Yo legends 🙌

Most UX designers act like they’re building brochures.
Gamers? They build worlds people never want to leave.

Here’s what your product can steal from great games:

1. 🧠 Onboarding ≠ Tutorial. It’s the First Hit.

Games drop you into the action.
No wall of text. No 3-minute explainer.
You move, you click, you learn by doing.

UX takeaway:

Let users feel smart fast. Not after 6 steps. Now.

2. 🎯 Clear Goals, Immediate Feedback

Gamers always know:

  • What they’re supposed to do

  • If they did it right

  • What happens next

Most products? Confusing CTAs, dead ends, or “meh” moments.

UX takeaway:

Give users micro-wins. Fast loops. Positive friction.

3. 📈 Progress = Dopamine

Games show progress bars, levels, unlocks, badges.
Even fake progress keeps you going.

UX takeaway:

Give users visible momentum.
Even “You’re 30% set up” beats silence.

4. 🕹️ Control Feels Good

Gamers love customization. Hotkeys. Loadouts. Tuning the experience.

UX takeaway:

Let users shape their flow. Give them ownership early = retention later. IKEA effect in action.

5. 🔁 Failure Is Designed In

Games expect you to fail, and keep playing.
Products act like failure = user error.

UX takeaway:

Make errors feel recoverable, not shameful.
“Try again” beats “Invalid input”.

Final Hit:

Gamers aren’t distracted.
They’re immersed, empowered, and addicted — by design.

If your product had half that pull, your retention graph would spike.

Stop building for passive users.
Start building for engaged players.

Thanks for scrolling and rolling.

/

Tom

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