ntrinsic Motivation, The need for control, feeling effective, and connecting with others., Extrinsic Motivation, Fictional characters used to visualize diverse user types and goals., Psychological Needs, A state of being fully immersed and focused on a task., Self-Determination, Engaging in an activity for inherent satisfaction or interest., Flow State, Involving users throughout the design process via interviews and testing, User-Centered Design, Performing an activity to earn rewards like points or badges.

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