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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.

Evidence grade D. Practitioner framework or anecdote: plausible, untested.StartReturn

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

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

Source IDs: GT#28CD7CD2

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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