Technique · Actionable Gamification
Glowing Choice (GT#28)
Place a clear marker (a glow, a dot, an arrow) on the next Desired Action inside a busy screen, clear it once used and light the next one, so users explore without a manual and never feel lost. The highlighted path must never dead-end.
Plain label: highlighted next stepAlso known as: Glowing Choice, hotspots, coach marks
How it works
A marker turns curiosity (CD7) into action and lets users feel competent (CD2) in a complex environment. Chou points to a match-three game that, when a player sits idle, lights up some valid move, not necessarily a good one: making progress, even toward losing, beats being stuck, because losers try again while stuck players leave. The aim is to make not acting the effortful choice; too many markers turn into noise.
How to build it
- B2B
- Pulsing hotspots on two or three activation features, with demo data so the first click pays off.
- Web
- 'New' dots that clear on first use, and a highlighted next node in a learning path.
- Mobile
- After a few idle seconds, highlight one possible next move instead of opening a help screen.
What can go wrong
- Highlighted paths that dead-end.
- Markers on upsells or pre-checked add-ons.
- So many markers that none stands out.
Pairs well with
- Use GT#38 Desert Oasis on simple screens.
- Guide each GT#37 Evolved UI unlock with a marker.
In practice
Where it shows up
Limits
What we don’t claim
- Octalysis is a practitioner framework built from observing games, not a validated scientific model.Actionable Gamification Ch.15, pp.399-400
- Left Brain and Right Brain are a metaphor for extrinsic and intrinsic motivation, not a claim about neuroscience.Actionable Gamification Ch.13, pp.342-343
Sources
Actionable Gamification · Yu-kai Chou
Ch.11, p.293 · Ch.11, p.294 · Ch.11, p.295 · Ch.6, p.103 · Ch.6, p.104 · Ch.11, p.269 · Ch.6, p.89
Book content is paraphrased, never quoted at length. Last verified October 24, 2026.
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