Contact Nick Naumof

I help companies design services and experiences that work with human nature, not against it.

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About Nick Naumof

Nick Naumof is an applied behavioral science thought leader and researcher. He studied people from different scientific perspectives — economics, consumer behavior, behavioral economics, and evolutionary psychology — and helps companies bridge design and psychology to create better experiences for customers and employees.

Originally from Romania, Nick lived in The Netherlands for five years and has been based in the Washington D.C. Metro area since 2015. He has been married to Cornelia since 2011.

Speaking and Training

With over ten years of experience designing and delivering public presentations and training programs, Nick has led workshops, masterclasses, and conference talks on four continents. His project experience spans financial product design, fast-moving consumer goods, health and wellness, and human resources.

Masterclasses include Designing Decisions (choice architecture), Thinking Money (financial services), Nudge Design, and Behavioral Design for Incentives and Rewards. In February 2017, he delivered a talk on behavioral design for incentives and rewards at Action Design Washington DC.

Book: It Makes (No) Sense

Nick is the author of It Makes (No) Sense, a book that explores how behavioral science applies to real-world scenarios. The book is part of a broader resource library available on the site, complementing the blog and learning programs.

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Behavioral Service Design

Nick's approach integrates behavioral science into service design, creating experiences that align with how people actually think and decide. This work applies across industries — from finance and retail to health and employee engagement — always with the goal of designing services that respect human nature.

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Emotions at Work

Understanding emotional drivers in professional settings is central to improving employee satisfaction and engagement. Nick's work on emotions at work connects emotional design principles with measurable service outcomes, offering strategies for leveraging emotions constructively in the workplace.

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Behavioral science of gamification: points, badges, and leaderboards done right

Gamification can make a service easier to use, a training programme more engaging, or a workplace habit more visible. Yet points, badges, and leaderboards are not magic ingredients. Their effect depends on the behaviour being encouraged, the meaning people attach to rewards, and the context in which the experience takes place.

For Australian organisations, that context may include a hybrid workforce across Sydney, Melbourne and regional areas, customers comparing services on mobile devices, and employees who are wary of corporate gimmicks. A behavioural science approach treats gamification as service design: understand the journey, identify friction, and create feedback that helps people make better decisions.

Start with the behaviour, not the reward

A useful gamification system begins with a precise behavioural objective. “Increase engagement” is too vague to guide design. A stronger aim might be helping customers complete identity verification, encouraging staff to practise a safety procedure, or supporting members to make regular contributions to a superannuation account.

The desired action should be easy to recognise and measure. Researchers can map the user journey, identify moments of hesitation, and test whether a prompt, progress indicator or social cue changes behaviour. This prevents teams from adding points to activities that have no clear connection with customer or employee value.

Motivation also matters. Some behaviours benefit from a sense of progress, while others need confidence, autonomy or social connection. A leaderboard may energise a sales team but discourage new starters who feel they cannot catch up. A private progress bar may work better for a health or financial service where comparison feels uncomfortable.

Points should communicate meaningful progress

Points work best when they act as feedback rather than as arbitrary currency. A customer should understand what earning points means, how points relate to progress, and whether the reward is worth the effort. If every click earns a token, the system can quickly become background noise.

The timing of feedback is important. Immediate recognition can reinforce a simple action, such as completing a training module. For more complex behaviours, delayed rewards may encourage persistence. A points system for an Australian energy provider, for example, could show how practical actions contribute to a household efficiency goal rather than merely displaying a growing number.

Avoid making the reward structure harder to understand than the service itself. Clear labels, accessible design and predictable rules build trust. The same principle applies to loyalty schemes in Brisbane cafés, professional learning portals in Canberra, or digital onboarding for customers in Perth.

Badges need status, story and substance

A badge can mark mastery, consistency or contribution, but its value comes from the story attached to it. “Completed five modules” is functional; “Workplace Safety Mentor” may communicate identity and recognition. The badge should represent an achievement that users consider worthwhile, not just an action the organisation wants to record.

Badges become stronger when they are visible in the right setting. A professional learning platform might let participants display evidence of capability, while an internal employee experience could use badges to recognise peer support. Visibility should be optional where privacy, culture or personal circumstances make public recognition uncomfortable.

