In a recent interview with Re/Code, ‘Creative Control’ director Benjamin Dickinson made the following statement:
“If we design our tech to be addictive, rather than expansive, and if we continue to worship greed above all else, then we are f***ed.”
Well, guess what? VR is coming, and it could be more addictive than ever!
Remember Flappy Bird? That terrible, unwinnable mobile game that was more addictive than sex?
Or how about any number of Candy Bubble Popper-style games that somehow hold our attention for hundreds of “levels”?
There’s a very real, very deliberate reason these apps hold our attention in a death grip: they’re designed that way.
Here’s a real line from UX Matters explaining the four-step process of getting users addicted to an app:
Whether internal or external, the trigger is the tactic you employ to bring users to your app. External triggers, such as push notifications, come from within the app and prompt user action, while internal triggers are abstract and psychological, creating emotional responses like a fear of missing out or the desire to avoid frustrating experiences like going into a physical store.
No, really: people are using terms borrowed from AA meetings to train app developers.
Like anything, there’s an ethical way to apply these principles.
But that’s not why you clicked this! No, dear reader, you’re here to learn about how Virtual Reality (VR) and Alternate Reality (AR) are going to completely enslave us all.
2016 is the year VR is going to hit the mainstream. No longer the domain of hobbyists, several major tech companies are releasing VR or AR hardware in the next 12 months:
- Samsung Gear VR
- Oculus Rift
- HTC Vive
- Playstation VR
- LG 360 VR
- Microsoft Hololens
- Razer OSVR
- Google Cardboard (which is already kinda out)
It’s only a matter of time until some developer releases the true killer app for VR: no, not some impressive tech demo, but an irresistibly engaging, addicting experience that brings us all closer to making Wall-E a reality.
Anyway, if you want to see a clip from Dickinson’s Creative Control, check it out below: