- Behavioral Design, Game Design, Gamification Series, Player Engagement, Product Design, User Psychology, UX Design
Learn why authentic gamification is rooted in game genres rather than just collecting badges.
Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
- The article says that successful gamification is picking a game genre that fits your app’s core activities and user psychology, building satisfying intrinsic loops before adding extrinsic rewards, and iterating nonstop, and that without these foundations, you don’t have gamification; you have a progress bar that has a terminal point.
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- June 9, 2026
5 min read
- Critical Thinking, Design Leadership, Design Strategy, Design Thinking, Innovation
Reveal the three-part kernel that separates real problem framing from simple description.
Article by Morteza Pourmohamadi
A Problem Framing Kernel
- The piece argues that if you don’t have these three core elements: broadly collecting raw material, connecting elements to surface real tensions, and committing to a point of view, you don’t have a problem frame yet; you have a description.
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- June 4, 2026
4 min read
- Behavioral Design, Education Technology, Game Design, Gamification Series, Player Engagement, Product Design, UX Design
Learn why your badges and streaks won’t wow kids raised on Minecraft.
Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
- The piece explains that young users, trained by thousands of hours of expert game design, can smell fake gamification at a hundred paces.
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- June 2, 2026
4 min read
- Agile, Design Process, Product Design, UX Design
Learn about the most difficult challenge for designers in Agile.
Article by Paivi Salminen
The Part of Agile Designers Fear the Most: Imperfect Work
- The article argues that designers aren’t afraid of shipping imperfect work; they’re afraid of imperfect work remaining imperfect because teams tend not to come back to improve what they’ve already shipped.
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- May 28, 2026
4 min read
Article by UX Magazine Staff
Share:Trust Is the Currency, Knowledge Is the Engine
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- May 26, 2026
5 min read
- Behavioral Design, Game Design, Gamification Series, Player Engagement, Product Design, UX Design
Find out why slapping gamification on your product without first selecting a genre is the silent killer of your engagement strategy.
Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 3: The Framework
- The article argues that “adding gamification” without selecting a genre is akin to “adding music” without referencing jazz or heavy metal: a category error that most product teams never realize they’re making.
- It contends that different game genres are not just aesthetic choices; they are fundamentally different motivational architectures, and mapping your product to the wrong one is why most gamification fails.
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- May 26, 2026
19 min read