Here’s What You Should Learn
- Define the differences between habits and addictions.
- Define some similarities between habits and addictions.
- Draw some evidentiary conclusions about habits and addiction with concerns to design.
Habits
noun
plural noun: habits
Britannica Dictionary definition of HABIT. 1. : a usual way of behaving: something that a person does often in a regular and repeated way.
Habits often tend to be repeated activity, whether mental or physical, that does not require a lot of effort to end. There is a sense in the person who develops a habit, mostly unconsciously, that there is something missing in their life when they do not tend to it. Habits are “thinking shortcuts” for brain conservation to get to a reward without having to go through the usual thought process to get the reward.
Though habits are seemingly benign and can be a source of positive behavior in an individual, habits can lead to obsession and an addictive state of mind.
Addictions
noun
plural noun: addictions
Britannica Dictionary definition of HABIT. 1. : a strong and harmful need to regularly have something (such as a drug) or do something (such as gamble)
Addiction can look a lot like a simple habit. But the causes and drivers for addiction differ greatly from normal habits. Addiction is driven by dopamine released in the body that pushes one to receive the reward of the addiction. Thus, the effects can be both physical and emotional reactions to both receiving this award and not receiving the award. Addictions tend to be more difficult to break in comparison to habits and thus the resulting behavior associated with addiction tends to be negative.
Conclusion – The Sweet Spot
So what can we learn about human behavior with reference to habits and addiction and what can we apply to concepts when we design?
When a design concept is conceived it is important to set the project goals in order for it to be considered successful. Many times, that goal is to get a user to complete a particular task and then want to repeatedly come back and perform that task again. How can we get the user to make a Habit or even become Addicted to the task we want them to complete?
Applying the concepts of classical conditioning to users and knowing what makes them able to complete the tasks you want them more efficiently, is essential to getting users to come back to your project. Giving users small, easy-to-complete tasks and then rewarding that behavior sets them up for wanting more rewards. Then it is important to get that user on a reinforcement schedule to continually push them to seek that reward again and again.
Enticing the user, providing the reward, and getting on a reinforcement schedule to keep them as long as possible are the ways to get them to make a habit or even become addicted to your project.