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Psychology behind mobile apps Piotr Biegun, Whalla Labs @piotrbiegun Mobile Trends Conference, Kraków 2015

Psychology behind mobile apps, Mobile Trends Conference Kraków 2015

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Psychology behind mobile appsPiotr Biegun, Whalla Labs

@piotrbiegun

Mobile Trends Conference, Kraków 2015

‘Software is eating the world’

Marc Andreessen, 2011

Software is booming, but …

‘For the first time, the technology industry is selling to everybody’

Benedict Evans, 2014

Smartphone will be IS the first computing

device

in every pocket

Smartphones don’t interfere with our life

Smartphones aren’t innovation anymore

Smartphones are part of our life. This means that innovation called

„smatphones” is fully adopted.

That means that we havenew restrictions & opportunitieswe need to take into account

There is a limit to number of apps

smartphone user has

The limit is ~100 apps per

smartphone user.

But probably they will use

~30 of them on monthly basis.

We spend more & more time in the

apps

Even if there is the limit

of apps we will be using

in the future we will use them

more frequently, spending even

more time in them.

Power user is the new casual

Users will use demand

smartphones to enhance

everyday life – work,

entertainment, productivity,

sport.

Most of them will become power

users very soon.

Mobile is everywhere

Mobility will be in even more areas very

soonMobile is taking over areas

where TV, PCs or consoles have

their strenghts.

We are going to see a lot process

innovation using mobile as a

core of it.

Value of mobile will increase dramatically

Only in 3 yrs app revenues will increase 2x

times

There isn’t real money in the mobile yet

In 3 yrs mobile ads spending will increase

2x times

Why is mobile overtaking PCs?

Smartphone – the most private device we takeeverywhere

75% of Americans admit they’re using their mobile phone in the bathroom.

19% of people from other study admit they dropped their phones into loo.

51 % of UK residents said that they suffer from ‘extreme tech anxiety’ when

separated from their devices.

When we usesmartphoneswe are:

1. Particular needsimilar as in case of using PCs

Satisfying

2. Specific timeframesimilar as in case of using PCs

Within

3. Access to newsensors camera, GPS, accelerometerWOW! That’s it.

That’s something new!

That’s differentiation from PCs.

While having

4. Each time in different situations and contextsUsing the same app with different context gives us different results.

People using the same app, place and in own context will have personalized results.

That’s another differentiation from PCs.

Using apps

The effect is changein interaction model

We use mobiles when we need, not when we merely have a possibility to.

We have many quick interactions to do small things.

That’s something new and we need to design for it.

Users have similarproblems but individualway to solve them

The most successful apps focus on solving one problem at a time.

That’s why we have so many apps in stores.

This is the true power of mobile.

What is the biggestchallange for desginers?

We have only 24 hours of user attention

Users don’t multitask.Users can use in given moment only one app.

They have many distractors around them. Switching apps is so easy.

We need to catch their attention in the right time with the right message.

We have to designactions – intentsalignementFor the last 20 years we were focused on CTRs not on people.

Researches are showing that the ads effectiveness is more dependent on ads creation

and our interactions time than on our clicks. That’s why a big change

is coming – attention economy.

We have to draw people attention in our apps and align actions with their plans

We need to assume for a fact: User’s brain is stupid.It’s not that brain isn’t capable of doing things. It’s that representation of things are

different and our brain takes shortcuts. We do things we don’t really want.

This is how our brain operates when it’s flooded with too much information.

As a designers we need to take care of it and help users to do things better.

We have two „brains”, which sometimes don’twork togheter

Logical

Automatic

Used when our brain know how to

respond for stimulus. Our brain triggers

response without our knowledge.

Used when we brain doesn’t know how

to respond for stimulus. We need to

take extra effort to response.

We don’t make rational decisions (Daniel Kahneman, Nobel in Economy 2002).

Sometimes our automatic brain response to things that we don’t know

and our logical brain doesn’t notice it.

What users do isn’t what they want to do. Our decision system has constrains:

• Scarcity of self control -> is easier to say than to do things

• Scarcity of attention -> we are focused on wrong aspects

• Scarcity of cognitive capacity -> we perceive things in different ways

• Scarcity of understanding -> we have different mental representation of things

Innovation in mobile isthe new interface New interface makes things easier. We need less effort to make action.

That’s why we have so many interactions in mobile -> there is less effort

need to accomplish our tasks.

We can solve many problems by removing small unpleasant costs of doing things.

We are influenced by our emotionsWe think deeper (analytically) when we are stressed.

We think wider (creatively) when we are in good mood.

Beautiful things work better,

even if they don’t.

We perceive things on three levels (Don Norman):

• Visceral -> we are attracted to things that are nice in our eyes.

• Behavioral -> things that we do automatically, our habits.

• Reflective-> It’s our inside voice. Why are you doing it? It’s ok to do it?

Great products change user behaviorWe solve users problems by making their pains go away.

With our products we have to change how users do things.

From our perspective great products build new habits.

Mobile is about building new habits.

Habit – a behavior done with little or no conscious thoughtWe need to show users how to use Automatic Brain, when they use our product.

As a product designers we are responsible for our products.

We should design for good things not addictions.

Habit forming is aboutfrequency and attitudeThe more we repeat actions the easier for our brain is to do it

and positive attitude makes it even easier

Forming habits –HOOKedmodel

by Nir Eyal

The hook – is an experience designed to connect user’s problem to your solutionA hook has a four parts:

• Trigger

• Action

• Reward

• Investment

Hooked model by

Nir Eyal

Trigger – a stimuli that makes people act in a certain wayExternal– the information for what to do next is within the trigger.

Internal– the information for what to do next is informed trough

association in the user’s memory.

Action – the simplest action in anticipation of a rewardBJ Fogg - for any behavior to occur we need:

• Motivation

• Ability

• Trigger

Motivation – is increased by:• Seeking pleasure

• Avoiding pain

• Seeking hope

• Avoiding fear

• Seeking acceptance

• Avoiding rejection

Ability – is affected by:• Time

• Money

• Physical effort

• Brain cycles

• Social deviance

• Non-routine

Reward – what we get for our effortOur reward system activates with anticipation and calms when we get what we want.

The unknown is fascinating. Variability causes us to focus and engage.

Rewards:

• Tribe – social rewards

• Hunt – search for resources

• Self – search for self-achievements

Investment – what user put for future benefitsMoney, time, personal data, emotional commitment, effort

Investment should be connected with next pass through the Hook:

• Loads next trigger of the hook

• Store value, improves next use of a product

The HOOK Canvas

Examples

Examples

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@piotrbiegun

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