Why You Keep Feeling Guilty About That Missed Run On Strava
Description
Why you keep feeling guilty about that missed run on Strava…
Today on Minimum Viable listen to Terry and Will dive into the concept of Gamification and how popular mobile products such as Strava and Duolingo have incorporated it to drive an interactive user experience and increase retention.
Gamification is The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
When gamification is done right in a product, it should feel like a seamless experience that the user is drawn to. It should be integrated into the core customer journey throughout the product from the initial onboarding experience to the rest of a user's journey. Popular gamification methods include the use of leaderboards, streaks, progress bars, and status. It can be used across a broad range of categories from fitness to education and social media.
Strava transforms the workout experience into a real world gamified experience…
Popularized at the start of the pandemic when everyone was forced to find new ways to workout, Strava is a social app used for tracking exercise using GPS data. It has an enormous reach, in 2021 alone, 1.8 billion activities were uploaded to the app across 95 million users. Strava features gps mapped workout segments for running and biking with an accompanying leaderboard to track your progress and success. The app also challenges users to compete by presenting a social feed with your friends' recent workouts including the distance, pace and time that they achieved.
The next time you see yourself repeatedly coming back to an app, think to yourself whether you notice any gamification elements!