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Gamification UX and Strategy

  1. GAMIFICATION a method, a toolbox and a mindset KO Strategi 2016-09-16 @janbidner KO UX 2016-09-26 @janbidner
  2. GAMIFICATION DESIGN PATTERNS END RESULTS HOW WE THINK WHEN WE DESIGN HOW WE PERCEIVE THE END PRODUCT IN TEN TION
  3. What is strategy? • External  marketing? • Internal  engagement? • Engagement strategies! DIGITAL …communication …financial …IT …etc
  4. LONG/SHORT TERM? • CAMPAIGN • LONG TERM PROCESS
  5. STRATEGY = a long line of activities planned in a careful/strategic manner! LONG TERM PROCESS CAMPAIGN CAMPAIGN CAMPAIGN CAMPAIGN CAMPAIGN CAMPAIGN CAMPAIGN
  6. BEHAVIOUR DESIGN • Design around people’s behavior • Add meaningful layers to support CORE ACTIVITIES CREATE NEW BEHAVIOURS
  7. GAMIFICATION is NOT… • Badges and leaderboards – Game components (not all games) • Games – Games uses gamification • Achieving learning goals – That’s e-learning and goal fulfillment…
  8. GAMIFICATION IS… • Changing behaviour! • Triggering people to do things • Creating addictive feedback structures: – Social – Competitive – Achievement oriented – Purposeful – …
  9. THE METHOD • Game Design Thinking ”Think like a Game Designer” ”Something that people not just can - but want to use” HOW DO WE ENGAGE?
  10. THE TOOL(s) • Player Type Analysis • Core Drive mapping • Game Mechanics • User Journey • Self DeterminationTheory OCTA LYSIS USER TYPES HEXAD
  11. THE MINDSET • Wrap your mind around the “game” of a an activity, a service or a product: • What are the objectives? • What are the possible moves? • Who are the players? • What are the Challenges? • Also: Win-conditions, Rules, sub activities, feedback and long term engagement and motivation…
  12. Sebastian Deterding
  13. DESIGN AROUND THE CORE ACTIVITY
  14. Sebastian Deterding MOTIVATION PROGRESS FEEDBACK IMMEDIATE FEEDBACK RULES RESOURCES GOAL BUSINESS GOAL
  15. FEEDBACK, MEASUREMENTS & STRUCTURE • Trigger short term engagement • Build habits and long time engagement • Long term engagement (find motivation) LOTS OF TOUCH- POINTS!
  16. SYSTEMS THINKING ”A BAD SYSTEM…” ”….ALWAYS BEATS A GOOD USER”
  17. Sebastian Deterding
  18. Starting points? • Ideation phase What problems to solve? Why we are doing this? No service or application yet? Context not completely locked? • Improving/tweaking Improving an existing but ”broken service”? How can game design thinking solve the problem? A set context!
  19. THE CHALLENGE IN ANY DIGITAL STRATEGY • Not just getting people to USE the supporting services • Getting people to WANT to use the supporting services! HOW DO WE DO THAT? • Designing the right services! • That are aligned with the business goals! • That solves people’s need! • That supports peoples behavior! • That are challenging in the right way!
  20. ALWAYS START WITH DESCRIBING BEHAVIOR • Effect mapping
  21. CURRENT PROJECTS SSAB SPECIAL STEEL (MICRO-LEARNING) HUSQVARNA FLEET MANAGEMENT APP (HEALTH/ENGAGEMENT) NAVET SCIENCE CENTER (VR/INNOVATION) FUTURE OPERATION CENTER (DAY 2 DAY HEALTH)
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