Tag Archives: psychology

armour_sets Theory

User Engagement: Learning from World of Warcraft

World of Warcraft will be 10 years old this year. Having dominated the gaming landscape this past decade, and with a new expansion due later this year, it is difficult to see any sign of major decline on the landscape. With over 6 million players, (down from a peak 12 million in 2010), WoW – its common acronym – continues to draw more than triple the players of its nearest rival. With each of these players paying around $15/month for the privilege, the numbers are huge.
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FEATURED How-tos

Calling to Action: 3 key principles

With so much money being flung around the web, everyone is fighting for their share. As the internet opens up to more and more people, the money flooding onto the online marketplace continues to grow. Amazon’s $74 billion annual revenue is on par with the value of the entire countries of Cuba or Oman.

This technological gold-rush only opens the door to increased competition. Sites have to entice, convince, and persuade visitors to interact with them. To buy or solicit their offerings. How do they do this? By convincing us to click.
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Thinking About Design, Fast and Slow Theory

Thinking About Design, Fast and Slow

The premise of Daniel Kahneman’s book Thinking, Fast and Slow is that we employ two very different ways of thinking. The book is very dense, and a highly recommended read. Kahneman says that the main goal of his book is to arm people with a better vocabulary about thinking, which in turn allows them to understand our biases, decisions and behavior better. While that is great for everyone, I think it’s especially valuable for designers. It lets you see that most of the time, there is no ‘one’ user, but one with multiple modes of thinking. Most good designers have observed their users interacting with their products multiple times. Insights from this book let you put more weight on these observations.
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