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Rahul Vohra

๐Ÿ‘ค Speaker
739 total appearances

Appearances Over Time

Podcast Appearances

The a16z Show
How Superhuman Took Over Silicon Valley Email

And the other set of these kids were not told about any reward at all.

The a16z Show
How Superhuman Took Over Silicon Valley Email

They were then put into a room, one by one, and asked to draw.

The a16z Show
How Superhuman Took Over Silicon Valley Email

And so afterwards, the kids who were promised a reward, they would get their reward, and the kids who didn't know anything about a reward didn't receive anything.

The a16z Show
How Superhuman Took Over Silicon Valley Email

They then observed these children over the next few days to see how much of their time they would spend drawing.

The a16z Show
How Superhuman Took Over Silicon Valley Email

The kids who didn't get a reward spent 17% of the next few days drawing.

The a16z Show
How Superhuman Took Over Silicon Valley Email

The kids who did get a reward, they spent 8% of their time drawing.

The a16z Show
How Superhuman Took Over Silicon Valley Email

In other words, the presence of the extrinsic motivator reduced the intrinsic motivation.

The a16z Show
How Superhuman Took Over Silicon Valley Email

And that actually happens with game design and gamification as well.

The a16z Show
How Superhuman Took Over Silicon Valley Email

So one of the reasons, actually the core reason why gamification didn't work is simply giving your users a reward for something can reduce the intrinsic motivation for them to do that thing.

The a16z Show
How Superhuman Took Over Silicon Valley Email

And to actually build things that feel like a game, we actually have to go into the theory of game design, like what is a game, what is play, what is fun, and then build your product around that.

The a16z Show
How Superhuman Took Over Silicon Valley Email

And that's something that we did deeply with Superhuman, now Superhuman Male.

The a16z Show
How Superhuman Took Over Silicon Valley Email

I'm curious, like, what are some examples of game design thoughts that go into the core loop, let's call it, of email, which is like the most unfun thing ever?

The a16z Show
How Superhuman Took Over Silicon Valley Email

Totally.

The a16z Show
How Superhuman Took Over Silicon Valley Email

I was like, how do I make the... And I didn't answer your previous question about why productivity, because it was the least fun thing in my life.

The a16z Show
How Superhuman Took Over Silicon Valley Email

And I was like, how can I make this the most fun thing?

The a16z Show
How Superhuman Took Over Silicon Valley Email

Over the years, I came up with multiple principles of game design around...

The a16z Show
How Superhuman Took Over Silicon Valley Email

15 to 20, depending on the day.

The a16z Show
How Superhuman Took Over Silicon Valley Email

But they draw upon different areas like psychology and mathematics and storytelling and interaction design and so on.

The a16z Show
How Superhuman Took Over Silicon Valley Email

The principles cover areas like goals, emotions, toys, controls, and flow.

The a16z Show
How Superhuman Took Over Silicon Valley Email

Those are like the top five areas I often think about when it comes to how do we make something feel like a game?