MindMap Gallery Addiction Model Reading Notes
User lifetime value refers to the total amount a user pays for using a product faithfully throughout his or her lifetime. But when users become dependent on the product, the use time is extended and the frequency increases, and the user's lifetime value becomes higher.
Edited at 2023-11-20 16:29:30This is a mind map about bacteria, and its main contents include: overview, morphology, types, structure, reproduction, distribution, application, and expansion. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about plant asexual reproduction, and its main contents include: concept, spore reproduction, vegetative reproduction, tissue culture, and buds. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about the reproductive development of animals, and its main contents include: insects, frogs, birds, sexual reproduction, and asexual reproduction. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about bacteria, and its main contents include: overview, morphology, types, structure, reproduction, distribution, application, and expansion. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about plant asexual reproduction, and its main contents include: concept, spore reproduction, vegetative reproduction, tissue culture, and buds. The summary is comprehensive and meticulous, suitable as review materials.
This is a mind map about the reproductive development of animals, and its main contents include: insects, frogs, birds, sexual reproduction, and asexual reproduction. The summary is comprehensive and meticulous, suitable as review materials.
"Addiction Model" Reading Notes
Creating habit-forming products
What weaknesses do users have on the emotional level?
Research how existing successful habit-forming products solve user problems
Write user story experiences
customer development plan
feasibility study
Empathy Map
5 questions
Verify product efficacy
Addiction Model and Moral Manipulation
The purpose of the addiction model is to connect the problems encountered by customers with the designer's solutions to help users form a habit.
5 basic questions on how to get users addicted
What do users really need? What pain does your product relieve? (Internal trigger)
What do you rely on to attract users to use your service? (External trigger?)
What is the simplest action a user can take when expecting a reward? How can the product be simplified to make this action easier? (action)
Are users satisfied with the rewards they receive, or do they want more rewards? (variable rewards)
What “little investments” do users make in your product? Do these inputs help load the next trigger and store value so that the quality of the product improves during use? (investment)
Habit test
Identify user
Analyze user behavior
Improve product
nascent behavior
A new behavior that few people see or do, but that will ultimately satisfy a mass market need—and lead to breakthrough habit-forming opportunities in the future
Changing the interface can lead to changes in user behavior and business opportunities
Trigger—action—variable rewards—investment
trigger
external trigger
Issue a call to action to prompt users (the first step in creating action-based technology)
Spending less time thinking about your next move increases the likelihood that a behavior will develop into an unconscious habit
Type of external trigger
Paid trigger
Advertising or promotion through search engines. Companies can effectively attract users with the help of advertising, but it is expensive
Feedback trigger
Time and effort spent in PR and media. For example, media reports, popular short films
interpersonal trigger
Recommend/email/like/share among acquaintances
internal trigger
Type of internal trigger
autonomous trigger
Positive/negative emotions can become internal triggers
action
The less complex a behavior is, the more likely it is to be repeated
How to take action
sufficient motivation
core motivation
1. Pursue happiness and avoid pain
2. Pursue hope and escape fear
3. Pursue recognition and avoid rejection
ability to perform the act
time
money
physical strength
brainpower
social deviance
unconventionality
Triggers that prompt people to take action
Theories/effects that influence motivation
scarcity effect
environmental effects
anchoring effect
People are often attracted to a certain aspect of information when making decisions
coupon effect
Unfinished progress will prompt people to continue to complete it, such as the profile supplement progress bar in the recruitment APP
...
Variety of rewards
Main forms of expression
social rewards
The interpersonal rewards people gain from the product by interacting with others
prey reward
The specific resources or information people get from the product
self reward
People experience a sense of control, accomplishment, and finality from the product
Guaranteeing users’ autonomy is key to attracting them
"Variable rewards" must meet their usage requirements while attracting users
Application of reward
For example: Previewing and replying to emails is a social reward; caring about whether the email is beneficial to a certain goal of one's own is a prey reward; classifying emails so that one can always keep track of the management of emails is a self-reward.
Remaining Issues: Understanding the Distinction between Limited Variability and Infinite Variability
Limited variability: changing the soup without changing the medicine
Infinite variability: users decide and control the rules of the game
invest
The more time and energy users invest in a product or service, the more they value it.
ikea effect
The phenomenon of consumers overestimating the value of products into which they invest their emotions and energy.
People will try to be consistent with their past behavior
People always avoid cognitive dissonance
This stage encourages users to invest something of value into the system to increase their likelihood of using the product and completing the addiction model
Users will invest in the product only after enjoying various rewards.
User investment in the product can improve the service quality of the product, increase the possibility of users using it again, and also cause the storage value to grow naturally in the form of content, data, followers, reputation or skills, etc.
User investment can cause the user to restart the addictive cycle by loading the next trigger, thereby increasing the likelihood that the user will repeatedly enter the addictive cycle.
User dependence on the product can increase "customer lifetime value" [customer lifetime value]
User lifetime value refers to the total amount a user pays for using a product faithfully throughout his or her lifetime. But when users become dependent on the product, the use time is extended and the frequency increases, and the user's lifetime value becomes higher.
Factors to consider when building habit-forming products
Frequency – how often a certain behavior occurs
Perceived Usage - In users’ minds, what additional uses and benefits does the product have compared to other products?