CVR Interaction Series

Invent the next action from interactions people want to touch.

197 games, simulations, generative visuals, sounds, and tools—published with Interaction DNA, conversion hypotheses, and counter-evidence.

Interaction patterns for conversion

Browse by behavior. Invent the missing combinations.

Every one of 197 games, tools, and interactions includes conversion ideas and behavioral hypotheses. Browse by the action you want to create.

Browse by desired action

Choose the problem, then build from a nearby demo.

Invite a touch

Invite a touch

Make every input answer immediately.

01

Conversion use

CTAs, product cards, quiz starts

Build anticipation

Build anticipation

Timing and rhythm make the next beat worth waiting for.

02

Conversion use

Features, onboarding, pricing

Start a chain reaction

Start a chain reaction

One action carries attention all the way to the outcome.

03

Conversion use

Outcomes, proof, product benefits

Make it malleable

Make it malleable

A shape yields to the hand and rewards exploration.

04

Conversion use

Inputs, customization, product trials

Vary the reward

Vary the reward

A little uncertainty makes another try feel natural.

05

Conversion use

Results, rewards, personalization

Remove the endpoint

Remove the endpoint

An endless control turns exploration into the reward.

06

Conversion use

Comparison, discovery, tuning

Unexplored combinations

Interaction DNA not built yet

These response × conversion-role pairs do not exist among the 197 demos yet. They are candidates for the next invention.

Score×Attract

Unbuilt — next experiment

Score×Explain

Unbuilt — next experiment

Score×Qualify

Unbuilt — next experiment

Score×Retain

Unbuilt — next experiment

Score×Assist

Unbuilt — next experiment

Solve×Attract

Unbuilt — next experiment

These are experiments for taking the reason behind an action—not just the play—back to your product.