Beruflich Dokumente
Kultur Dokumente
Consumerization of I.T.
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:( - Unknown solutions for unknown problems - Lots of pivoting i.e. failing - High risk of running out of cash before P/M t
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:) - Fast feedback - Cheap - Create products people want to use, as opposed to have to use
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To create products people want to use: 1. Design for behavior 2. Create habits and desire 3. Optimize for the devotee
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Evolution of publishing
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ability
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ability
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Go where people say There is too much information here and make it simpler
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motivation
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Rocket Ship
Garbage
K<1
Commitment Business
Evernote, Pandora, Amazon
Low
High
Habit Score
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Action
Commitment
Var. Reward
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Trigger Examples
External Alarms Advertising Calls-to-action Emails Stores Internal Emotions Routines Situations Places People
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Action
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motivation = marketing
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Variable Reward
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We crave predictability
Variable rewards
drive us nuts
Compulsion to make
sense of cause and effect drives the search
Dopamine system
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Commitment
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Commitment
Work that makes User pays with
next loop more likely time, money, social capital, data, and selfimage formation
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Commitment
Var. Reward
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Twitter - Consumer
T
Facebook, friend, email ...
A
Scroll
Boredom, curiosity, Lonesome
C
Follow Information (Hunt)
VR
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Twitter - Creator
T
App icon, mention, message Boredom, curiosity, Lonesome
A
Re-Tweet or Tweet
C
Connect with others: @ reply, DM ...
VR
Social feedback (Tribe)
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Habit Testing
Identify
Find habitual users
Modify
Adapt user ow based on learnings
Codify
Understand commonalities (Habit Path)
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Enterprise = Consumer 1. Design for behavior 2. Create habits and desire 3. Optimize for the devotee
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