cix]

Any.do is a simple mobile task management app used to record to-do items such as picking up dry cleaning, restocking the fridge with milk or calling Mom. Recognizing the challenge of retaining fickle mobile consumers, the app is designed to direct users to invest early on. During the first use of the app, Any.do elegantly teaches how to use the product (figure 34). The trigger comes in the form of the app's clear, easy-to-follow instructions. The follow-on action is doing what the app tells the user to do. The variable rewards come in the form of a congratulatory message and satisfaction of mastering the app.

Then comes the investment. Newcomers are instructed to connect the app to their calendar service, granting Any.do access to the user's schedule. In doing so, users give the app permission to send a notification after the next scheduled meeting ends. This external trigger prompts users to return to the app to record a follow-up task from the meeting they just attended. In the Any.do scenario, the app sends an external trigger to users at the moment when they are most likely to experience the internal trigger of anxiety about forgetting to do a task after a meeting. The Any.do app has anticipated a need and sets users up for success.

Figure 34

Tinder

In mid-2013, a hot new company entered the hyper-competitive online dating market. Tinder quickly captured the attention of millions of people looking for love with a simple interface, generating 3.5 million matches from 350 million swipes each day.

[cx] After launching the mobile app and logging-in with Facebook, users browse profiles of other singles. Each potential match is presented as a card. Swipe left if you are not interested and right if that special someone catches your fancy (figure 35). If both parties express interest, a match is made and a private chat connects the two potential lovebirds.

By simplifying the investment of sorting through potential mates, Tinder makes loading the next trigger more likely with each swipe. The more swipes, the more potential matches are made and of course, each match sends notifications to both interested parties.

Figure 35

Snapchat

As of June 2013, a popular photo sharing app called Snapchat boasted of five million daily active users collectively sending over 200 million photos and videos daily.

[cxi] This tremendous engagement means an average Snapchat user sends 40 pics every day!

But why are users so in love with Snapchat? In large part, its success can be attributed to the fact that users load the next trigger every time they use the service. Snapchat is more than a way to share images. It is a means of communication akin to sending an SMS message — with the added bonus of a built-in timer that can cause the message to self-destruct after viewing, based on the sender's instructions. Users pass through the Investment Phase of the Hook Model each time they send a selfie, doodle, or goofy photo. Each photo or video sent contains an implicit prompt to respond and the Snapchat interface makes returning a pic incredibly easy by double tapping the original message to reply. The self-destruct feature encourages timely responses, leading to a back-and-forth relay that keeps people hooked into the service by loading the next trigger with each message sent.

Pinterest

Like many social networks, Pinterest loads the next trigger during the Investment Phase of the hook. For many of the site's 50 million monthly users, the online pinboard replaced the habit of browsing fashion-focused websites — and before the web, flipping through magazines and dog-earing favorite pages. [cxii]

The internal trigger for users is often boredom, for which the site offers a quick cure. Once registered, the only action required of users is to start scrolling as Pinterest showcases a wealth of variable rewards. First, because Pinterest is a socially-curated collection of interesting items, the site displays a powerful intermittent reward surrounding the hunt for objects of desire, even if they are only images. The site also provides a means of communicating with friends and people who share similar tastes. The Rewards of the Tribe come from the variability of posting images as a communication medium. A user might be curious to know what a friend has pinned not only because of the image itself, but because of her relationship with the pinner.

Finally, Pinterest users invest in the site every time they pin an image of their own, re-pin someone else's image, comment on, or like a piece of content on the site (figure 36). Each of these tiny investments gives Pinterest data it can use to tailor the site to each user's individual taste, it also loads the next trigger. Each pin, re-pin, like, or comment gives Pinterest tacit permission to reach back out to the user with a notification when someone else contributes to the thread, triggering the desire to visit the site again to learn more.

Figure 36

*

Pinterest clearly demonstrates the four stages of the Hook Model. It is a seamless flow, from the itch of the internal trigger that moves users to the intended action, through the variable reward, and finally to the investment, which also loads the next external trigger. Pinterest users move through the Hook cycle from beginning to end, and then happily return to the starting point for another go ‘round.

In this chapter, we have learned how an investment in the product serves as the string that pulls the user back. To do this, the habit-forming technology increases the value of the product with each pass through the Hook. Through successive cycles of the Hook Model, users increase their affinity for the experience. They increasingly come to rely on the product as the solution to their problems until finally, the new habit — and routine — is formed.

The more users invest in a product through tiny bits of work, the more valuable the product becomes in their lives and the less they question its use. Of course, users do not stay hooked forever. Invariably, the next big thing will come along and provide a better, more compelling hook. However, by creating habits fueled by investments in a product or service, companies make switching to a competitor difficult. User habits are hard to break and confer powerful competitive advantages to any company fortunate enough to successfully create them.

*

Remember and Share

- The Investment Phase is the fourth step in the Hook Model.

- Unlike the Action Phase, which delivers immediate gratification, the Investment Phase is about the anticipation of rewards in the future.

- Investments in a product create preference because of our tendency to overvalue our work, be consistent with past behaviors, and avoid cognitive dissonance.

- Investment comes after the variable reward phase when users are primed to reciprocate.

- Investments increase the likelihood of users returning by improving the service the more it is used. They enable the accrual of stored value in the form of content, data, followers, reputation or skill.

- Investments increase the likelihood of users passing through the Hook again by loading the next trigger to start the cycle all over again.

*

Do This Now

Refer to the answers you came up with in the last “Do This Now” section to complete the following exercises:

- Review your flow. What “bit of work” are your users doing to increase their likelihood of returning?

- Brainstorm three ways to add small investments into your product to:

- Load the next trigger

- Store value as data, content, followers, reputation and skill

- Identify how long it takes for a “loaded trigger” to re-engage your users. How can you reduce the delay to shorten cycle-time through the Hook?

