Design with Gosha 🇪🇺
@withgosha
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🎮 UX/UI with psychology & #nudge → +45% conversion ⚡ Behavioral design insights & ideas daily (no robot, no promises) 🎨 In love with Design History
Europe
Joined April 2017
Too much FOMO can erode trust. When users spot a gimmick, engagement drops. How do you keep the scarcity signal honest?
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This is invite only. Even if your product isn’t hot, drop a “limited availability” or "invite only" line and watch engagement climb. Fear of missing out is real 🔥 #DesignSystems #ProductDesign
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actually it's the reason i LOVE creative hover effects on the btn. I think making hover more gray that default state is a big UX mistake
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Celebrate micro‑wins instantly. After a user books a demo, fire a short toast that says “You are the best on the Planet”. Pair it with a subtle confetti burst. The brain registers the win, repeats the behavior, and your funnel velocity climbs without extra spend #BehavioralDesign
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Duolingo turns every action into a game. From badges and streak rewards to crowns, progress quizzes, and cheerful messages. Making interaction itself part of the motivation loop.
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Gamified systems need rules. Duolingo nails this: “Learn lessons and practice, no time limit.” It’s simple, tied to the product, and the only challenge left is keeping users engaged. #Gamification #ProductDesign
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Functionality comes first. If users can’t complete core tasks due to bad UX or broken features, gamification won’t save you, it’ll only highlight the frustration. #ProductDesign #Gamification
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The good news: if your product’s nature supports it, you can still add gamification later, and it will work just as well if it’s aligned with the core value. #Gamification #ProductGrowth
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Gamification works only when tied to the core value. The best systems aren’t add-ons, they’re built into the product from day one, making progress and rewards part of the experience. #Gamification #ProductDesign
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and thanks to the Zeigarnik effect, unfinished goals stick in memory and pull people back to complete them
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Gamification pulls users back. It builds a bridge between sessions: progress, rewards, and unfinished goals keep people returning until the loop is complete. #Gamification #Retention
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Just one caveat: if building an internal economy matters more to you than habit loops, focus on that. Retries are easy to sell when they deliver clear value.
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Zero‑cost retries boost habit loops. Let users restart a failed quiz or checkout with a single tap, no loss of progress. The brain treats it as a new try, not a punishment, and the completion rate jumps. #Gamification #Engagement
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Forced fun is a UX dead‑end. Voluntary play, powered by an opt‑in badge, lets users own their quests, turning curiosity into lasting commitment. Any quick wins you’d add?
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Voluntary play beats forced fun. When you let users choose their own quests, they internalize the goal and stay longer. A simple opt‑in badge system turns curiosity into commitment without any trickery. #Gamification #Retention
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forest app from the screenshot is the greatest example of approaching the intrict motivation - the forest as an metaphor of the achievent.
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