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How real products use streaks, hearts, scratch cards and minigames to drive habits, with examples from Duolingo, Superhuman, Xbox, Artifact and Sainsbury's.
Updated: 26/08/2026, view all 1,450 examples
Duolingo docks a heart per wrong tap
Xbox frames challenges around a chosen reward
Sainsbury's scratch card varies the reward
How do you add a sense of importance when engaging with a task? Duolingo do it with a "lives" mechanic, which encourages people to pay attention and stay focused.

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If you run out of lives, it's easy to get more (without paying money), you simply need to answer questions correctly.
In other words, it's a mechanism to reward focus, and punish people clicking anything without thinking.
After completing lessons, you'll trigger this 'emotional tap' mini game. It compares your personal best score to the all time high score.

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Don't get me wrong, this has almost nothing to do with the actual learning value proposition.
But, it's a nice mental break from the educational content, and is actually quite addictive. It motivates people to do one lesson (to then try and beat their score).
Xbox will prompt you to select a reward (e.g., a gift card), and then use that to frame all of your daily challenges.

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The magic here is that you can switch your reward at any time, but the act of selecting something interesting to you is a motivation.
It adds context to the progress bar. Every time you see a challenge, you can see your progress towards that specific reward.
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