[End. 3:36:04 ]

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CH05 INVESTMENT CH05 INVESTITIONEN CH05 INVERSIÓN CH05 INVESTISSEMENT CH05 INVESTIMENTO ch05投資 CH05 투자 CH05 INVESTICIJOS INWESTYCJA CH05 INVESTIMENTO CH05 CH05 ИНВЕСТИЦИИ CH05 YATIRIM CH05 ІНВЕСТИЦІЇ ch05 投资 CH05 投資

5\\\\\\\\\\\\\\\\. INVESTMENT

In the Trigger phase of the Hook Model, we discussed the importance of aligning with the right internal triggers. ||Innesco||||Fase Innesco|modello Hook||||||allinearsi||||| |||||||||||||alinearse||||| Then, by utilizing external triggers, designers can prompt users with information for the next intended action. |||||||suggerire azioni successive|||||||| |||||||inducir||||||||

Next, in the Action phase, we learned about the role of the smallest actions taken in anticipation of immediate rewards. And in the previous chapter on Rewards, we looked at how variable outcomes influence repeat engagement. There is one last step in the Hook Model that is critical for building habit-forming technologies. Before users create the mental associations that activate their automatic behaviors, they must first invest in the product. |||||||||автоматический||||||||

Changing Attitude

In chapter one, we learned about the tooth flossing study conducted at University College London, where researchers determined that the frequency of a new behavior is a leading factor in forming a new habit. |||||||||||||||где|||||||||||||||||| The study also found that the second most important factor in habit formation is a change in the participant's attitude about the behavior. The finding is consistent with the Habit Zone graph explained in chapter one, which illustrates that for a behavior to become routine it must occur with significant frequency and perceived utility. Attitude change is the movement up the perceived utility axis until the behavior enters the Habit Zone. Attitude change is the movement up the perceived utility axis until the behavior enters the Habit Zone. 态度改变是沿着感知效用轴向上移动,直到行为进入习惯区。

But in order for a change in attitude to occur, there must be a change in how users perceive the behavior. In this chapter, we will start by exploring the mystery surrounding how small investments change our perception, turning unfamiliar actions into everyday habits.

A psychological phenomenon known as the escalation of commitment has been shown to make our brains do all sorts of funny things. The power of commitment makes some people play video games until they keel over and die. ||||||||||||collapse||| |||compromiso|||||||||se caen||| The power of commitment makes some people play video games until they keel over and die. 承诺的力量使得一些人玩电子游戏直到他们倒下并死去。

[c] It is used to influence people to give more to charity.

[ci] It has even been used to coerce prisoners of war into switching allegiances. |||||||اجبار کردن||||||وفاداری‌ها |||||||coaccionar||||||lealtades

[cii] The commitments we make have a powerful effect on us and play an important role in the things we do, the products we buy, and the habits we form.

The more users invest time and effort into a product or service, the more they value it. In fact, there is ample evidence to suggest that our labor leads to love. ||||کافی||||||||| ||||amplia|||||||||

We Irrationally Value Our Efforts

In a 2011 study, Dan Ariely, Michael Norton and Daniel Mochon measured the effect of labor on how people value things. 在2011年的一项研究中,丹·阿里埃利(Dan Ariely)、迈克尔·诺顿(Michael Norton)和丹尼尔·莫彻(Daniel Mochon)测量了劳动对人们如何价值事物的影响。

[ciii] [ciii]

University students in America were given instructions to assemble an origami crane or frog. |||||||||||grulla|| 美国大学生被要求组装一只折纸鹤或青蛙。 After the exercise, students were asked to purchase their creation, bidding up to one dollar. ||||||||||oferta|||| Builders were informed that a random number between 0 and 100 would be drawn. |||||||||||sorteado 参与者被告知会抽取0到100之间的随机数。 If it exceeded their reservation price, the builders would return empty handed — but if it was equal to or less than the builder's bid, they would pay their bid and keep the origami. ||بیشتر از||قیمت رزرو|||||||||||||||||||||||||||| |||||||||||||||||||||||oferta||||||||| 如果这个数字超过了他们的预订价格,参与者将空手而归——但如果等于或小于建筑师的出价,他们将支付出价并保留折纸。 Meanwhile, a separate group of students located in another room, unaware of the identity of the builders, were asked to bid on their origami using the same procedure. ||||||||||inconscientes||||||||||||||||| 与此同时,另一组位于另一间房间的学生,不知道建筑师的身份,被要求使用同样的程序竞标他们的折纸。 Similarly, a third independent group was asked to bid on expert-made origami under the same criteria. ||||||||ofertar|||||||| 同样,第三个独立小组被要求按照相同标准对专家制作的折纸进行竞标。

The results showed that those who made their own origami animals valued their creation five times higher than the second group's valuation, and nearly as high as the expert-made origami values (figure 29). 结果显示,那些制作自己折纸动物的人对自己的作品的价值估计是第二组的五倍,并且几乎与专家制作的折纸价值相当(图29)。 In other words, those who invested labor associated greater value with their paper creations simply because they had worked on them. 换句话说,那些投入劳动的人对他们的纸质创作赋予了更大价值,仅仅因为他们付出了努力。 Ariely calls this the “IKEA effect.” 阿里里称这种现象为“宜家效应”。

Figure 29 图29

IKEA, the world's largest furniture retailer, sells affordable, ready-to-assemble household furnishings. |||||فروشنده مبلمان||قابل خرید||||| IKEA|||||||||||| 宜家是全球最大的家具零售商,销售价格实惠、现成的家居用品。 The Swedish company's key innovation is its packaging process, which allows the company to decrease labor costs, increase distribution efficiency, and better utilize the real estate in its stores. Unlike its competitors who sell pre-assembled merchandise, IKEA puts its customers to work. 与销售预装商品的竞争对手不同,宜家让顾客动手组装产品。 It turns out there's a hidden benefit to making users invest physical effort in assembling the product — by asking customers to assemble their own furniture, Ariely believes they adopt an irrational love of the furniture they built, just like the test subjects did in the origami experiments. ||||||||||||||سرهم کردن|||||||||||||||||||||||||||||||| 原来,让用户花费体力组装产品有一个隐藏的好处——通过要求顾客自己组装家具,艾瑞利认为他们会对他们所建造的家具怀有非理性的爱,就像原初褶纸实验中的测试对象一样。 Businesses that leverage user effort confer higher value to their products simply because their users have put work into them. ||استفاده می‌کنند||||||||||||||||| 利用用户努力的企业对其产品赋予了更高的价值,仅仅因为他们的用户为此付出了努力。 The users have invested in the products through their labor.

