From Design with Intent Toolkit
Ludic design patterns for influencing behaviour
Games are great at engaging people for long periods of time, getting them involved, and, if we put it bluntly, influencing people’s behaviour through their very design. Yet this potential has (so far) been underexplored in application to other kinds of situations outside ‘recreation’.
The Ludic Lens includes a number of techniques for influencing user behaviour that can be derived from games and other ‘playful’ interactions, ranging from basic social psychology mechanisms such as goal-setting, to operant conditioning, to common game elements such as scores, levels and collections.
Click on each of the cards below to go to a dedicated page about it (which will be expanded in due course).
If you've used the cards and found them useful (or not), it would really be appreciated if you could have a go at a quick 5-minute survey. Every 40 respondents, there'll be a mini-prize draw for a book on interaction design, UX, architecture, or similar. The 39th respondent's just finished!