A note from Sary

Ch.10-CD.6: Game Techniques Within Scarcity & Impatience Evolved UI (37): Based on the concept of Decision Paralysis, if you give users twenty amazing features at the beginning, they feel flustered and don' use a single one. But if you give them only two or three of those features (not just one, since our Core Drive 3 loves choice), and have them slowly unlock more, then they begin to enjoy and love the complexity.

Sary Actionable Gamification, page 264 · August 17, 2023 Save to shelf
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