10 Ingredients That Concoct a Subconsciously Addictive Mobile App
This post was originally published on The Next web .
Let’s be honest – we are all, to an extent, addicted to mobile device. The smartphone is one of those conveniences of modern life we’ve gotten accustomed to and quite dependent on – no different from indoor sewage or regular power supply. The average user peeks at their smartphone about 110 times a day, and according to mobile analytics provider Flurry, more than 176 million users world-wide access apps on their device more than 60 times a day. It makes sense that we’d be addicted to this magical device at the tips of our fingers. The smartphone doesn’t only provide us with various means of communication with the world, but also serves as a guide when making buying decisions, a source of information about the world around us, a tool to document our lives and get entertainment when we want it, no matter where we are. According to data published by comScore, more than half of all digital media time spent by users in the US is dedicated to mobile apps. However, according to Nielsen, the upper limit to the total number of apps users access in any given month is 30. What this means for mobile app developers and marketers is that the challenge is keeping users engaged and coming back to the app or in other words – make their app as addictive as possible. Obviously not all apps can be equally addictive. You can’t really compare the length of time spent using social apps (like Facebook or Twitter), games and media apps to that spent using apps geared for a specific need (like a shopping list or price comparison app) or brand apps. Yet, it is possible (and recommended) to make any mobile app an experience users will want to repeat and spend time engaging with. Some of the tips here discuss the addictive properties relevant mostly to mobile games. The games category is one of the app store categories with the highest rates of addiction and is the most profitable category by a large margin. Even if you are not developing a game but an app, these tips will help you design your app to be stickier and more engaging. In addition, the way we become addicted to games and mobile gaming apps has led to the popularity of gamification in the design and planning on mobile apps. 

Engaging the conscious and subconscious minds
In order to create an addictive experience (one a user will want to repeat) we must message and engage the user on both the conscious and subconscious levels. The conscious is the part of our psyche that makes logical and intelligent decisions.
For example: “I need another 10 points in the game in order to move to the next level, so I should invest about 10 minutes in playing in order to do so.” The subconscious makes faster and more emotional decisions, sometimes without us being aware of it at all.
Another instance: the subconscious creates a connection between the sweets in Candy Crush (or the fruit on a slots machine) and the positive experience of the sweet taste. The subconscious is also much easier to influence using simple tools like colors.
Experiments have shown, for example, that people will find a portrait more attractive if the model is photographed against a red background. They will also eat less if food is served on a blue plate rather than a white one.
When designing the interface of your app, try testing different colors and user flows with your test groups to see which colors, design elements and interactions increase app stickiness and time spent in the app.
If you can create a positive subconscious experience (by connecting app components or processes to positive experiences or evoking a positive emotional response) along with a conscious thought-provoking process of progress and increasing challenge, you can cause a certain level of addiction in the users of your app.
The compulsion loop: Do it again!
Many games are based on a simple repetitive action followed by positive feedback. This positive feedback causes our brain to release dopamine – a neurochemical that affects learning processes and the sensation of pleasure. Our brain, wanting another surge of dopamine, encourages us to repeat the action we performed to get it. This is the compulsion loop.
The compulsion loop in fortune games and most casual games is usually quite similar. The user is offered a challenge that requires action. The user performs this action and is given positive encouragement or some kind of reward (such as points in a game) which in turn triggers the dopamine emission in the brain.
At this point, a new challenge is presented to the user. And so on.
For example, in Farmville, the user chooses the crop he wishes to plant. When the crop is ripe and ready to be collected, the user clicks to collect it and receives virtual currency in return that allows him to buy additional seeds to plant.
In Candy Crush Saga the compulsion loops are brilliantly tight and effective: move the candy, create the line, get the score and positive encouragement and again, until you finish the level or fail. The levels themselves are a kind of compulsion loop – your get the positive reinforcement and proceed to a more challenging level.
The tighter and smoother the compulsion loop, and the more effective is the positive reinforcement, the harder it is for the user to stop and get out of the loop.
Just one more round, yes? This is one of the reasons people play so many hours a day playing Candy Crush or Flappy Bird.
Organizing patterns
The human brain likes to organize things. At a young age we begin to play with completing shapes and patterns, solving jigsaw puzzles and similar games. We derive automatic pleasure from bringing order to chaos.
Our psychological need to complete patterns has led to the production of organizational games from the very dawn of the gaming industry. Among the many examples you’ll find classic games like Tetris, Sokoban and Solitaire.
“Look at me!” – Something to be proud of
Whether we’re aware of it or not, we all want to be somehow better than others. This isn’t only because it makes us feel better about ourselves, but also because it gives us something that allows us to present ourselves in a positive light to others, supposedly earning higher popularity and acceptance with other people.
According to studies, people invest vast amounts of time, resources and energy in order to appear better to others. Even if it sometimes comes on the expense of other personal needs.
“Free to play” gaming apps that base their revenue model on IAPs (in-app purchases) often rely on this type of human behavior when offering in-game content that has no effect on the gameplay itself, but only on the appearance of the player avatar. Some users will invest real-world money in purchasing in-game decorations for their character because in their perception, this makes them appear to others as invested and financially capable of such investments.
Score-boards in apps create a measure of competition between the users and it’s obvious that any player is striving to have their name featured in the list, presenting to other app users their accomplishments in this specific app. Social media integration further increases the ability to “show off” accomplishments by displaying them not only to friends who use the same app, but to all social media followers of the user.
For the user, this answers the need to “show off.” For the app developers, it’s basically free advertising aimed at the friends of an existing app user.
Activity tracking apps like RunKeeper and Endomondo encourage people to “show off” their accomplishments.
Over-the-top feedback to success
Have you ever wondered why slot machines make so much noise when you win, even if it’s a small sum? It’s not only aimed at attracting the attention of people around the machine to the possibility of winning, but also in order to create an exaggerated response to success, even if it’s just luck.
In the app world, this works in the same way. In Candy Crush, your move will be described in colorful letters as “Tasty!” or “Unbelievable!” even if the cause is just lucky placement of the candy on the board rather than your skill in the game.
Obviously, this sounds silly when put in perspective, but this effect works, especially in games, and amplifies the positive reinforcement that encourages the user to stay in the compulsion loop previously mentioned.
Hedonic adaptation
“Good things come to those to wait” is a well-known old saying. The truth is, that it’s mostly an illusion based on something called hedonic adaptation.
In essence, it’s a psychological effect that means that the longer you wait for something (within certain boundaries, of course) the more you will enjoy it when it comes and the more you will want to experience it again.
This effect is the cause of many human behaviors. For example, the concept of “playing hard to get” in a relationship as a means of increasing the other side’s interest.
It’s also the concept behind the limitation on number of rounds or games one can play before they have to wait for another chance. For example, in Candy Crush, you run out of “lives” while in Clash of Clans you need to wait a while before you can enter another build or upgrade order
Of course, the more addicted the user is to the app, the harder the wait will be for him, and this is where app developers make their profit, offering the players a way to avoid the wait by paying a small sum of money.
Conclusion
If you go over the list of apps you use on your mobile, odds are you will find evidence of at least two or three of the of the addictive app properties we’ve discussed.
In the highly competitive app market of today, app developers who want to succeed in the long run understand that success is not only about creating an awesome app and acquiring users, but also about creating a user experience that is fun to repeat.
Even if the goal of your app is curing the addiction to mobile (and of course “there’s an app for that” already), it needs to be at least somewhat addictive in order to retain users over time.

