What can a toilet teach us about gamification?

20140612 142733 52053113 What can a toilet teach us about gamification

Another talk, another idea. Having just done a really fun talk for KMUK, a new analogy came to mind to illustrate using simple user experience to change behaviours.

One of the things we are trying to do to save the planet, is use less water. The way this is often done is offering the user two options. One is a long flush (for the harder to shift moments of life) and a short, water saving flush for everything else.

The obvious symbology for this is a big button for the big flush and a little button for a little flush. Simples! Read More ...

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