Enchanted Objects : Design, Human Desire and the Internet of Things
David Rose
David Rose’s enchanted objects seem to run in the same vein as B.J. Fogg’s tiny habits. Both utilize simplicity and rely on its unobtrusive nature to be effective. In contrast to Fogg, Rose’s inclusion of Gamification and Storyfication make his process much stronger. The use of emotion as a driving force is present in both methods however, Rose’s enchanted objects tap into the human desire of recognition and connection.
The Gamification aspect of enchanted objects illicit a sense of pride or satisfaction from users as they fulfill the actions the designer intends. If the customary actions are not met there is no positive feedback. In some cases there may even be negative feedback. Both forms of feedback initiate an emotional response from the user. This prompts user actions which is extremely useful when attempting to onboard users.
The Storyfication aspect of enchanted objects build upon the first four elements: Connection, Personalization, Socialization, and Gamification. Acting like a bow on top a present, it brings them all together to give the user a wider sense of the object. The items function and positive/negative feedback is given a deeper meaning.
Overall, Rose’s design breakdown of enchanted objects tackles each element of user interaction as well as presenting a useful framework for prompting user retention.