We Seek to be Consistent with Our Past Behaviors 我们努力与过去的行为保持一致

How much do past behaviors alter our future actions? 过去的行为会对我们的未来行动产生多大影响? We'd like to think we are free to choose to act in any way we'd like — that our judgment is not clouded by our past actions. 我们希望认为自己可以自由选择任何方式行动,我们的判断不会被过去的行为所影响。 But in fact, studies reveal that our past is an excellent predictor of our future.

A team of researchers asked a group of suburban residents to place large, unsightly signs in front of their homes which read “Drive Carefully.” |||||||||||||antiestéticas|||||||||| 一个研究团队请一群郊区居民在他们的房子前放置一个大而难看的标志,上面写着“小心驾驶”。

[civ] Two groups were tested. [civ] 进行了两组测试。 In the first group, only 17 percent of the subjects agreed to the request, while 76 percent of those in the second group agreed to post the ugly yard signs. 在第一组中,只有17%的受访者同意这个要求,而第二组中有76%的人同意张贴丑陋的庭院标志。 What was the cause of this huge discrepancy? The groups were identical, with the exception of one factor. 这两个小组除了一个因素外是一样的。

Those in the second group were approached two weeks prior to the yard sign request and asked to place a much smaller, three-inch sign with the words, “Be a safe driver,” in their window. ||||||contactados|||previas||||||||||||||||||||||||| 第二组的人在提出花园标牌要求的两周前,被要求在窗户上放一个小得多的三英寸标牌,上面写着“做个安全的司机”。 Nearly everyone who was asked to place the smaller message agreed. 几乎每个被要求放置小标语的人都同意了。 When the researchers returned two weeks later, a whopping majority of these residents willingly replaced the small sign with the large one on their front lawns. |||||||||||||voluntariamente|||||||||||| 当研究人员两周后回访时,绝大多数居民都愿意将小牌换成大牌放在前院。

The homeowner's greater willingness to place the large, obtrusive sign on their lawns after agreeing to the smaller ones demonstrates the impact of our predilection for consistency with our past behaviors. ||mayor|disposición|||||notoria||||||acordar|||||||||||||||| 在同意放置小型标识后,业主更愿意在草坪上放置大型显眼的标识,这说明我们对于保持过去行为一致性的影响。 Little investments, such as placing a tiny sign in a window, can lead to big changes in future behaviors. کوچک|سرمایه‌گذاری||||||||||||||||| 小的投资,比如在窗户上放置一个小牌,可能会导致未来行为的重大变化。

We Avoid Cognitive Dissonance

In a classic Aesop's Fable, a hungry fox encounters grapes hanging from a vine. The fox desperately wants the grapes. But as hard as he may try, he can not reach them. Frustrated, the fox decides the grapes must be sour and that he therefore would not want them anyway. ||||||||not sweet|||||||||

In the story, the fox comforts himself by changing his perception of the grapes because it is too uncomfortable to reconcile the thought that the grapes are sweet and ready for the taking, and yet, he can not have them. ||||||||||||||||||||||||||||||برای||||||||| To reconcile these two conflicting ideas, the fox changes his perception of the grapes and in the process relieves the pain of what psychologists call “cognitive dissonance.” ||||||||||||||||||||||||||ناهمخوانی شناخت 为了调和这两种矛盾的观念,狐狸改变了对葡萄的看法,并在这个过程中缓解了心理学家所谓的“认知失调”的痛苦。

The irrational manipulation of the way one sees the world is not limited to fictional animals in children's stories. 对世界的非理性操纵并不仅限于儿童故事中的虚构动物。 We humans do this as well. 我们人类也会这样做。

Consider your reaction the first time you sipped a beer or tried spicy food. |||||||probaste|||||| Was it tasty? Unlikely. Our bodies are designed to reject alcohol and capsaicin, the compound that creates the sensation of heat in spicy food. Our innate reaction to these acquired tastes is to reject them, and yet, we learn to like them through repeated exposure. 我们对这些习得的口味的固有反应是拒绝它们,然而,通过反复接触,我们学会喜欢它们。 We see others enjoying them, try a little more, and over time condition ourselves. 我们看到其他人喜欢它们,尝试更多,随着时间的推移,我们对自己进行条件反射。 To avoid the cognitive dissonance of not liking something in which others seem to take so much pleasure, we slowly change our perception of the thing we once did not enjoy. 为了避免不喜欢一些其他人似乎很享受的东西所带来的认知 dissonance,我们慢慢改变了我们曾经不喜欢的东西的看法。

***

Together, the three tendencies described above influence our future actions. The more effort we put into something, the more likely we are to value it. We are more likely to be consistent with our past behaviors. And finally, we change our preferences to avoid cognitive dissonance.

In sum, our tendencies lead to a mental process known as rationalization whereby we change our attitudes and beliefs to psychologically adapt. Rationalization helps us give reasons for our behaviors, even when those reasons might have been designed by others.

