1) Discovery allows users to discover new valuable information, get discovered by others, and discover more about themselves.
2) When done right, discovery can trigger chemical reactions that make websites irresistible by providing a constant stream of new, richly interpretable information.
3) Elements like feedback, rewards, lightweight interactions, and reducing uncertainty can help create the right user experience and "flow" for discovery.
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Discovery is the new cocaine
1. Discovery is the new cocaine
Going beyond engagement
By: Ming Yeow Ng, Yu-shan Fung (Discoverio)
Note: Section on Flow was derived from
The Science Of Designing Interactions (SXSW 2008)
by Andreas Weigend (people and data), and Ming Yeow Ng (Discoverio)
3. Source: WSJ, Why We're Powerless To Resist Grazing On Endless Web Data March
12, 2008
What is it about a Web site that might
make it literally irresistible?
We are programmed for scarcity and can't dial back even
when information is abundant
(addictive sites) all presented new information that
somehow needed to be interpreted
this triggers a chemical reaction that makes us feel good
From Wall Street Journal:
5. Desire by humans to be a live node in
the network
We are always
Constantly scanning the peripheral, always motivated by the
desire not to miss opportunities
Desire for other people recognizing us, make us feel important.
Services that win are those that help us protect, filter, create
meaningful connections
Linda Stone
What drives Discovery?
Source: Etech 2006
6. What is Discovery?
Allowing users to:
3. Discover new, valuable information
5. Get Discovered by others
7. Discovering more about themselves
7. Discovery of Information
New and Richly interpretable
information triggers chemical
reactions
Facilitate user towards:
16. Engage and allow contribution of information,
leaving of footprints, and giving of feedback
2) System to
generate new
insights for user
1) Discovery of
Content and Users
3) Other Users
to discover him
Data becomes basis for:
Personalized
Recommendations
Interactions that lead
to reciprocity and
interactions
User learning more
about himself
The Discovery Cycle for Your App
Continuous Learning, Contributing, Recognition
Throughout the process:
(Keeps him coming back!)
Meaningful connections
gets established
17. Intermittent Variable Reinforcement
One of Skinner's most important discoveries was that
behavior that is reinforced intermittently is much more
difficult to extinguish than behavior that is
reinforced continuously. via Kathy Sierra
"You are not sure you are going to get a reward every time or
how often you will, so you keep pulling that handle. -
Patricia Wallace on slot machines
Done right, this leads to
18. Discovery is less about predicting
precisely right about what the user
wants
It is more about the entire user flow of
discovery, with all the hits and misses
In other words...
Think window shopping down the mall
or walking through an expo hall
19. Discovering Activity by Social Graph
Based on live updates
My good
friend
The guy with
great events
The babe I
check out
Based on collective behavior
and attention data
27. Etsy: 10 different fun ways to discover!
(boring categories are at the end)
Make it fun to explore
28. Understanding the elements of
flow
Feedback, Rewards, Lightweight,
Reducing uncertainty
How to create the right user experience?
Inspired by Mih叩ly Cs鱈kszentmih叩lyi
29. Direct and immediate feedback
Successes and failures in the course
of the activity are apparent, so that
behavior can be adjusted as needed
Elements of flow (1)
30. Feedback can be by system or can be by
other users
Feedback for users to guide their future behavior
30
Contribution to others
Achievements
Popularity
Metrics for:
Wrong-doings
Maslow Hierarchy
41. Crowdvine:
Fan : expression of confidence
Want-to-meet: initiate relationship
Lightweight, In the moment expressions
Yelp:
Variety of lightweight
interactions directly on reviews
42. Lijit: Made the process entertaining and a little
mysterious, with rewards at each step
Make user do as little as possible
Signup Time 15m -> 2m
Conversion 0.1% -> 4%
Source: Lijit, SXSW 2008
Automated retrieval of
external data, all user
needs to do is confirm
48. Crowdvine: Showing social behavior
right on frontpage
Reducing uncertainty on correct behavior
Latest
Comments
49. Day Trading
Elements of Addiction
MMORPG
1) Attractor: Things happening outside your control in the
system, yet affecting your status
3) Motivator: You have a stake (self-
esteem/emotional/financial) in changes happening to your
status Source: "Ariadne - Understanding MMORPG Addiction" Nick Yee
50. Systematically Introducing Discovery
Into Your App (uncompleted)
1. Know what data points you need (Individual / Collective / External)
3. Know what mode of discovery (Recommendations / Search / Browsing)
5. Create pathways of discovery (Filtering / Anchoring )
7. Maximize exploration / exploitation within the pathway (Intention /
Attention)
9. Providing reasons/context for discovery ( Context/Persona/Content)
11. Facilitating mediums for connections (Currency / Reputation)
13. Understand what metrics you need (Diversity, Virality, Engagement)
Process by Ming Yeow Ng, Yu-shan Fung (Discoverio)
51. We LOVE Feedback!!!
Discovery is a new, unexplored and very exciting
area to be innovating in, and we love to hear
from anyone who is just as excited about this as
us!
Touch base with us via any of these mechanisms
mingyeow@discoverio.com | @mingyeow (twitter)
yushan@discoverio.com | @ambivalence (twitter)