Exploring the Impact of Products with Dopamine Features: Sharing Experiences and Recommendations

Eugene Yarovoii
7 replies
Hey Hunters! ๐Ÿ‘‹ We're diving into the world of products that leverage dopamine features to create engaging and addictive experiences. Dopamine, often associated with pleasure and motivation, has become a focal point for many product designers and developers. From social media platforms to mobile games, these products utilize various techniques to keep users coming back for more. Let's use this discussion as an opportunity to share our experiences and insights on products with dopamine features. Whether you've come across an app that successfully implements these techniques or have concerns about their impact on user behavior, we want to hear from you! Here are a few questions to get the conversation started: 1. Which products or platforms do you think have effectively integrated dopamine features to create addictive experiences? How have these features impacted your engagement with the product? 2. On the flip side, have you encountered any products where dopamine features crossed the line into manipulative or unethical territory? How did it affect your perception and usage of the product? 3. As product creators, how can we strike a balance between providing an enjoyable user experience and avoiding potential harm or addiction? What are some responsible design practices we should adopt? 4. Are there any emerging trends or innovative approaches you've noticed in products that utilize dopamine features? How do these advancements shape the future of user engagement? 5. Should there be regulations or guidelines in place to govern the use of dopamine features in products? If so, what aspects should they cover, and who should be responsible for enforcing them? Share your thoughts, experiences, and recommendations regarding products with dopamine features. We will feature the best responses in our podcast, mentioning you.

Replies

Katrina Bain
1. I believe social media platforms like Instagram and Facebook have effectively integrated dopamine features to create addictive experiences. The constant notifications, likes, and comments trigger a sense of validation and keep users engaged. Personally, I've found myself spending more time on these platforms than intended, driven by the desire for more dopamine-inducing interactions. 2. Yes, I have encountered products where dopamine features crossed the line into manipulative territory. Some mobile games employ addictive reward systems that push players to make in-app purchases or engage in excessive gameplay. This manipulative approach led to a negative perception of the product, and I eventually stopped using it altogether. 3. As product creators, striking a balance is crucial. We should prioritize user well-being and consider implementing responsible design practices. This includes providing transparent notifications and settings for users to manage their dopamine-inducing experiences. Offering features like time limits, reminders, and customization options can help users maintain a healthy engagement level. 4. I've noticed an increasing focus on personalization and gamification in products that utilize dopamine features. For example, fitness apps that track progress, offer rewards, and provide social sharing options enhance user engagement and motivation. These advancements indicate a future where user engagement is tailored to individual preferences and goals. 5. Regulations or guidelines could play a vital role in governing the use of dopamine features. They should cover aspects such as transparency in disclosing the presence of these features, providing user control and consent, and avoiding manipulative practices. It would be beneficial to have a collaborative effort involving industry experts, policymakers, and user advocacy groups to define and enforce these regulations effectively.
Blake Whittington ๐Ÿ‘พ
Duolingo ๐Ÿฆ‰ has done a great job of including sound, haptic feedback, and social reinforcement all within the same interface. Tim Ferriss (I believe) was an investor/advisor, and I wouldnโ€™t doubt that his DSSS framework โ€” and a lot mor research ๐Ÿ”ฌโ€” helped iterate on their UX! ๐Ÿฆ‰๐Ÿงช๐Ÿฆ‰๐Ÿงช๐Ÿฆ‰๐Ÿงช๐Ÿฆ‰๐Ÿงช
Blake Whittington ๐Ÿ‘พ
@eugeneyarovoy sure thing! Do you have any examples yourself?
Eugene Yarovoii
@blake_whittington yes! Apps like Habitica and Streaks use gamification elements, such as rewarding users with points or virtual items, when they complete tasks or develop positive habits.
Aakash Sancheti
The product hunt here, providing the daily streak and coins is the gamification of the product. Today all social media, games and mostly learning platforms are creating their design on the foundation of Gamification or game theory! These are meant to distract us from our focus, work and simply get involved in their app. We are building something to regain that waste of time. I mean understanding the fundamental of why and how actually used gets diverted there, the steps involved and at one step if I introduce some other solution which is for users growth and not distraction. I think I also would need to use game theory initially for traction...but keeping wellbeing and growth of user at center. and Developing system around that. let's see! Good to see people discussing this topic!