At a 2010 industry conference, Jesse Schell, a renowned game designer and professor at Carnegie Mellon University, articulated the peculiar train of thought some players exhibit online. |||||||||||||||||||خط فکری|||||| 在2010年的一次行业会议上,卡内基梅隆大学著名游戏设计师兼教授杰西·谢尔阐明了一些玩家在线表现出的古怪思维方式。

[cv] Schell examined Mafia Wars, one of Zynga's first breakout hits, which like FarmVille, attracted millions of players. |||||||||exitosos|||||||| [cv] 谢尔研究了《黑手党战争》(Mafia Wars),这是Zynga的第一款热门游戏之一,与《农场庄园》(FarmVille)一样吸引了数百万玩家。 “There's definitely a lot of psychology here, because if someone had said 'Hey, we're going to make a text-based mafia game that's going to make over $100 million,' you'd say, 'I don't think you'll do that.' “这里肯定有很多心理学,因为如果有人说 '嘿,我们要开发一个基于文字的黑手党游戏,赚到一亿美元',你可能会说 '我不认为你会成功。' Right?” Schell said, channeling the critics of the day who originally dismissed the free, primarily text-based online game. ||||||||||||||||متنی|| “对吧?”舍尔说道,传达着当时最初对这款免费、以文本为主的在线游戏不屑一顾的批评者们的观点。 But Zynga used its understanding of human psychology to build an irresistible product at the time. ||||||||||یک||||| 但是 Zynga 利用了对人类心理的了解来打造出当时一款不可抗拒的产品。

Mafia Wars was among the first games to utilize information about players' Facebook friends. 《黑手党战争》是第一批利用玩家Facebook好友信息的游戏之一。 “It's not just a virtual world anymore. It's your real friends.” Schell said. “And, you're playing and it's kind of cool ... but then hey, hey my real friend is better than me. How can I remedy that? Well, I can play a long time or I could just put $20 in — AHA! It's even better if that $20 I put in validates something I know is true, that I am greater than my college roommate, Steve.” 如果我投入的那20美元验证了我知道的一件事情更好,那就是我比我的大学舍友史蒂夫更出色。” Schell went on, “Combine that with the psychological idea … of rationalization, that anything you spend time on, you start to believe, ‘this must be worthwhile. ||||||||||||||||||||||||valioso 谢尔继续说道:“再加上心理学上的理性化思想,即你花时间做的任何事情,你开始相信‘这一定是值得的。 Why? 为什么? Because I've spent time on it!' And therefore it must be worth me kicking in $20 because, look at the time I've spent on it. And now that I've kicked in $20, it must be valuable because only an idiot would kick in $20 if it wasn't.” Schell's description of the quirky process of Mafia Wars rationalization helps demonstrate the strange logic of how we change our preferences. ||||unusual|||||||||||||||| Schell||||peculiar|||||||||||||||| When players contemplate making a purchase, they acknowledge it is unwise to spend money on something that is not good. |||||خرید||||||||||چیزی که خوب نیست|||| ||||||||||imprudente||||||||| And yet, just like the fox that perceives the grapes as sour to reduce his frustration at not being able to reach them, players justify their purchases to help convince themselves of something they want to be true — namely, that they are not foolish. The only solution is to keep paying to keep playing.

The cognitive changes that lead to behavior change help power the shift in how we view the products and services we use. But how are habit-forming products designed for user investment? 但是,如何设计出能够培养用户习惯的产品来吸引用户投资呢? How can a product keep users committed to a service until it becomes a habit?

Bits of Work piezas||

In a standard feedback loop, the cue, action, and reward cycle can change our immediate behavior. 在标准的反馈循环中,提示、动作和奖励循环可以改变我们的即时行为。 For example, a radar-equipped sign is an effective way to make drivers immediately slow down by showing them their car's speed relative to the posted speed limit. 例如,一块配备了雷达的标牌是通过向驾驶员显示车辆速度与标牌速度限制的相对速度来立即减速的有效方法。 But this pattern differs when it comes to how we form habits with products. 但是,当涉及到我们如何与产品形成习惯时,这种模式有所不同。 The Hook Model is not just a framework for changing one-time behaviors, it is a design pattern to create unprompted engagement in order to connect the user's problem to the designer's solution. ||||||||||||||||||||no provocada|||||||||||| 钩子模型不仅是一个改变一次性行为的框架,它是一种设计模式,用于创造自发的参与,以将用户的问题与设计师的解决方案连接起来。 To form the associations needed to create unprompted user engagement, something more than the three-step feedback loop is required. |||||||espontánea|||||||||||| 为了形成所需的关联以创建自发的用户参与,需要超出三步反馈循环。

The last step of the Hook Model is the Investment Phase, the point at which users are asked to do a bit of work. 钩子模型的最后一步是投资阶段,这是要求用户做一点工作的时候。 Here, users are prompted to put something of value into the system, which increases the likelihood of them using the product and of successive passes through the hook cycle. |||inducidos|||||||||||||||||||||||||

Unlike in the Action Phase of the Hook discussed in chapter three, investments are about the anticipation of longer-term rewards, not immediate gratification. a diferencia de||||||||||||||||||||||| 与第三章讨论的钩子的行动阶段不同,投资的重点在于对长期回报的预期,而不是即时满足。

In Twitter for example, the investment comes in the form of following another user. 例如,在Twitter中,投资形式是关注另一个用户。 There is no immediate reward for following someone, no stars or badges to affirm the action. 对于关注某人,没有即时奖励,也没有星星或徽章来确认该行动。 Following is an investment in the service, which increases the likelihood of the user checking Twitter in the future. 以下是对该服务的投资,这将增加用户将来查看 Twitter 的可能性。

Also in contrast to the Action Phase, the Investment Phase increases friction. 与行动阶段相比,投资阶段会增加摩擦。 This certainly breaks conventional thinking in the product design community that all user experiences should be as “easy” (and effortless) as possible. 这无疑打破了产品设计社区中的传统思维,即所有用户体验都应该尽可能“轻松”(和毫不费力)。 This approach still generally holds true, as does my advice in the Action Phase to make the intended actions as simple as possible. 这种方法仍然通常是正确的,正如在行动阶段中我的建议是尽量简化预期的行动。 In the Investment Phase, however, asking users to do a bit of work comes after users have received variable rewards, not before. 然而,在投资阶段,要求用户做一些工作是在用户获得可变奖励之后而不是之前。 The timing of asking for user investment is critically important. 请求用户投资的时机至关重要。 By asking for the investment after the reward, the company has an opportunity to leverage a central trait of human behavior. |||||||||||||||||rasgo||| 通过在奖励之后要求投资,公司有机会利用人类行为的一个核心特征。

In an experiment conducted by Stanford researchers, two groups of people were asked to complete a task with the help of computers. 斯坦福研究人员进行的一个实验中,有两组人被要求借助计算机完成一个任务。

