The Email Game – The Key to Happy Customers
At Superhuman, they make products like they are games.
Most companies worry about what users want or need. But nobody needs a game to exist; there are no requirements. At Superhuman, they don’t worry about what users want or what they need; they obsess over how people feel. They practice an altogether different kind of product development.
Rahul has been designing games since he was child. He started by creating paper mazes, spent his school years programming video games, and worked professionally as a game designer on RuneScape — the world’s largest free roleplaying game.
You will learn: how to make products that are delightful, amazing, and magical — and which are fundamentally like games.
11. Percentage of time spent drawing
0%
5%
10%
15%
20%
No reward Expected reward
Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children's intrinsic interest with extrinsic reward:
A test of the "overjustification" hypothesis. Journal of Personality and Social Psychology, 28(1), 129-137.
12. Self-determination Theory
Intrinsic
Motivation
Inherent
drive
I do it for its
own sake
Extrinsic Motivation
Integrated
drive
Because this
is who I am
Identified
drive
Because it
matters to me
Introjected
drive
Because I said
I would
External
drive
Because you
reward me
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behaviour. New York: Plenum.
15. What is a game?
• A game is something you play
• A toy is something you play with
• A toy is an object you play with
• A good toy is an object that is fun to play with
• Fun is pleasant surprise
16. How do you make a good game?
1. Emotion
2. Theme
3. Surprise
4. Curiosity
5. Resonance
6. Inspiration
7. Toys
8. Flow
9. Needs
10. Judgement
11. Goals
12. Skills
13. Chance
14. Reward
15. Character
16. Physical Interface
17. Virtual Interface
18. Avatar
19. Expression
20. Pleasure
21. Interest curves
22. The Hero’s Journey
65. What is flow?
1. Intense and focused concentration on the present
2. Merging of action and awareness
3. Loss of reflective self-consciousness
4. Sense of personal control
5. Distortion of temporal experience
6. Activity becomes intrinsically motivating
Nakamura, J.; Csikszentmihályi, M. (20 December 2001). "Flow Theory and Research". In C. R. Snyder Erik Wright, and Shane J. Lopez
(ed.). Handbook of Positive Psychology. Oxford University Press. pp. 195–206. ISBN 978-0-19-803094-2.
66. Conditions for flow
1. Knowing what to do next
2. Knowing how to do it
3. Freedom from distractions
4. Clear and immediate feedback
5. High perceived challenges and high perceived skills
Csikszentmihályi, M.; Abuhamdeh, S. & Nakamura, J. (2005), "Flow", in Elliot, A. (ed.), Handbook of Competence and Motivation, New
York: The Guilford Press, pp. 598–698
68. Conditions for flow
1. Knowing what to do next
Csikszentmihályi, M.; Abuhamdeh, S. & Nakamura, J. (2005), "Flow", in Elliot, A. (ed.), Handbook of Competence and Motivation, New
York: The Guilford Press, pp. 598–698
69.
70.
71.
72.
73. Conditions for flow
2. Knowing how to do it
Csikszentmihályi, M.; Abuhamdeh, S. & Nakamura, J. (2005), "Flow", in Elliot, A. (ed.), Handbook of Competence and Motivation, New
York: The Guilford Press, pp. 598–698
74.
75. Conditions for flow
3. Freedom from distractions
Csikszentmihályi, M.; Abuhamdeh, S. & Nakamura, J. (2005), "Flow", in Elliot, A. (ed.), Handbook of Competence and Motivation, New
York: The Guilford Press, pp. 598–698
76. Conditions for flow
4. Clear and immediate feedback
Csikszentmihályi, M.; Abuhamdeh, S. & Nakamura, J. (2005), "Flow", in Elliot, A. (ed.), Handbook of Competence and Motivation, New
York: The Guilford Press, pp. 598–698
77.
78. Conditions for flow
5. High perceived challenges and high perceived skills
Csikszentmihályi, M.; Abuhamdeh, S. & Nakamura, J. (2005), "Flow", in Elliot, A. (ed.), Handbook of Competence and Motivation, New
York: The Guilford Press, pp. 598–698
113. The Rules of Focus
1. There should always be precisely one focus
2. It should always be obvious where your focus is
3. You should be able to move your focus with the arrow keys
4. You should be able to move your focus anywhere
5. You should never be able to lose your focus
118. Types of Pleasure
1. Sensation
2. Fantasy
3. Narrative
4. Challenge
5. Fellowship
6. Discovery
7. Expression
8. Submission
"MDA: A Formal Approach to Game Design and Game Research". Robin Hunicke, Marc LeBlanc, Robert Zubek.
124. The Hero’s Journey
The Ordinary World
(e.g. running a startup)
The Special World
(e.g. the pits of my inbox)
1. Ordinary World
2. Call to Adventure
3. Refusal of the Call
4. Meeting the Mentor
5. Crossing the Threshold
6. Tests, Allies, Enemies
7. Approach
8. The Ordeal
9. The Reward
10. The Road Back
11. The Resurrection
12. Return with Elixir
125. How do you make a good game?
1. Emotion
2. Theme
3. Surprise
4. Curiosity
5. Resonance
6. Inspiration
7. Toys
8. Flow
9. Needs
10. Judgement
11. Goals
12. Skills
13. Chance
14. Reward
15. Character
16. Physical Interface
17. Virtual Interface
18. Avatar
19. Expression
20. Pleasure
21. Interest curves
22. The Hero’s Journey