What is Google Plus?

Going through the deck above, I’ve become more and more convinced that the biggest error Google made with Google Plus is to create another place to go, another profile to take care of, another social graph to re-create (although they claim it’s not their primary focus): this has put them directly in competition with the Facebooks and the Twitters out there. 5 years and a few hundreds million users later.

If the value proposition of Google Plus is really to connect producers, curators and consumers, I would have framed it not as a new place to go, but as a layer deeply integrated with Google’s existing – and very popular – services people already go to and use every day like Search, Gmail, Youtube and News. Of course, even content-based social services do have profile pages, but they are certainly not the center of their experience: on Flickr I can discuss with people, I can subscribe to people’s photostreams but what matters in the first place is not people per se, it’s the content they produce.

Google Plus as it is now is just a strange animal which pretends to be a little bit like Facebook, a little bit like Twitter and a little bit like the Amazon recommendation engine. And when you try to do too many things at the same time, you end up doing none of them well.

Creating Emotional Bonds and Lasting Meaning

Dante

Let me start this blog post with a bold statement: I’m a happy man. I love my work at frog and all of the challenges that come with it. I love to share my knowledge with other fellow designers and learn from them. I love my family and my friends who make my life special and always support me during the difficult moments. I love to stay fit and I do everything I can to have a healthy lifestyle. And finally, I love to travel, to experience new cultures and to visit new places.

In order to keep this happiness flowing, I make extensive use of a set of well-proven tools. I use Twitter to exchange professional information with my colleagues. I use Facebook to stay in contact with my family members and friends all over the world. I use Nike Plus to track my movement and stay motivated. I use Foursquare and Dopplr to discover new places and track my trips.

Apparently I’ve managed to turn my entire life in what American psychologist Mihaly Csikszentmihalyi calls a “flow experience”: a challenging activity that a) requires skills b) provides clear goals and feedback c) requires concentration on the task at hand, d) implies a (partial) loss of self-consciousness and e) a transformation of time.

Flow experiences bring happiness and harmony to people’s lives by cultivating purpose and by forging the resolution needed in the pursuit of one’s goals. And this means that if we are able to design the appropriate flow experiences, we, as designers, are able to actively influence people’s lives and make them happier and more harmonious.

Right now there is a lot of talk about gamification and the power playful experiences have in changing people’s behavior. In a previous blog post I also illustrated a few successful examples in this space. When it comes to changing people’s lives, I think that games and game mechanics are great tools for cultivating purpose – they set goals and enforce the appropriate rules – but they fall short when it comes to forging resolution.

How can we make people’s flow experiences enjoyable in the short term, but also sustainable and meaningful in the long run? In their book, Switch: How to Change Things When Change Is Hard,” authors Chip and Dan Heath suggest 3 solutions:

1. Find the feeling
Although our instinct tells us to teach people why they should do something, this often leverages negative emotions like guilt and fear (“smoking causes lung cancer”) that have a narrowing effect on their thoughts. If we want people to successfully deal with broad and complex problems such as “living a healthy life,” we need to leverage positive emotions like joy or pride, which broaden the kind of activities people contemplate for the future and encourage them to pursue even bigger goals.

2. Grow the people
Some people think the most intimate traits of their personality, their abilities or even their intelligence, are finite and cannot be changed or increased. Others think that their abilities are like muscles and can be strengthened through effort and practice. According to Stanford’s Carol Dweck, the former have a “fixed mindset,” and the latter have a “growth mindset.” When designing for a lasting change, promoting a “growth mindset” will help people to stretch their abilities and do things they didn’t even consider in the first place.

3. Shrink the change
Sometimes a goal will appear too challenging even to the most willing and enthusiastic person. In these cases we can shrink the change and get the ball moving with simple and approachable goals, and let people face increasingly challenging goals only after confidence and enthusiasm have been gradually built.

Game mechanics have proved to be successful in cultivating purpose, but only by forging resolution and making changes sustainable and meaningful over time, can we bring harmony in people’s lives. Once we reach harmony, our consciousness is so ordered that, to put it in Csikszentmihalyi’s words, we “need not fear unexpected events, or even death. Every living moment will make sense, and most of it will be enjoyable”.

The Gamification of Healthcare

People running a marathon

(photo credit)

When I started to use Nike Plus I couldn’t imagine I would end up enjoying running so much. Nike Plus allowed me to keep a record of all of my runs and gather feedback and motivation from friends on Facebook, where all of my runs are automatically posted. Thanks to a challenge we’ve set up in the frog Milan Studio, I’ve pushed my limits much farther than I would have ever expected only a month ago.

You might wonder why this should matter to you. Well, it’s a long story and for the purpose of this post we’ll keep it short: global changing factors such as aging population, growing incidence of chronic diseases and sky-rocketing costs are undermining the healthcare system as we know it.

Healthcare needs to be reframed: we need to move away from a system which is HCP-centric, based on treatment and prescriptions, command and control. We need to move towards a patient-centric system, based on prevention and behavior improvements, whose records are constantly collected. In the past few years many products and services designed around this new framing have been successfully launched: Proteus IEMs, Adidas Micoach, Dexcom Seven, Philips Directlife, and Zeo Sleep Monitor. What all of these products have in common is that they record data through sensors, provide users with feedback and help them change their behavior accordingly.

When it comes to behavior change, BJ Fogg‘s mantra “put hot triggers on the path of motivated people” becomes a must, but with one caveat: motivating people affected by a disease, especially if it is a chronic one, can be extremely hard. That’s why the healthcare world has started to borrow some of the mechanics that have made many games so successful. This has helped to increase motivation and turn behaviors that would be extremely hard to trigger, such as undergoing chemotherapy, losing weight or exercising more, into less painful, if not pleasurable experiences.

“Gamification” is a hot topic in the design community these days and it’s up to us, as designers, to turn it into an opportunity for the good. Check out my presentation on how to design for behavior change in healthcare for more details.