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Can gamification and calm design coexist? With a thoughtful approach, I believe it’s possible to use gamification in a way that enhances mindfulness and focus.
This webinar explores how wellness and product design intersect. Tara Venkatesan and Miranda Seidl discuss how applying cognitive science principles can enhance user experience, whether designing products with wellness in mind or creating tools for promoting wellness. One of the subjects they explore is gamification, showcasing several examples of how it can be effectively used to engage users while supporting their well-being.
Lately, I’ve been thinking about a dilemma I’ve encountered while designing experiences that promote focus and well-being: the use of gamification.
As a designer who cares deeply about managing attention thoughtfully, I often wonder how techniques that are meant to engage—like points, rewards, and challenges—can align with the goal of creating calming, distraction-free environments. Gamification has proven to be an effective tool for increasing user engagement, but when our design objectives are about managing attention in a mindful and responsible way, can these two seemingly opposing forces coexist?
This question has been on my mind as I explore the balance between user engagement and mindful presence. Gamification is built on the idea of making tasks more compelling by tapping into intrinsic and extrinsic motivators—things like rewards, social comparison, and progress tracking.
These elements can create excitement and engagement, but they can also introduce distractions and even overstimulation, leading to a potential conflict with calm design approaches.
So, how can we reconcile the two? Can gamification be used in a way that enhances rather than detracts from a calming experience?
Photo by William Daigneault
I believe it’s possible—if done thoughtfully. Here are a few ways gamification and calm design might coexist:
- Minimalist Engagement: Instead of bombarding users with complex rewards or constant feedback, gamified elements can be simplified. A subtle progress tracker, for example, might encourage focus without distracting from the primary experience. It’s about creating a sense of accomplishment without the usual pressure of competition or urgency.
- Intrinsic Motivation Over Extrinsic Rewards: Gamification can be used to tap into intrinsic motivation—such as a sense of mastery or personal growth—rather than extrinsic rewards like points or badges. This can foster engagement in a way that’s aligned with the goals of calm design: creating a space where users feel focused, content, and at ease.
- Non-Intrusive Feedback Loops: Rather than flashy animations or pop-up notifications, feedback in a calming experience could be more subtle. A small, gentle cue (like a sound or vibration) could be enough to signal progress or achievement, without hijacking the user’s attention.
- Designing for Flow States: Games are often effective because they push users into “flow”—a state of deep immersion where time seems to disappear. This same principle can be applied to calm design: crafting experiences that guide users into a state of concentration, where they are both engaged and mindful, without feeling overstimulated.
The key, I think, is balance. Gamification doesn’t have to be a disruptor. When used carefully, it can enhance a calm design experience by providing gentle nudges that help users stay engaged without pulling them away from their focus. It’s about aligning the goals of engagement with the principles of mindful interaction design.
The Is This Design Deceptive? template helps identify and asses deceptive design patterns that may manipulate user attention and behavior. It provides a structured framework to help designers and stakeholders recognize and address tactics that excessively prioritize business goals at the expense of user well-being.
It’s not about eliminating gamification, but about designing with intention—using subtle rewards and feedback to foster engagement without disrupting the calm flow of the experience.
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