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tutor-service/docs/planning/GAMIFICATION.md

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2026-04-26 15:35:26 +09:00
# Learning Gamification Design
## Source Reference
This note adapts ideas from the user-provided game-design summary:
Attached game-design markdown summary provided by the user.
The product should use game design to create healthy learning persistence, not
exploitative compulsion. The goal is a strong achievement loop that makes users
want to return because they feel measurable progress toward interview readiness.
## Design Translation
### Experience before content volume
The source material emphasizes that content is surface and experience is the
core. For this product, a large question bank is not enough. The core experience
must be:
- "I know what I am weak at."
- "The next question is exactly the right challenge."
- "I can feel myself becoming interview-ready."
- "Every session ends with a clear win and a next step."
### Flow and adaptive difficulty
Learning sessions should target a flow band:
- too easy: boredom and low trust
- too hard: shame, avoidance, and churn
- just above current ability: useful struggle and pride
The tutor should adjust difficulty using learner memory:
- lower difficulty after repeated failure
- increase specificity after vague but correct answers
- add time pressure only after concept mastery is stable
- switch from recall to applied scenario questions as mastery rises
- insert recovery questions after a hard miss
### Learning main loop
Use a repeated loop similar to challenge, action, reward:
```text
Readiness goal
-> interview question
-> user answer
-> rubric feedback
-> follow-up or correction
-> memory update
-> visible progress
-> next best challenge
```
This loop should be short enough to complete in 5-10 minutes, with optional
longer sessions composed from multiple loops.
### Expectation curve
Each session needs a visible promise:
- today's target concept
- expected time
- reward or unlock
- interview readiness impact
- next milestone preview
The product should maintain open loops carefully:
- show what the next unlock or milestone is
- avoid creating many unfinished tasks at once
- close each session with a concrete result
### Growth lines
Use two growth lines:
1. Permanent mastery growth
- concept mastery
- misconception resolved
- interview skill badges
- portfolio of strong answers
2. Seasonal or campaign growth
- weekly interview sprint
- target-company prep campaign
- stack-specific challenge ladder
- mock interview streak
Permanent growth provides long-term identity. Campaign growth provides freshness
without erasing real learning progress.
## Product Systems
### Readiness Map
A role-specific map that shows concept readiness:
- unknown
- fragile
- improving
- interview-ready
- strong signal
### Challenge Ladder
Each concept gets a ladder:
1. define
2. explain tradeoffs
3. debug a scenario
4. design under constraints
5. answer under interview pressure
### Boss Questions
After a cluster of concepts is stable, the user gets a boss-style integrated
question. Example:
"Design a rate-limited API endpoint with database transactions, cache behavior,
failure handling, and test strategy."
### Reward Types
Prefer meaningful rewards:
- readiness percentage
- concept unlocks
- strong answer saved to portfolio
- mock interview token
- new scenario type unlocked
- visual certificate for a completed track
- generated review card or diagram
Avoid rewards that are disconnected from learning value.
### Session Ending
Every session should end with a strong closure:
- one thing improved
- one misconception discovered or resolved
- one recommended next step
- one visible progress change
## Safety Rules
- Do not use gambling-like random rewards as the primary motivator.
- Do not punish users for missing a day.
- Do not hide progress behind manipulative scarcity.
- Do not optimize only for time-on-site.
- Do not create shame-based leaderboards.
- Prefer mastery, autonomy, competence, and readiness over compulsion.
## MVP Gamification Features
- Daily 10-minute interview loop.
- Role readiness map.
- Concept challenge ladder.
- Streak with grace days, not punishment.
- Boss question after each concept cluster.
- Strong-answer portfolio.
- Session-end progress summary.
- Review campaign for interview date countdown.