[cvi] The study participants were initially asked to use their assigned computers to answer a series of questions. [cvi] 研究参与者最初被要求使用分配给他们的计算机回答一系列问题。 The computers provided to the first group were helpful when answering participants' questions, while those provided to the second group were programmed to be unhelpful, offering unclear answers. ||||||||||||||||||||||||poco útiles||| After completing the task, participants then switched roles and the machines began asking the people for assistance with their questions. 完成任务后,参与者们交换了角色,机器开始向人们寻求帮助解决问题。

The study found that the group given helpful computers performed almost twice as much work for their machines. 研究发现,得到乐意帮助的计算机组的工作量几乎是为机器做事的一倍。 The results showed that reciprocation is not just a characteristic expressed between people, but also a trait observed when humans interact with machines. ||||reciprocidad|||||||||||||||||| 结果显示,回报不仅是人与人之间表现出的特征,也是当人类与机器互动时观察到的特质。 Conceivably, we humans evolved the tendency to reciprocate kindness because it improved our species' ability to survive. concebiblemente|||||||||||||||| As it turns out, we invest in products and services for the same reasons we put effort into our relationships. ||||||||و|||||||||||

The big idea behind the Investment Phase is to leverage the user's understanding that the service will get better with use (and personal investment). |||||||||aprovechar|||||||||||||| Like a good friendship, the more effort people put in, the more both parties benefit. 就像一段良好的友谊一样,人们投入的努力越多,双方的收益也越多。

Storing Value 储存价值

Unlike physical goods in the real world, the software that runs our technology products can adapt itself to our needs. A diferencia de||||||||||||||||||| 与现实世界中的物理商品不同,运行我们技术产品的软件可以根据我们的需求自我调整。 To become better with use, habit-forming technology utilizes investments users make in the product to enhance the experience. The stored value users put into the product increases the likelihood they will use it again in the future and comes in a variety of forms. ||||||||||probabilidad||||||||||||||| 用户存入产品中的价值增加了他们将来再次使用的可能性,且以多种形式存在。

Content 内容

Every time users of Apple's iTunes add a song to their collection, they are strengthening ties to the service. ||||||||||||||fortaleciendo|vínculos||| 每当Apple的iTunes用户向其收藏中添加一首歌曲时,就加强了与该服务的联系。 The songs on a playlist are an example of how content increases the value of a service. Neither Apple iTunes nor their users created the songs, and yet, the more content users add, the more valuable the music library becomes (figure 30).

By aggregating content with one service, users can do more with their music and iTunes gets better with use by learning their preferences. With users' continued investment, more songs also become accessible on multiple Apple devices. 随着用户持续的投资,更多的歌曲也可以在多个苹果设备上访问。 In 2013, Apple revealed that its new iTunes Radio service would provide personalized music recommendations based on the kind of music in users' iTunes collections. 2013年,苹果透露其新的iTunes Radio服务将根据用户iTunes收藏中的音乐类型提供个性化的音乐推荐。 The new feature provides yet another example of how technology adapts and improves based on users' investment. 这一新功能提供了另一个例子,说明技术如何根据用户的投资而不断适应和改进。 Figure 30

Content can also be created by users of a service. For example, every status update, “Like”, photo or video shared on Facebook adds to the user's timeline, retelling the story of one's past experiences and relationships. |||||||||||||||||recontando|||||||| As users continue to share and interact with information on the service, their digital life is recorded and archived. ||||||||||||||||||archivada The collection of memories and experiences, in aggregate, becomes more valuable over time and the service becomes harder to leave as users' personal investment in the site grows. Data

Information generated, collected or created by users — such as songs, photos, or news clippings — are examples of stored value in the form of content. But sometimes users invest in a service by either actively or passively adding data about themselves or their behaviors. 但有时用户通过主动或被动地添加关于自己或自己行为的数据来投资服务。

On LinkedIn, the user's online resume embodies the concept of data as stored value. 在LinkedIn上,用户的在线简历体现了数据作为存储价值的概念。 Every time job-seekers use the service, they are prompted to add more information. 每当求职者使用该服务时,他们都会被提示添加更多信息。 The company found that the more information users invested in the site, the more committed they became to it. As Josh Elman, an early Senior Product Manager at the company told me, “If we could get users to enter just a little information, they were much more likely to return.” The tiny bit of effort associated with providing more user data created a powerful hook to bring people back to the service.

Mint.com is an online personal finance tool used by millions of Americans. The service aggregates all of the user's accounts in one place, providing a complete picture of their financial life — but only if they invest their time and data in the service. 该服务将用户的所有账户汇总到一个地方,提供其财务生活的完整画面,但前提是用户在服务中投入时间和数据。 Mint provides multiple opportunities for users to customize the site and make it more valuable with use. Mint为用户提供多种机会定制网站,使其在使用中更具价值。 For example, the act of linking accounts, categorizing transactions, or creating a budget are all forms of investment. |||||vincular|||||||||||| 例如,链接账户、对交易进行分类或制定预算都是投资的形式。 The more data collected, the more the service's stored value increases (figure 31). Figure 31

Followers

On the morning of Twitter's IPO on November 7, 2013, a news commentator on Bloomberg's television channel said “the technology needed to build the company could be built in a day.” 2013年11月7日Twitter首次公开募股当天早上,彭博电视台上的一位新闻评论员表示,“构建该公司所需的技术可能在一天内建成。” [cvii] In fact, he was right. [cvii] 事实上,他是正确的。 Twitter is a simple application. Twitter是一个简单的应用。 With a bit of basic programming know-how, anyone can build their very own clone of the multi-billion dollar social media behemoth.

In fact, several companies have tried to supplant the popular social network. One of the most notable attempts came from a disgruntled developer who decided to build App.net, an ad-free alternative that many tech industry watchers argue is actually a better product. |||||||||dissatisfied|||||||||||||||||||||| |||||||||descontento|||||||||||||||||||||| 最引人注目的尝试之一来自一位不满的开发者,他决定建立App.net,这是一个无广告的替代品,许多科技行业观察者认为实际上是一个更好的产品。 But like other attempts to copy the service, App.net has not taken off. 但像其他复制该服务的尝试一样,App.net并没有取得成功。 Why not? 为什么呢?

Collecting people to follow on Twitter, as well as collecting followers, provides tremendous value and is a key driver of what keeps Twitter users hooked (figure 32). 在Twitter上收集关注的人,以及收集粉丝,提供了巨大的价值,并是保持Twitter用户沉迷其中的关键驱动因素(图32)。

Figure 32 图32

From the follower side of the equation, the more Twitter users curate the list of people they follow, the better the service will be at delivering interesting content. |||||||||||select and organize|||||||||||||||| |||||||||||curan|||||||||||||||| 从关注者的角度来看,越多的Twitter用户筛选其关注的人员名单,服务就会越好地提供有趣的内容。 Investing in following the right people increases the value of the product by displaying more relevant and interesting content in each user's Twitter feed. 投资跟踪正确的人会增加产品的价值,通过在每个用户的 Twitter 动态中显示更相关和有趣的内容。 It also tells Twitter a lot about its users, which in turn improves the service overall. 这还告诉 Twitter 许多关于其用户的信息,从而全面提升服务质量。

For the tweeter seeking followers, the more followers one has, the more valuable the service becomes as well. 对于寻求关注者的 tweeter 来说,拥有更多关注者,服务也变得更有价值。 Content creators on Twitter seek to reach as large an audience as possible. The only way to legitimately acquire new followers is to send tweets others think are interesting enough to warrant following the sender. ||||||||||||||||||justify|||the author Therefore, to acquire more followers, content creators must invest in producing more — and better — tweets. por lo tanto|||||||||||||| The cycle increases the value of the service for both sides the more the service is used. For many users, switching services means abandoning years of investment and starting over. No one wants to rebuild a loyal following they have worked hard to acquire and nurture. |||||||||||||||nutrir

Reputation

Reputation is a form of stored value users can literally take to the bank. 声誉是一种用户可以真正带到银行的存储价值形式。 On online marketplaces such as eBay, TaskRabbit, Yelp, and Airbnb, people with negative scores are treated very differently from those with good reputations. 在电子市场,如eBay、TaskRabbit、Yelp和Airbnb上,那些有负分的人和有好声誉的人受到的待遇大不相同。 It can often be the deciding factor in what price a seller gets for an item on eBay, who is selected for a TaskRabbit job, which restaurants appear at the top of Yelp search results, and the price of a room rental on Airbnb. 它通常是决定eBay上卖家获得物品价格的因素,TaskRabbit职位的选择,Yelp搜索结果中出现的餐厅,以及Airbnb房间出租的价格的因素。

On eBay, both buyers and sellers take their reputations very seriously. The e-commerce giant surfaces user-generated quality scores for every buyer and seller, and awards its most active users with badges to symbolize their trustworthiness. |||||||||||||||||||||||||confiabilidad 这家电子商务巨头为每个买家和卖家展示用户生成的质量评分,并授予最活跃的用户徽章,以象征他们的可信度。 Businesses with bad reputations find it difficult, if not impossible, to compete against highly-rated sellers. 声誉不佳的企业发现很难,甚至不可能与评分很高的卖家竞争。 Reputation is a form of stored value that increases the likelihood of using a service. 声誉是一种存储价值的形式,可以增加使用某项服务的可能性。 Whether a buyer or seller, reputation makes users more likely to stick with whichever service they have invested their efforts in to maintain a high quality score (figure 33). si|||||||||||||cualquiera||||||||||||||

Figure 33

Skill

Investing time and effort into learning to use a product is a form of investment and stored value. Once a user has acquired a skill, using the service becomes easier and moves them to the right on the Ability axis of the Fogg Behavior Model we discussed in chapter three. As Fogg describes it, non-routine is a factor of simplicity, and the more familiar a behavior is, the more likely the user is to do it.

For example, Adobe Photoshop is the most widely-used professional graphics editing program in the world. The software provides hundreds of advanced features for creating and manipulating images. At first, learning the program is difficult, but as users become more familiar with the product — often investing hours watching tutorials and reading how-to guides — their expertise and efficiency using the product improves. They also achieve a sense of mastery (rewards of the self). Unfortunately for the design professional, most of these learnings do not translate to competing applications. 不幸的是对于设计专业人士来说,这些经验并不适用于竞争应用。 Once users have invested the effort to acquire a skill, they are less likely to switch to a competing product. 一旦用户投入了努力获得一项技能,他们就不太可能转投其他竞争产品。

*** *

Like every phase in the Hook Model, the Investment Phase requires careful use. It is not a carte blanche tool for asking users to do onerous tasks. ||||||||||||onerosas| 它不是一个让用户做繁重任务的完全自主工具。 In fact, quite the opposite. ||bastante|| 事实上,恰恰相反。 Just as in the Action Phase described in chapter three, to achieve the intended behavior in the Investment Phase, the product designer must consider whether users have sufficient motivation and ability to engage in the intended behavior. ||||||||||||||||||||||||si|||||||||||| 正如第三章中描述的行动阶段一样,在投资阶段实现预期行为,产品设计师必须考虑用户是否有足够的动机和能力参与预期的行为。 If users are not doing what the designer intended in the Investment Phase, the designer may be asking them to do too much. I recommend that you progressively stage the investment you want from users into small chunks of work, starting with small, easy tasks and building up to harder tasks during successive cycles through the Hook Model.

As we have just seen, users store value in the service during the Investment Phase. But one other key opportunity found in the Investment Phase greatly increases the likelihood of users returning.

Loading the Next Trigger

As described in chapter two, triggers bring users back to the product. Ultimately, habit-forming products create a mental association with an internal trigger. But to create the habit, users must first use the product through multiple cycles of the Hook Model. Therefore, external triggers must be used to bring users back around again to start another cycle. por lo tanto|||||||||||||||

Habit-forming technologies leverage the user's past behavior to initiate an external trigger in the future. |||aprovechan|||||||||||| Users set future triggers during the Investment Phase, providing companies with an opportunity to re-engage the user. Next, we will explore a few examples of how companies have helped load the next trigger during the Investment Phase.

