The four distinct stages of the user journey in gamified systems
Core Idea: User motivation changes throughout their journey with a product or experience, requiring different motivational techniques at each phase: Discovery (why try it), Onboarding (learning the rules), Scaffolding (the regular journey), and Endgame (veteran retention).
Key Elements
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The Four Experience Phases
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Discovery Phase: The period before users start using the product/system
- Focused on why someone would even try the experience
- Often driven by Core Drive 7 - Unpredictability and Curiosity
- Requires clear value proposition and initial hook
- Example techniques: intriguing marketing, social proof, free trials
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Onboarding Phase: The period where users learn the rules and tools
- Focuses on teaching basic mechanics while providing early wins
- Often driven by Core Drive 2 - Development and Accomplishment
- Requires balance between challenge and simplicity
- Example techniques: tutorials, guided tasks, immediate feedback
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Scaffolding Phase: The regular journey of repeated actions
- The main activity loop where users pursue their goals
- Often driven by multiple Core Drives including social elements
- Requires sustained engagement through balanced challenges
- Example techniques: varied content, social interaction, milestone rewards
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Endgame Phase: Retaining veteran users who have mastered basics
- Focuses on keeping experienced users engaged long-term
- Often driven by Core Drive 5 - Social Influence and Relatedness and legacy
- Requires fresh challenges and meaningful status
- Example techniques: mentorship roles, collection completion, exclusive content
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Critical design considerations
- Different Core Drives become more prominent in different phases
- Dropout occurs when no Core Drives are present at any phase
- User needs and expectations evolve dramatically across phases
- Most products fail to design properly for all four phases
- Each phase may require different features and design elements
Additional Connections
- Broader Context: User Journey Mapping (broader UX technique for tracking experiences)
- Applications: Onboarding Design (critical first experience phase implementation)
- See Also: The Endgame Problem (challenges in retaining veteran users)
References
- Chou, Y. (n.d.). Actionable Gamification: Beyond Points, Badges, and Leaderboards.
- Eyal, N. (2014). Hooked: How to Build Habit-Forming Products.
#gamification #user-journey #experience-design #engagement #retention
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