Make a reward reveal a distinct interaction
Mimo lets a learner open a safe after completing a goal to reveal a varying coin reward. The pattern combines achievement with uncertainty about the result.
Unpredictable outcomes can sustain repeated checking.
01 / UNDERSTAND
A reward that varies in timing or content can influence repeated behaviour. The relationship depends on the reward and context. Design for meaningful value, agency and natural stopping points rather than maximising compulsive checking.
An uncertain outcome can create anticipation and repeated checking. A feed’s next item or a changing reward may feel more compelling than a predictable result. The same mechanism can contribute to unwanted overuse. Evaluate whether the repeated behaviour serves the person, and provide control and sensible stopping points.
02 / RECOGNISE
Examples of how the principle can appear in an interface.
Mimo lets a learner open a safe after completing a goal to reveal a varying coin reward. The pattern combines achievement with uncertainty about the result.
Octopus Energy offers a wheel-based reward around submitting a meter reading. The task has a practical purpose; participation and reward conditions should remain clear.
03 / CONNECT
Uncertainty can encourage repeated engagement and anticipation. Look beyond activity counts to meaningful value, user control and the possibility of unwanted overuse.
Possible influences to investigate, rather than guaranteed outcomes for every product.
04 / APPLY
Make the user’s goal explicit
Offer stopping points and controls
Evaluate wellbeing and useful outcomes
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