Airports purportedly design the baggage claim areas to be uncomfortable in order to minimize crowds. What are other examples where designers deliberately create an unhappy user experience? Check out Quora to see what others have been sharing. See, What are examples where designers intentionally design for discomfort?
Game designers involved with pay to play games have intentionally been designing “discomfort” into their games to get their consumers to pay. It isn’t always coercive monetization where consumers are tricked into making a purchase, but with enough motivation and discomfort they will highly consider paying to play. These apps for our phones might be free to download and play but eventually there will be enough discomfort that you will end up spending significant money over the life of the game perhaps.
For example, according to Leana Lofte on her Candy Crush Saga: It’s Bejeweled for ruining your life, there are the following discomforts:
- you have a specific number of moves to complete a turn. If you are not successful you always have the option to buy more moves or start over
- before each level you have the option to buy a booster that will increase your chances at beating the level
- consumers can also buy charms that permanently give you boosts
- if you run out of lives you can also buy more or wait 30 minutes to continue
- to get past certain levels you are required to either spam your Facebook friends or purchase more levels
What are your thoughts about designing for discomfort? Does it make that $5 game more interesting to you if you don’t get advertisements and can play as much as you like?