Any.do

User retention is a challenge for any business, but especially for consumer mobile applications. According to a study by a mobile analytics firm, 26 percent of mobile apps in 2010 were downloaded and used only once.

[cviii] Further data suggests people are using more applications but engaging with them less frequently.

[cix]

Any.do is a simple mobile task management app used to record to-do items such as picking up dry cleaning, restocking the fridge with milk or calling Mom. Any.do is a simple mobile task management app used to record to-do items such as picking up dry cleaning, restocking the fridge with milk or calling Mom. Any.do 是一款简单的移动任务管理应用程序,用于记录待办事项,例如取干洗衣物、给冰箱补充牛奶或给妈妈打电话。 Recognizing the challenge of retaining fickle mobile consumers, the app is designed to direct users to invest early on. |||||inconstantes||||||||||||| Recognizing the challenge of retaining fickle mobile consumers, the app is designed to direct users to invest early on. 认识到留住变化无常的移动消费者的挑战,该应用程序旨在引导用户尽早进行投资。 During the first use of the app, Any.do elegantly teaches how to use the product (figure 34). The trigger comes in the form of the app's clear, easy-to-follow instructions. The follow-on action is doing what the app tells the user to do. The variable rewards come in the form of a congratulatory message and satisfaction of mastering the app. The variable rewards come in the form of a congratulatory message and satisfaction of mastering the app. 各种奖励以祝贺信息和掌握应用程序的满足感的形式出现。

Then comes the investment. Newcomers are instructed to connect the app to their calendar service, granting Any.do access to the user's schedule. Newcomers are instructed to connect the app to their calendar service, granting Any.do access to the user's schedule. 新用户需要将该应用程序连接到他们的日历服务,并授予 Any.do 访问用户日程表的权限。 In doing so, users give the app permission to send a notification after the next scheduled meeting ends. In doing so, users give the app permission to send a notification after the next scheduled meeting ends. 这样,用户就授权该应用程序在下次安排的会议结束后发送通知。 This external trigger prompts users to return to the app to record a follow-up task from the meeting they just attended. In the Any.do scenario, the app sends an external trigger to users at the moment when they are most likely to experience the internal trigger of anxiety about forgetting to do a task after a meeting. The Any.do app has anticipated a need and sets users up for success. The Any.do app has anticipated a need and sets users up for success. Any.do 应用程序预见到了需求并为用户的成功做好了准备。

Figure 34

Tinder

In mid-2013, a hot new company entered the hyper-competitive online dating market. In mid-2013, a hot new company entered the hyper-competitive online dating market. 2013 年中,一家热门新公司进入竞争激烈的在线约会市场。 Tinder quickly captured the attention of millions of people looking for love with a simple interface, generating 3.5 million matches from 350 million swipes each day.

[cx] After launching the mobile app and logging-in with Facebook, users browse profiles of other singles. [cx] After launching the mobile app and logging-in with Facebook, users browse profiles of other singles. [cx] 启动移动应用程序并使用 Facebook 登录后,用户可以浏览其他单身人士的个人资料。 Each potential match is presented as a card. 每个潜在匹配都以一张卡片的形式呈现。 Swipe left if you are not interested and right if that special someone catches your fancy (figure 35). If both parties express interest, a match is made and a private chat connects the two potential lovebirds. |||||||||||||||||pareja

By simplifying the investment of sorting through potential mates, Tinder makes loading the next trigger more likely with each swipe. By simplifying the investment of sorting through potential mates, Tinder makes loading the next trigger more likely with each swipe. 通过简化筛选潜在伴侣的过程,Tinder 使得每次滑动都更有可能加载下一个触发器。 The more swipes, the more potential matches are made and of course, each match sends notifications to both interested parties.

Figure 35

Snapchat

As of June 2013, a popular photo sharing app called Snapchat boasted of five million daily active users collectively sending over 200 million photos and videos daily. As of June 2013, a popular photo sharing app called Snapchat boasted of five million daily active users collectively sending over 200 million photos and videos daily. 截至 2013 年 6 月,流行的照片分享应用程序 Snapchat 宣称每日活跃用户达 500 万,每天共发送超过 2 亿张照片和视频。

[cxi] This tremendous engagement means an average Snapchat user sends 40 pics every day!

But why are users so in love with Snapchat? In large part, its success can be attributed to the fact that users load the next trigger every time they use the service. Snapchat is more than a way to share images. It is a means of communication akin to sending an SMS message — with the added bonus of a built-in timer that can cause the message to self-destruct after viewing, based on the sender's instructions. ||||||similar||||||||||||||||||||||||||||| Users pass through the Investment Phase of the Hook Model each time they send a selfie, doodle, or goofy photo. ||||||||||||||||sketch||| ||||||||||||||||||divertida| Each photo or video sent contains an implicit prompt to respond and the Snapchat interface makes returning a pic incredibly easy by double tapping the original message to reply. The self-destruct feature encourages timely responses, leading to a back-and-forth relay that keeps people hooked into the service by loading the next trigger with each message sent. |||||||||||||exchange|||||||||||||||| The self-destruct feature encourages timely responses, leading to a back-and-forth relay that keeps people hooked into the service by loading the next trigger with each message sent.

