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InnovationRahul Vohra (CEO)

Game Design, Not Gamification (Build Toys, Then Games)

Make software fun by designing real toys that reward playful exploration — not by bolting on points and badges

Difficulty
Advanced
Time to result
~months to results
Steps
5
Confidence
90%

A product-design philosophy: build business software the way you build games so people find it fun, tell friends, and fall in love with it. Crucially this means game design (goals, emotions, toys, controls, flow), not gamification. Points, levels and badges are extrinsic rewards that undermine intrinsic motivation; the durable path is designing genuinely fun 'toys' and combining them into games.

Origin

Rahul Vohra, a professional game designer before founding Superhuman, applying game-design principles to email. Cites a 1970s Stanford intrinsic-motivation study (the 'overjustification effect').

Core principles

  • 01Games make products fun, shareable and loved — a growth and brand engine, not decoration
  • 02Gamification (points/levels/trophies/badges) fails because extrinsic rewards undermine intrinsic motivation
  • 03When gamification appears to work, it's because the underlying experience was already designed like a game
  • 04The best games are built out of toys, so they're fun on two levels — the toy and the game
  • 05A feature is a toy if it indulges playful exploration, is fun even without a goal, and elicits pleasant surprise

How to run it

  1. 1

    Reject reward-bolting

    Do not try to make a product fun by adding points, levels, trophies or badges. Understand that extrinsic rewards can actively reduce engagement.

    Pro tip In the Stanford study, kids expecting a reward later drew only 8% of the time vs 17% for those given none — the reward halved intrinsic motivation.

    Watch out Rewards massively undermine intrinsic motivation; adding them can make usage worse, not better.

  2. 2

    Design across the five game-design areas

    Work the elements that actually make things fun: goals, emotions, toys, controls, and flow.

  3. 3

    Build fun toys

    Create features that are fun to play with on their own. Superhuman's time autocompleter accepts gibberish and interprets it (2D=2 days, 3H=3 hours, '8am in Tokyo' does the timezone math, 'never' snoozes forever with a shrug emoji).

    Pro tip A toy should reward experimentation — users start asking 'what can it do? where does it break?'

  4. 4

    Test each feature against the toy criteria

    For every feature ask: does it indulge playful exploration, is it fun even without a goal, does it elicit moments of pleasant surprise? If yes, it's a toy.

  5. 5

    Combine toys into games

    Assemble multiple toys into a larger structured experience so the product is fun at both the toy level and the game level.

In the wild

The time autocompleter

Superhuman's snooze/reminder input accepts free-form and even nonsense text and does its best to interpret it — '10' repeated becomes Oct 10 at 10:10pm, 'in a fortnight and a day' works, timezone math is automatic, and typing 'never' snoozes an email forever with a shrug emoji. Users spontaneously probe its limits in onboarding.

A humble, award-nothing feature that is genuinely fun, driving delight and word of mouth.

Common mistakes

Adding gamification to an un-fun core

Points and badges layered on an experience that isn't intrinsically enjoyable undermine motivation rather than boosting it.

Confusing toys with games

Skipping the toy layer yields goal-driven features that aren't fun to explore, missing the pleasant-surprise moments that spark sharing.

Is it for you?

Best for

Product designers and founders wanting B2B/productivity software that earns delight and word of mouth

Not ideal for

Teams under pressure to ship purely utilitarian features fast, where craft investment in 'toys' isn't yet warranted

From the transcript

I strongly believe that we should make business software like we make games

59:30

that's the problem with rewards is they just massively undermine intrinsic motivation

1:02:00

as it turns out the best games are constructed out of toys

1:03:00

Do those features indulge playful exploration? Are they fun even without a goal? And do they elicit moments of pleasant surprise?

1:05:00

From the episode

Superhuman's secret to success: Ignoring most customer feedback, manually onboarding every new user, obsessing over every detail, and positioning around a single attribute: speed

Rahul Vohra (CEO)