Inclusive design is essential. Recognition systems can accidentally reward people with more spare time, better technology access or greater confidence in self-promotion. Research into participation and identity, including the perspectives represented by dialogue resources, can help teams avoid designing status signals around a narrow idea of achievement.

Leaderboards can motivate or undermine

Leaderboards create social comparison, which can be powerful when people see a realistic path to improvement. They are most appropriate where performance is reasonably comparable, the rules are transparent, and competition fits the culture. A team challenge between retail stores in Adelaide may generate energy when the goal is shared and the result is treated as a learning signal.

Poorly designed rankings can produce anxiety, gaming and disengagement. People at the bottom may conclude that effort is pointless, while people at the top may focus on protecting their position rather than serving customers. Rankings can also expose sensitive information, particularly in health, education or employee settings.

Mechanism Useful when Common risk Better design choice
Points Progress can be broken into clear actions Users chase volume instead of value Reward meaningful milestones
Badges Achievement or identity matters Recognition feels trivial or exclusionary Link badges to credible evidence
Leaderboards Comparison is fair and culturally suitable Lower-ranked users disengage Use team goals or personal bests
Progress bars A journey has visible stages Users feel manipulated by artificial completion Show genuine requirements and next steps

Test the experience as a system

Gamification should be evaluated against real outcomes, not only clicks, session length or participation rates. A service team might track completion, error rates, retention, customer satisfaction and downstream behaviour. If a points programme increases app use but leads to more complaints, it is producing activity rather than value.

Run small experiments before committing to a full platform. Compare a points system with simple feedback, personal goals or an unranked progress view. Qualitative interviews can reveal whether participants find the design motivating, childish, confusing or unfair. Behavioural research helps explain why the numbers changed.

Useful design checks include:

  • Define the target behaviour and the benefit for the user.
  • Make rules, rewards and progress easy to understand.
  • Test for unintended competition, exclusion and privacy risks.
  • Compare gamified and non-gamified versions using meaningful metrics.
  • Review the experience across mobile, desktop and low-connectivity contexts.
  • Give users ways to opt out of public comparison.

Build motivation that lasts beyond the novelty

The first weeks of a gamified experience can look impressive because novelty attracts attention. Long-term value requires a more durable reason to return: improved capability, useful feedback, social contribution or progress towards a personal goal. Points should support that value, not replace it.

Teams should also examine whether the system changes the relationship between people and the organisation. A rewards mechanic that feels manipulative can damage trust, especially when customers already believe that a digital service is nudging them to spend more. A practical critique of weak behavioural design can be found in this behavioural critique, which reflects the importance of aligning mechanisms with genuine user value.

Successful implementation often needs research, facilitation and cross-functional decision-making. Product, marketing, operations, compliance and customer support may each see different risks. To explore a tailored workshop, research project or service design engagement, teams can work with Nick on applying behavioural science to the experience.

A well-designed points, badges or leaderboard system makes the desired behaviour clearer, easier and more rewarding in a meaningful sense. Start with the human outcome, test the mechanism in context, and let the evidence determine whether gamification deserves a place in the service.

Nick's blog covers topics including pricing strategies, loss aversion, the peak-end rule, and customer experience design. Notable posts include How to sell a 5¢ product for 1$ (December 2015), How to Reduce the Pain of Payment for Customers (July 2016), The Future of Applied Behavioral Science Will NOT Be About Behavioral Science (July 2014), When Designing Experiences, Think About What Happens After the Interaction Ends (March 2018), and The Email that Plays an Important Role in Customer Experience Without It Being Opened (March 2018).

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Media and Thought Leadership

Nick's work has been featured on platforms including mycustomer.com and behavioraleconomics.com. His media appearances and conference talks showcase applied behavioral science in action, reinforcing his role as a trusted voice in the field.

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Get in Touch

For inquiries about training programs, workshops, or speaking engagements, use the contact form to ensure your message reaches Nick's inbox. When not traveling, he typically responds within one working day. You can also follow Nick on Twitter, LinkedIn, and Facebook.

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