Pinterest

Like many social networks, Pinterest loads the next trigger during the Investment Phase of the hook. For many of the site's 50 million monthly users, the online pinboard replaced the habit of browsing fashion-focused websites — and before the web, flipping through magazines and dog-earing favorite pages. |||||||||||||||||||||||hojeando|||||doblando|| For many of the site's 50 million monthly users, the online pinboard replaced the habit of browsing fashion-focused websites — and before the web, flipping through magazines and dog-earing favorite pages. 对于该网站每月 5000 万名用户中的许多人来说,在线钉板取代了浏览时尚网站的习惯——以及在网络出现之前翻阅杂志和翻看喜爱的页面的习惯。 [cxii]

The internal trigger for users is often boredom, for which the site offers a quick cure. |||||||aburrimiento|||||||| The internal trigger for users is often boredom, for which the site offers a quick cure. Once registered, the only action required of users is to start scrolling as Pinterest showcases a wealth of variable rewards. Once registered, the only action required of users is to start scrolling as Pinterest showcases a wealth of variable rewards. 一旦注册,用户唯一需要做的事情就是开始滚动,因为 Pinterest 展示了丰富的可变奖励。 First, because Pinterest is a socially-curated collection of interesting items, the site displays a powerful intermittent reward surrounding the hunt for objects of desire, even if they are only images. ||||||curada|||||||||||||||||||||||| First, because Pinterest is a socially-curated collection of interesting items, the site displays a powerful intermittent reward surrounding the hunt for objects of desire, even if they are only images. 首先,由于 Pinterest 是一个由社会精心策划的有趣物品集合,因此该网站会在寻找渴望的物品时显示强大的间歇性奖励,即使它们只是图像。 The site also provides a means of communicating with friends and people who share similar tastes. |||||medio|||||||||| The Rewards of the Tribe come from the variability of posting images as a communication medium. A user might be curious to know what a friend has pinned not only because of the image itself, but because of her relationship with the pinner. |||||||||||fijó|||||||||||||||la persona que ha fijado A user might be curious to know what a friend has pinned not only because of the image itself, but because of her relationship with the pinner. 用户可能好奇地想知道朋友钉了什么,不仅是因为图片本身,还因为她与钉图者的关系。

Finally, Pinterest users invest in the site every time they pin an image of their own, re-pin someone else's image, comment on, or like a piece of content on the site (figure 36). Finally, Pinterest users invest in the site every time they pin an image of their own, re-pin someone else's image, comment on, or like a piece of content on the site (figure 36). 最后,Pinterest 用户每次固定自己的图片、重新固定别人的图片、评论或喜欢网站上的某个内容时,都会对该网站进行投资(图 36)。 Each of these tiny investments gives Pinterest data it can use to tailor the site to each user's individual taste, it also loads the next trigger. Each pin, re-pin, like, or comment gives Pinterest tacit permission to reach back out to the user with a notification when someone else contributes to the thread, triggering the desire to visit the site again to learn more. Each pin, re-pin, like, or comment gives Pinterest tacit permission to reach back out to the user with a notification when someone else contributes to the thread, triggering the desire to visit the site again to learn more. 每次固定、重新固定、喜欢或评论都会让 Pinterest 获得默认权限,当其他人对该主题做出贡献时,它会通过通知的方式联系用户,从而激发用户再次访问该网站了解更多信息的愿望。

Figure 36

***

Pinterest clearly demonstrates the four stages of the Hook Model. It is a seamless flow, from the itch of the internal trigger that moves users to the intended action, through the variable reward, and finally to the investment, which also loads the next external trigger. |||sin costuras||||picazón||||||||||||||||||||||||||| 这是一个无缝流程,从内部触发器的推动用户采取预期行动,到可变的奖励,最后到投资,这也会加载下一个外部触发器。 Pinterest users move through the Hook cycle from beginning to end, and then happily return to the starting point for another go ‘round.

In this chapter, we have learned how an investment in the product serves as the string that pulls the user back. To do this, the habit-forming technology increases the value of the product with each pass through the Hook. To do this, the habit-forming technology increases the value of the product with each pass through the Hook. 为了实现这一点,习惯养成技术会随着产品每次通过 Hook 而增加其价值。 Through successive cycles of the Hook Model, users increase their affinity for the experience. Through successive cycles of the Hook Model, users increase their affinity for the experience. 通过 Hook 模型的连续循环,用户对体验的亲和力会增加。 They increasingly come to rely on the product as the solution to their problems until finally, the new habit — and routine — is formed.

The more users invest in a product through tiny bits of work, the more valuable the product becomes in their lives and the less they question its use. Of course, users do not stay hooked forever. Invariably, the next big thing will come along and provide a better, more compelling hook. However, by creating habits fueled by investments in a product or service, companies make switching to a competitor difficult. 然而,通过投资产品或服务来培养习惯,公司可以使得转向竞争对手变得困难。 User habits are hard to break and confer powerful competitive advantages to any company fortunate enough to successfully create them. User habits are hard to break and confer powerful competitive advantages to any company fortunate enough to successfully create them. 用户习惯很难改变,并且会为任何有幸成功创造这些习惯的公司带来强大的竞争优势。

***

Remember and Share

- The Investment Phase is the fourth step in the Hook Model.

- Unlike the Action Phase, which delivers immediate gratification, the Investment Phase is about the anticipation of rewards in the future. a diferencia de|||||||||||||||||||

- Investments in a product create preference because of our tendency to overvalue our work, be consistent with past behaviors, and avoid cognitive dissonance. |||||||||||sobrevalorar|||||||||||

- Investment comes after the variable reward phase when users are primed to reciprocate. - Investment comes after the variable reward phase when users are primed to reciprocate. - 当用户准备好回报时,投资就会在可变奖励阶段之后进行。

- Investments increase the likelihood of users returning by improving the service the more it is used. |||probabilidad|||||||||||| They enable the accrual of stored value in the form of content, data, followers, reputation or skill. |||accumulation||||||||||||| |||acumulación||||||||||||| They enable the accrual of stored value in the form of content, data, followers, reputation or skill.

- Investments increase the likelihood of users passing through the Hook again by loading the next trigger to start the cycle all over again.

***

Do This Now

Refer to the answers you came up with in the last “Do This Now” section to complete the following exercises: 参考上一节“现在就做”中得出的答案,完成以下练习:

- Review your flow. What “bit of work” are your users doing to increase their likelihood of returning?

- Brainstorm three ways to add small investments into your product to:

- Load the next trigger

- Store value as data, content, followers, reputation and skill

- Identify how long it takes for a “loaded trigger” to re-engage your users. - Identify how long it takes for a “loaded trigger” to re-engage your users. - 确定“加载触发器”重新吸引用户需要多长时间。 How can you reduce the delay to shorten cycle-time through the Hook?

[End. 3:36:04 ]