LEADER 06480nam 22007335 450 001 9910300466303321 005 20200703231212.0 010 $a1-4302-6422-5 024 7 $a10.1007/978-1-4302-6422-4 035 $a(CKB)3710000000094555 035 $a(EBL)1694215 035 $a(OCoLC)880686130 035 $a(SSID)ssj0001187269 035 $a(PQKBManifestationID)11644363 035 $a(PQKBTitleCode)TC0001187269 035 $a(PQKBWorkID)11243987 035 $a(PQKB)10764502 035 $a(MiAaPQ)EBC1694215 035 $a(DE-He213)978-1-4302-6422-4 035 $a(CaSebORM)9781430264217 035 $a(PPN)177821469 035 $a(OCoLC)877823337 035 $a(OCoLC)ocn877823337 035 $a(EXLCZ)993710000000094555 100 $a20140318d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aIrresistible Apps $eMotivational Design Patterns for Apps, Games, and Web-based Communities /$fby Chris Lewis 205 $a1st ed. 2014. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2014. 215 $a1 online resource (196 p.) 300 $a"27 patterns to keep your users coming back for more"--Cover. 311 $a1-4302-6421-7 320 $aIncludes bibliographical references and index. 327 $aContents at a Glance; Contents; About the Author; About the Technical Reviewers; Acknowledgments ; Chapter 1: Introduction to Motivational Design; Motivational Design; The Irresistible Smartphone; The Zero-Sum Game; Motivational Design Patterns; How to Read This Book; Chapter 4: Gameful Patterns; Chapter 5: Social Patterns; Chapter 6: Interface Patterns; Chapter 7: Information Patterns; Chapter 9: Temporal Dark Patterns; Chapter 10: Monetary Dark Patterns; Chapter 11: Social Capital Dark Patterns; Conclusion; Chapter 2: Psychology of Motivation; Cargo Cult Design; Behavioral Psychology 327 $aIntrinsic Motivation TheoriesThe Importance of Learning: Malone; Autonomy, Competence, and Relatedness: Deci and Ryan; Self-Determination Theory; Cognitive Evaluation Theory; A Multifaceted View: Reiss; Behavioral Economics; Conclusion; Chapter 3: Understanding Design Patterns; Pattern Languages; Using Motivational User Stories to Discover Patterns; Motivational User Stories; Motivational Design Pattern Definition; How Users Perceive a Motivational Design Pattern; Pattern Discovery; Prototype Theory; On the Correctness of Patterns, or Lack Thereof; Pattern Description and Organization 327 $aPattern TemplateShorthand Notations; Organization of Patterns; Motivational Design Patterns; Motivational Dark Patterns; Conclusion; Chapter 4: Gameful Patterns; When to Use; Pattern: Collection; How It's Used; What to Watch for; Specialization of Collection: Badge; How It's Used; What to Watch for; Pattern: Growth; How It's Used; Pattern: Increased Responsibility; How It's Used; Pattern: Leaderboard; How It's Used; What to Watch for; Pattern: Score; How It's Used; What to Watch for; Conclusion; Chapter 5: Social Patterns; When to Use; Pattern: Activity Stream; How It's Used 327 $aPattern: BroadcastHow It's Used; What to Watch For; Specialization of Broadcast: Social Feedback; How It's Used; What to Watch For; Pattern: Contact List; How It's Used; What to Watch For; Pattern: Identifiable Community; How It's Used; What to Watch For; Specialization of Identifiable Community: Meta-Area; How It's Used; What to Watch For; Pattern: Identity Shaping; How It's Used; What to Watch For; Pattern: Item Sharing; How It's Used; Conclusion; Chapter 6: Interface Patterns; When to Use; Pattern: Notifications; How It's Used; What to Watch For; Pattern: Praise; How It's Used 327 $aWhat to Watch ForPattern: Predictable Results; How It's Used; What to Watch For; Pattern: State Preservation; How It's Used; What to Watch For; Pattern: Undo; How It's Used; Conclusion; Chapter 7: Information Patterns; When to Use; Pattern: Customization; How It's Used; What to Watch For; Specialization of Customization: Filters; How It's Used; What to Watch For; Pattern: Intriguing Branch; How It's Used; Pattern: Organization of Information; How It's Used; Pattern: Personalization; How It's Used; What to Watch For; Pattern: Reporting; How It's Used; Pattern: Search; How It's Used 327 $aWhat to Watch For 330 $aWhen you create an app, a website, or a game, how do you attract users, and perhaps more importantly, how do you keep them? Irresistible Apps explains exactly how to do this using a library of 27 motivational design patterns and real-world examples of how they work. As a developer, you need to retain users in the new economy of advertisements, subscriptions, and in-app purchases, but how do you do this? How do some applications keep users coming back? Why do people spend hours and hours playing World of Warcraft? Why do people care about Reddit karma? What makes customers keep buying from Amazon? Why do so many people love Khan Academy? The answers are found in Gameful, Social, Interface, and Information patterns. Not only will you learn about these patterns, you?ll also learn why they work using psychological theories of intrinsic motivation, behavioral psychology, and behavioral economics. Good and bad implementations of the patterns are shown so practitioners can use them effectively and avoid pitfalls along the way. 606 $aApple computer 606 $aUser interfaces (Computer systems) 606 $aSoftware engineering 606 $aApple and iOS$3https://scigraph.springernature.com/ontologies/product-market-codes/I29020 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aSoftware Engineering/Programming and Operating Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I14002 615 0$aApple computer. 615 0$aUser interfaces (Computer systems). 615 0$aSoftware engineering. 615 14$aApple and iOS. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aSoftware Engineering/Programming and Operating Systems. 676 $a005.1 700 $aLewis$b Chris$4aut$4http://id.loc.gov/vocabulary/relators/aut$0593143 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910300466303321 996 $aIrresistible apps$91765051 997 $aUNINA