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tutor-service/docs/planning/GAMIFICATION.md
2026-04-26 15:35:26 +09:00

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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:

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.