Intro Reflex Engagement Cognitive Engagement Affect Efficacy You Are Here Anxiety Sandwich Closing Remarks  
Efficacy

HIGH SCORES

  EFF 3,465,910  
  ICA 3,206,700  
  CY_ 1,032,450  
  2_B 900,230  
  OR_ 879,980  
  NOT 875,400  
  2_B 780,420  

lastOur need for efficacy is powerful. We constantly crave a sense of tangible effectiveness and are plagued by anxiety when we don’t have it. We’ll seek it out any way we can. Fortunately it is quite easy to give people a feeling of efficacy and a little bit goes a long way.

An intriguing and surprisingly subtle example from video games is
the high-score table. I was designing arcade games when the high-score table was first introduced. Many game designers thought it would be a good idea, though none of us could say why. When we finally had enough memory to implement the idea we discovered that the high-score table was, in fact, an extraordinarily popular feature.

Here’s why: If you just walk away from an arcade game without setting a high score, the game resets to its original state. It is as though you were never there. But if you get your name on the high-score table, it stays until it is pushed off by higher scores. Everybody can see your name. You can bring your friends in and show them. You’ve actually made a permanent mark on the world. Well, semi-permanent. Like graffiti tagging, but legal.
Close

Efficacy in a social situation means that you’ve made an impact on someone, preferably pleasantly. So, if you receive a friendly, sincere greeting from someone, this generally means that you’ve been effective -- you’ve changed another person, you’ve changed the world in some way. I believe many people use anger to achieve a similar goal. Babies do it by crying. It’s another way of demanding that others attend to your existence and confirm your reality. Unfortunately, it’s a lousy way to make friends.

Computers are extremely good at providing a sense of efficacy. If an application is well designed, the user does something and the application provides them with an instantaneous acknowledgement of their actions.

H
ere is an obvious bad thing: an application that churns away without letting the user know what is being churned. Clearly this produces anxiety in users. When an application ignores a user, the effect on the user is the same as if she had spoken and been ignored, even though she knew she had been heard. To ignore someone is to deny their existence. That hurts. Applications should not be emotionally harmful to their users. Applications should be informative. They should provide feedback. When appropriate they should in effect say to the user, "I’m doing exactly what you asked." and "Yes, you’ve accomplished what you intended."next

 
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