. | Feature . | Brief description . |
---|---|---|
1 | Personas and personification | Establish a ‘rapport’ between the smoker and personification of the app (e.g. by creating a visual sense of the team) |
2 | Transparency and realistic expectations | Set up clear expectations concerning how the app will be used early on |
3 | Shaping | Keep demands of the smoker to a minimum |
4 | Instant feedback/gratification/gamification (scoreboards, points, badges, leader-boards, achievements, assignments, etc.) | Engage users by providing instant feedback loops (provide user progression statistics). Always provide users with a rewarding experience when they visit the app (rewards motivate people for more rewards) |
5 | Visual cues and dashboards | Where possible use images (photos, graphics or videos) to convey information |
6 | Design for curiosity | Present new information each time the app is accessed |
7 | Personalisation | Promote engagement by using text messaging and emails |
8 | Autonomy | Give control, choice and personal relevance by asking questions |
9 | Personalized recommendations | Make app as interactive as possible—ask relevant questions, tailored feedback, videos, audio, gallery, emails, text messaging, etc. |
10 | App's design and user interface | The app must look professional |
11 | Sequencing and design for reducing each session time | Structure sections (break complex tasks into small steps) and keep login sessions brief (each session should not take more than 5 min of the users' time) |
. | Feature . | Brief description . |
---|---|---|
1 | Personas and personification | Establish a ‘rapport’ between the smoker and personification of the app (e.g. by creating a visual sense of the team) |
2 | Transparency and realistic expectations | Set up clear expectations concerning how the app will be used early on |
3 | Shaping | Keep demands of the smoker to a minimum |
4 | Instant feedback/gratification/gamification (scoreboards, points, badges, leader-boards, achievements, assignments, etc.) | Engage users by providing instant feedback loops (provide user progression statistics). Always provide users with a rewarding experience when they visit the app (rewards motivate people for more rewards) |
5 | Visual cues and dashboards | Where possible use images (photos, graphics or videos) to convey information |
6 | Design for curiosity | Present new information each time the app is accessed |
7 | Personalisation | Promote engagement by using text messaging and emails |
8 | Autonomy | Give control, choice and personal relevance by asking questions |
9 | Personalized recommendations | Make app as interactive as possible—ask relevant questions, tailored feedback, videos, audio, gallery, emails, text messaging, etc. |
10 | App's design and user interface | The app must look professional |
11 | Sequencing and design for reducing each session time | Structure sections (break complex tasks into small steps) and keep login sessions brief (each session should not take more than 5 min of the users' time) |
. | Feature . | Brief description . |
---|---|---|
1 | Personas and personification | Establish a ‘rapport’ between the smoker and personification of the app (e.g. by creating a visual sense of the team) |
2 | Transparency and realistic expectations | Set up clear expectations concerning how the app will be used early on |
3 | Shaping | Keep demands of the smoker to a minimum |
4 | Instant feedback/gratification/gamification (scoreboards, points, badges, leader-boards, achievements, assignments, etc.) | Engage users by providing instant feedback loops (provide user progression statistics). Always provide users with a rewarding experience when they visit the app (rewards motivate people for more rewards) |
5 | Visual cues and dashboards | Where possible use images (photos, graphics or videos) to convey information |
6 | Design for curiosity | Present new information each time the app is accessed |
7 | Personalisation | Promote engagement by using text messaging and emails |
8 | Autonomy | Give control, choice and personal relevance by asking questions |
9 | Personalized recommendations | Make app as interactive as possible—ask relevant questions, tailored feedback, videos, audio, gallery, emails, text messaging, etc. |
10 | App's design and user interface | The app must look professional |
11 | Sequencing and design for reducing each session time | Structure sections (break complex tasks into small steps) and keep login sessions brief (each session should not take more than 5 min of the users' time) |
. | Feature . | Brief description . |
---|---|---|
1 | Personas and personification | Establish a ‘rapport’ between the smoker and personification of the app (e.g. by creating a visual sense of the team) |
2 | Transparency and realistic expectations | Set up clear expectations concerning how the app will be used early on |
3 | Shaping | Keep demands of the smoker to a minimum |
4 | Instant feedback/gratification/gamification (scoreboards, points, badges, leader-boards, achievements, assignments, etc.) | Engage users by providing instant feedback loops (provide user progression statistics). Always provide users with a rewarding experience when they visit the app (rewards motivate people for more rewards) |
5 | Visual cues and dashboards | Where possible use images (photos, graphics or videos) to convey information |
6 | Design for curiosity | Present new information each time the app is accessed |
7 | Personalisation | Promote engagement by using text messaging and emails |
8 | Autonomy | Give control, choice and personal relevance by asking questions |
9 | Personalized recommendations | Make app as interactive as possible—ask relevant questions, tailored feedback, videos, audio, gallery, emails, text messaging, etc. |
10 | App's design and user interface | The app must look professional |
11 | Sequencing and design for reducing each session time | Structure sections (break complex tasks into small steps) and keep login sessions brief (each session should not take more than 5 min of the users' time) |
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