🎛️ FeelDojo

Twelve buttons, one ladder, and the line between response and reward.

Getting ready…

A real case · you decide

Ysolde and the late button

Ysolde — a 16-year-old building a quiz game for her school club

The idea in play: a press must answer at once — a response that arrives a beat late feels broken, however pretty it is.

Ysolde added a soft glow and a chime to her answer buttons. Her testers said the buttons felt "sticky".

She timed it: the glow began 300 milliseconds after the tap and the chime played when the glow peaked.

The same testers had called her plain buttons from last week "fine".

What should Ysolde try first?

Open the twelve buttons →

A real case · you decide

Kasimir and the streak

Kasimir — a 17-year-old making a practice app for his younger sister

The idea in play: feedback answers what you did; a reward that pays you to come back is a different thing, and it is a choice.

Kasimir's sister used his spelling app every day for a week. A friend suggested adding a streak counter.

The app already gave a soft tick when a word was spelled right and showed the word growing on a shelf.

His sister was going on a school trip for three days next week, with no phone.

What should Kasimir do with the streak idea?

Open the line →

What next? Pick a door

Chosen from what this app is about. What you open is remembered on this device only.