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Sticky Experiences: Building routines and daily rhythms

  • Feb 11
  • 2 min read

Updated: Mar 16

The Problem


We kept launching features and games players loved in testing, high satisfaction scores, glowing feedback but adoption was saying another story. Traditional metrics weren't predicting who would actually return. It's a bit different in apps where there is a use case, but a little more complicated in games, and partly where lies the fun.


Most of my research had been in multiplayer games where retention drivers were straightforward: social bonds (players return for their friends) and mastery (players return to improve). These are well-understood, measurable, proven.


Puzzle games shatter this model. Friend lists? Ignored, except when users beg social media friends for extra lives. Mastery? Not so much, you solve a puzzle, move to the next one, repeat.

The Pattern


Across projects and geographies players described their usage habits as

  • "Part of my morning routine, like coffee"

  • "Helps me wind down before bed"

  • "Break between meetings or classes"


They weren't talking about challenge or friends. They were talking about how the game made them feel stress management, not high stress or a social club house experience that I was previously used to.


So I wanted to investigate further and turn it into something teams could use.

The Research


I did some primary research into player experience frameworks (PXI, PENS) to test specific psychological constructs like mastery, stress relief, accomplishment, social, virality.


Validation study (n=4,500): Measured these alongside traditional metrics (NPS, satisfaction, social engagement) and tracked behavior— D1 and D7 return rates.


What I found

  • Mood management strongly correlated with D7 retention

  • Stress release strongly correlated with D1 return

  • NPS and satisfaction? Noisy data with weak correlations

  • Social features or Virality? Low correlation with retention in early testing (despite driving retention in other games I'd studied)


The Framework in Action


We started evaluating all new features and games through this lens. Does it deliver stress relief? Fit into daily routines and rhythms?


A long-term puzzle series (connected challenges building to a final goal)

  • Scored high on routine fit and sustained mood management

  • Impact: 5% retention increase, 2% revenue lift

  • High-spending players particularly engaged with it

Social Team (guild feature)

  • Tested fairly well in qualitative concept testing

  • Scored low on framework (created anxiety, disrupted personal routines)

  • Pulled back before launch

Visuals

  • Art Rebrand: calming palettes vs. high-energy and cascading visuals


Why This Mattered


The framework was adopted across puzzle portfolio because it answered a core question: What makes users return every single day?


People don't return because something is satisfying. In this case, they returned because it serves a specific need in their daily rhythm.


This applies beyond gaming. Payment apps, productivity tools, wellness products—anything requiring repeated use faces the same question: What function do we serve that makes users choose us daily?


The methodology transfers:

  1. Identify the actual psychological function (not what is assumed)

  2. Measure it alongside traditional metrics

  3. Validate what predicts repeated behavior

  4. Design for the function the product serves


Measure what matters. Build what people can fit into their daily lives.



 
 
 

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©2022 by Arpita Chandra

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