Add elements of social influence and relatedness to your product.

Social influence and relatedness is the fifth element of the Octalysis Framework. It might not be the best for the onboarding part, but it’s the best one for the end-game phase. Once the user starts interacting with others in your product, and feels that he is important to them, he will become very engaged. It will be painful for him to stop using the product.

Instructions

  1. Design a mentorship program in your product.
    Simply stated, the more advanced users help the beginners. The more advanced users are happy to help, because they have social status. The beginners feel more social connection.

  2. Add brag buttons and trophy shelves.
    Let users show their achievement in one way or another, either by sharing it on social media or by showing it on their profile in your product. However, bear in mind that users will share their achievements only when they feel proud of them.

  3. Consider adding group quests.
    This is a type of quest that requires the whole integrated group of people to participate. Only through cooperation can the quest be won.

  4. Add social treasures to your product.
    Social treasures are gifts or rewards that can only be given to you by friends or other players.

  5. Add social prods.
    This is a minimal action that a user has to take in order to interact with another person in a product. For example: pokes on Facebook or endorsements on LinkedIn.

  6. Consider showing a comparison of the user’s level with the average.
    Users want to be in the norm. If you show what the norm is, users will be motivated to get as close to the norm as possible.

  7. Make a place where users can chat with each other freely, like a forum.
    This is a great place for people to see what the social norm is. And because only the most engaged users of your product will chat there, others will become more and more convinced of what the social norm is. One of the most beneficial social forms that your forum may establish is paying for virtual goods. This means people will become convinced that paying real money is normal.

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