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 |
|
Our
need for efficacy is powerful. We
constantly crave a sense of
tangible effectiveness and are plagued by anxiety when we dont
have it. Well 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.
Heres 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. Youve
actually made a permanent
mark on the world. Well,
semi-permanent. Like graffiti tagging, but legal.

Efficacy
in a social situation means that
youve made an impact on someone,
preferably pleasantly. So, if you receive
a friendly, sincere greeting from
someone, this generally means that
youve been effective --
youve changed another person,
youve changed the world in some
way.
I believe many people use anger to
achieve a similar goal. Babies do it by
crying. Its another way of
demanding that others attend to your
existence and confirm
your reality.
Unfortunately, its a lousy way to
make friends.
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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.
Here
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, "Im
doing exactly what you asked." and "Yes,
youve accomplished what you intended."
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