Behavioural product analysis

Find the gamification angles that survive scrutiny.

Paste a product URL. You get a diagnosis first — product job, core loop, value moment, labelled friction — and only then mechanics, each tied to a target behaviour, a primary metric and a guardrail. If the real problem is value or usability, the report says so instead of recommending badges.

01
Product job
What the user is actually hiring the product to do.
02
Core loop
Trigger → action → feedback → reason to repeat.
03
Friction diagnosis
Value, ability, motivation, feedback, trigger, lapse.
04
Angles
3–6 mechanics, each with a hypothesis, metric and guardrail.

New analysis

Missing metrics won't stop the analysis — assumptions are stated at the top of the report.

Diagnosis before mechanics

Every angle names the friction it solves. If a simpler UX or onboarding fix would work better, the report recommends that instead.

Testable, not decorative

Each angle carries a hypothesis, a primary metric, a guardrail that must not deteriorate, an effort rating and its dependencies.

Careful in sensitive domains

Health, finance, education and wellbeing products get flagged for guilt, compulsion, punishment for lapses and manipulative loss aversion.