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According to psychologist Barbara L. Fredrickson, it takes three positive emotions to outweigh every negative one. Based on this, the Google design team set up two jars of marble to examine the costs and benefits. For every positive emotion that the design makes, they put a marble in the good emotion jar. However, if the design causes a negative emotion, they’ll put 3 marbles in the bad emotion jar. Their goal is to get an empty negative jar and a full positive jar.

Google Android’s 3 UX Design Principles and 2 Jars of Marbles” via Keira Bui on Medium

Very cool of Google to share these. I like the approach of thinking about positive/negative experiences as it can be a simple but powerful way to create emotionally engaging experiences. This is definitely true for apps like Contactive as we focus on improving productivity for our users.

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“Next, take a look at the app’s zero state again. If the app has to do some processing before it starts surfacing content, then ensure that your zero states can keep the user interested with feature introductions, tips or dummy content.”

We think about this a lot with Contactive since we need to “supercharge” your address book, and that can take a bit of time. 

Lessons we learned from being featured on Google Play

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Another carrier (potentially) allowing their users to make calls over WiFi. The value prop makes sense (“This will allow you to make calls when your cellular reception is poor”), but it is also a big defensive move to offer their own alternatives to 3rd-party OTT apps like Line.

Sprint might launch free WiFi calling for select Android devices