WHY AND WHEN CAN GAMIFICATION BE PROBLEMATIC?

Apple watch case study

My take on the gamification in the Activity app in the Apple Watch OS

Introduction

I own an Apple Watch and I absolutely love it! One of my favorite features is the gamification aspect of the activity app, as it helps me stay motivated and achieve my goals. However, as a UX designer, I have noticed instances where gamification in the watchOS does not always work as intended.

Personal Experience:

Personally, I am a very active individual who thrives on routine. The Watch OS is a perfect fit for me as it aligns with my preferences and allows me to track and accomplish my weekly goals effortlessly.

Noteworthy Nudges/Alerts:

The primary notifications I have observed in the activity app include:

  1. Goal completion notification.
  2. Goal non-completion notification, often accompanied by suggestions on how to achieve the goal.
  3. Competition-related notifications.

Credit: https://discussions.apple.com/thread/8268533 , https://osxdaily.com/

Problem

Limitations of Routine and Human Nature:

However, it’s essential to recognize that humans are not robots, and we cannot always adhere to the same routine. Sometimes, circumstances beyond our control, such as illness, can prevent us from maintaining our regular activities. Let me illustrate this with a scenario:

Imagine being confined to bed with a fever, feeling unwell, and receiving a notification from your Apple Watch that your exercise goal remains unfulfilled, urging you to go for a walk. Is that practical?

Real-Life Challenges:

There are multiple reasons why one may deviate from an exercise routine, including illness, recovery, and mental health concerns. The issue arises when the Apple Watch continuously reminds you that you are falling behind on your goals, inadvertently inducing feelings of guilt. This is a sentiment shared not just by myself but also by numerous other Apple Watch users. It made me contemplate if there could be a better way to address this concern. So, I turned to Figma…

Solution

Proposed improvement:

What if the Apple Watch could detect irregularities in your routine and provide a more empathetic notification, such as:

“Take a recovery day” or “Report sickness.”

By allowing users to select a recovery day without impacting their goal progress and ceasing notifications to “go for a brisk walk” when motivation is already low, we can improve the overall user experience of the activity app. This approach aligns with the Behavioral M.A.P. (Motivation-Ability-Prompt) method, which suggests offering prompts when motivation and ability are high. 

Reference – Course taken in Phycology in product design (https://growth.design/course)

Conclusion

In conclusion, while gamification can be a powerful tool for motivation and goal achievement, it is crucial to consider its limitations. The example above demonstrates the need for more nuanced and user-centric approaches to notifications in the activity app. By implementing suggestions like the one proposed, we can enhance the user experience and provide more tailored support based on individual circumstances.