(翻译)功能解锁模式(Unlock features)

问题概述

  解锁新功能,奖励用户特定行为,激发用户探索精神[1]。

示例

在这里插入图片描述

用途

  • 用于想区分新老用户;
  • 用于想留住用户并保持他们的活跃状态;
  • 用于想让用户的行为朝着系统目标靠拢时[2];
  • 用于想向用户传达一种越使用越全面了解网站的感觉[3]。

解决方案

  奖励投稿人和策展人给网站提供优质内容的行为。将未解锁功能作为禀赋资源,让注册后的用户比注册前更重视网站[4]。在社交网站中,给用户展示未解锁功能,让新用户有追求的目标。
  用户使用应用系统过程中,逐步解锁系统功能。计算机游戏中广泛应用本模式,用户使用游戏的新模块(升级、得到上锁的门的钥匙等)达到某些要求时即可得到奖励[5]。在网页设计中,最常得到奖励的是投稿人和策展人,他们的活动能够成就社交网站。
  投稿人和策展人之间的关系错综复杂,投过高质量内容的用户比新用户或记录不佳的用户晋级更快[6]。
  可以通过固定积分或达到特定目标方式来解锁功能。

示例:Hacker News网站的积分解锁功能方式

  HackerNews网站使用积分解锁功能,用户通过发热帖、内容策展等方式获得积分。网站会不断审查和挑战解锁功能所需的积分,积分数与网站收到的投稿的质量和数量有关。以下是解锁功能所需的积分:

  • 10积分—给评论点赞;
  • 51积分—给评论差评;
  • 51积分—标记评论;
  • 200积分—发起线上投票;
  • 250积分—定制网站顶部栏背景颜色。

  积分能有效描述功能解锁方向,也是表明用户行为的方式。除它以外,还有别的功能解锁量化方式。[7]

其它功能解锁量化方式

  不需要用积分系统来明确表示功能解锁途径。另一种方式是基于用户类型进行功能解锁。如果用户是评论者且很活跃,当他评论了20次以后,就可以解锁标记和分级评论功能。如果用户上传了大量内容,当他上传10次以后,就可以解锁更大的上传数据量。[8]
  其它解锁方式还包括邀请朋友加入网站或分享链接。

说明

  随着用户浏览网站并开始解锁功能,他们在网站上投入的时间和精力越来越多,损失厌恶和禀赋效应使得会使他们比注册前更重视网站。当获得的积分和功能的价值被判断为损失而不是收益时,它们就会更有价值。到手的积分比未到手的积分更有价值。拥有大量功能的状态和历史会将用户牢牢绑定到网站上。
  此外,在网站中拥有的状态更高级以及权力越大,就越会被社会认可及信任。谷歌公司已经采用了这种社会认可方式,它已经邀请了拥有stackoverflow网站账户的求职者到谷歌公司面试

讨论

  在以鼓励参与为基础的系统中,有几个问题需要解决。

钻制度空子

  总有一些用户会寻找利用系统漏洞来获取个人或经济利益,因此在许多系统中都采用自我调整算法。但是,无论系统中淘汰投机者的功能多么复杂,总会存在欺骗系统的方法。[9]
  积分体制产生了与其核心目标相矛盾的局面:不是鼓励用户的良好行为和乐于助人的精神,而是怂恿某些用户不择手段地领先他人。[10]

盖过新用户

  网站运营时间越久,用户的积分越多,新用户要想达到与长期活跃用户相同的状态就越困难。当老用户的投稿被录用,并获得比新用户更多的积分时,问题就变得很明显,新用户可能贡献更高质量的内容,但他们没有老用户那些解锁的功能[11]。

轻视奖励

  用户得到的奖励次数越多,就越不会把奖励当回事儿。一小时前获得的奖励,现在觉得也没什么!
  避免上述问题的一种方式是随着用户不断升级,逐步增加奖励的价值。即使用户很清楚设计者的意图,这种方式也能起作用。[12]
  另一种方式是使奖励可变。可变奖励无法预测,且内容随机。令人愉快的惊喜元素吸引用户的时间更长–尽管给出的点数平均是相同的。意外惊喜能长时间吸引用户——尽管得到的积分平均是相同的。

路的尽头

  所有功能都解锁了怎么办?游戏就结束了吗?或者能让奖励可变吗?
  本模式不能作为激励用户参与和行动的唯一方式,而是用作鼓励用户参与、激发用户热情的手段。精心设计结束状态,即使所有功能都已解锁,积攒的经验也会令人愉快[13]。
  如果坚持将行为建立在奖励的基础上,考虑在没有行为或行为不当时,从用户身上剥离之前解锁的功能。但是,请注意,这可能会让已有去意的用户加速离开,而这些用户可能只需要一个积极的提醒就会变成活跃用户[14]。

原文地址:http://ui-patterns.com/patterns/Unlock-features

[1]原文:Utilize a user’s desire to explore by unlocking new features as a reward for specific behaviors
[2]原文:Use when you want to keep users’ behavior in a forward motion toward your goals
[3]原文:Use when you want to convey a sense of unfolding a website as users explore it
[4]原文:Unlocked powers act as endowments that will lock your users into valuing your website more than before they signed up.
[5]原文:The principle of unlocking features is widespread in computer games, where users are rewarded by being moved to new parts of the game (access to a new level, win a key to a locked door, etc.) upon achieving something specific.
[6]原文:The relationship between the contributors and curators are often intertwined in that users with a proven track record of quality content are immediately promoted more than a rookie user or a user with a poor track record.
[7]原文:Points are an effective way to communicate a clear one-way path up the status ladder. It’s also a great to keep score of users’ deeds. There are however other ways of quantifying the criteria for unlocking features.
[8]原文:If a user is typically a commenter and active in that field, then unlock flagging and rating comments once the user has commented 20 times. If a user is contributing a lot of uploads, then unlock power rating on just uploads after 10 submissions.
[9]原文:There will always be users who will look for ways to exploit the system to their own personal or financial gain. This is why algorithms for self-regulation has been put in place in many systems. However, no matter how complex a system becomes in weeding out exploiters, there will always be some way to cheat the system.
[10]原文:Point systems promote a situation that contradicts the core purpose behind it: instead of encouraging good behavior and helpfulness among its users, it entices some to behave in unscrupulous ways to get ahead of others
[11]原文:The problem becomes apparent when contributions of old users are promoted and in turn awarded more points than a new user who might contribute even better quality content, but who lacks the power of the unlocked features of the old guard.
[12]原文:One way of overcoming this is to gradually increase the value of the rewards as the user progresses up the ladder. It works even though you as a user can clearly tell that a designer implemented it like that and why.
[13]原文:Design your end state so that the experience you have built will be enjoyable even with all features unlocked.
[14]原文:However, be aware that this might hurry the exit of an already fleeing user who might just have needed a positive reminder to be retained as an active user.

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