How Tinder made $3M With Genius “Hot State” Strategy
With the switch of a button, Tinder, the hottest dating app around, skyrocketed from not grossing to top grossing with revenue of $3M in less than a quarter. Why and how? read below. The top grossing...
View ArticleHow to Write Addictive Feedback Loops
We can think of a game’s structure as the body of a car, and of the feedback loop as its engine. When out of tune, the game won’t get very far. However when done right, players will repeat their...
View ArticleCashing In on Variable Rewards
The power of variable rewards and the effect they have on people makes them one of the strongest tools in the product designer’s belt. Big companies are already cashing in. What about your products?...
View ArticleShazam’s New Update is a Total Overkill
In an era when all internet services reincarnate into a one-feature mobile app, Shazam, a true mobile-first app since 2002 (!), is going the opposite direction. Social layers and handful of...
View Article5 important lessons Agar.io can teach us about UX
Agario (Agar.io) is a massive multiplayer game in which you play a cell fighting for its life. The main rule: Eat smaller cells than you, don’t get eaten by the bigger ones. Other than this: Game’s...
View ArticleYour Idea For an App is Going to Fail
“This process is broken! Let’s build something better!”. We all know this “app idea” moment, where we seem to figure out how to solve a problem by building an amazing app. Well, most likely it is going...
View Article3 Airbnb’s Simple Yet Effective Product Tips on User Engagement
Simple product refinements can make a huge difference when it comes to user engagement. What can you do to optimize your product? Airbnb, the poster boy of the sharing economy, valuated at $24 Billion,...
View Article4 Building Blocks of Amazing Products
Why some products take off while others, that seem as good, utterly fail? Analyzing many successful games and products, there seem to be 4 elements that keep recurring. Here are the 4 building blocks...
View Article7 Psychological Tactics Used in Games to Hook Users
** Update: I’ve compiled together many visual examples of psychological tactics in games on this deck. (With a quiz in it!) Long gone are the days where games could just be great in order to generate...
View ArticlePsychological Tactics in Games: A Deck Full of Examples!
As a followup to the original post, I’ve compiled together my research into a short deck full of examples of psychological tactics in games. And there’s a bonus quiz inside! Just click play on the deck...
View ArticleThe Complete Guide To Classroom Gamification
The only way to learn is by doing. No matter how many lectures you hear or blog posts you read, if you are not acting on what you’ve learned, the material is bound to fade away. Probably sooner rather...
View ArticleBlossom Blast Saga’s formula of hooking users. Part 1: Onboarding.
What can we learn from the new game by the company who re-defined casual games? Blossom Blast Saga (BBS), the new casual game by King, is one of the most polished casual games out there at the moment....
View ArticleKing Goes Viral By Using Friendly Bots
Analyzing Blossom Blast Saga’s viral loop. King, the company who rose to prominence during the heyday of Facebook games, has social gaming rooted deeply into their culture. All of King’s games,...
View Article5 Proven Ways to Increase User Retention
(Dori’s note: This post was originally published on App Annie’s blog, and was crafted with their editorial team). Free-to-play (F2P) mobile games aren’t just digital games on the phone. You can’t...
View ArticleInspirational, butt ugly, money-making games
This is the DIY punk rock era of gaming. Something peculiar happened in the gaming world on October 15. A game that came out of nowhere became one of the best PC games of all time on the Metacritic...
View ArticleThe 3 Step Plan To Marrying Your Users
We all have relationships with our apps. We share our lives with some, we goof around with others. We spend our most intimate moments with certain games, other we prefer to play after a long day at...
View ArticleThe Era of Fun-Centric Products
Limit user’s choice, eliminate features, make it stupid easy to use. Welcome to the era of fun-centric products. Let’s talk about fun Fun is a relatively new term in the UX jargon, a word that is...
View Article5 Mistakes I’ve Made as a Game Designer
As a young designer working in a small startup, I’ve had the privilege of making many mistakes with not much harm done. Nobody really knew what responsibilities fell under the role of a game designer...
View Article6 Books Every Game and Product Designer Should Read
There are many good reads on game and product design. You can check out The Art of Game Design by Jesse Schell, Hooked by Nir Eyal, A Theory of Fun by Raph Koster, just to name a few. However, I have...
View ArticleThe Crucial Importance of Feedback in Digital Products
First of all, I would like to congratulate you for clicking the link and reading this. You could have continued scrolling through your Facebook feed, or gone off to try out a new Snapchat filter. But...
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