HOW-TO: Boost Customer Engagement (With an Intro to Gamification)

Post on 21-Oct-2014

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Presentation given at a workshop for entrepreneurs. Customer engagement is the heart and soul of community-building and online marketing. Are you putting the right message in front of the right prospect at just the right time? Need ideas to help boost customer engagement and move them along the buying journey? Join us for an introduction to gamification and other participation-boosting strategies.

Transcript of HOW-TO: Boost Customer Engagement (With an Intro to Gamification)

HOW-TO:BOOST CUSTOMER

ENGAGEMENTMake Your Life Easier &

Improve Your Customer’s Experience

+Chris Mohritz | chris@mohritz.co | #IdeaToOperations

OUR JOURNEY

● The one thing: plan the experience● The one thing: be unexpected● The one thing: make it fun

Discussion (not just a presentation)Interupt me at anytime (questions / comments)

WHAT IS CUSTOMER ENGAGEMENT?

The goal of consumer engagement is to create meaningful consumer impact and generate either a behavioral result (such as driving a sale or inquiry) or an attitudinal result (such as making an emotional impression or changing attitudes).

http://www.fusemarketing.com/Definition_Consumer_Engagement

HELP YOU BOOST ENGAGEMENT...?

CUSTOMER LIFECYCLEIncreasing Engagement With

Understanding

PART I

SHOW THEM THE COURTESY

● Understand your customer, subscriber, etc.● Their needs, wants, struggles● Where you can best help them

“Seek first to understand, then to be understood” ~Stephen Covey

WHY PLAN THE EXPERIENCE?

● It makes everything else easier● No second guessing● More customers (better experience)

WHERE ENGAGEMENT APPLIES

● Your tribe● Your blog● Your book● Your ad campaign● Your explainer video● Your social media bio● Networking● Sales calls● etc.

BLOG EXAMPLE

● http://www.redbull.com/us/en/bike/stories/1331632524218/5-reasons...-why-loic-bruni-will-rock-2014

PATTERN INTERRUPTIncreasing Engagement by Capturing

Attention

PART II

BACK TO LES…

BE UNEXPECTED

THE PATTERN INTERRUPT

● Snap them out of (it)● Strip away past prejudices ● Disrupt their current “pattern” of thinking● Stop their automatic response ● Bypass the gatekeeper (expectation)● Creates a more receptive audience

WHY PATTERN INTERRUPT?

● It makes everything else easier● Actually get their attention● Sets you apart from masses

MAKE IT EASY FUNIncreasing Engagement With Fun

PART III

WHY NOW...WHAT’S DIFFERENT?

● Internet (communication explosion)● MMOGs (virtual worlds)● Mobile (casual games)● iPads (easy & early access)

Millennials define reality through the lens of a game (it’s how they grow/grew up)

GAMIFICATION IS...

The use of game thinking and game mechanics in non-game contexts to engage users in solving problems.

~Wikipedia

● A terrible name● A mindset● Should be "Fun theory"● Next step in evolution of marketing● Only one ingredient in engagement● Spirit of a game● Fun is job #1

GAMIFICATION IS NOT...

● Bells & whistles● Fix for poor product or experience● Fix for weak understanding of customers

& prospects● Actual games

WHY MAKE IT FUN?

● It makes everything else easier● Message-to-market match (its expected)● Its the new reality

ANYTHING CAN BE MADE FUN

goo.gl/pNGhC

"Everything in the future online is going to look like a multiplayer game."

Eric SchmidtGoogle Chairman

INTERNET GOES MMOG

Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

THE GAMIFICATION ONION

MINDSET SHIFT

ProspectsLeads

CustomersReaders

Subscribersetc.

Players

PLAYER TYPES (BARTLE'S)AchieversDefined by:A focus on attaining status and achieving preset goals quickly and/or completely.

Engaged by:Achievements

Typical makeup: 10%

SocializersDefined by:A focus on socializing and a drive to develop a network of friends and contacts.

Engaged by:Newsfeeds, Friends, Lists, Chat

Typical makeup: 75%

KillersDefined by:A focus on winning, rank, and direct peer-to-peer competition.

Engaged by:Leaderboards, Ranks

Typical makeup: 5%

ExplorersDefined by:A focus on exploring and a drive to discover the unknown.

Engaged by:Hidden Achievements

Typical makeup: 10%

GAMER PSYCHOLOGY QUIZ

Explorer: 74%Achiever: 66%Socializer: 60%Killer: 7%

goo.gl/fnQN3

MINDSET SHIFT

Extrinsic Rewards Intrinsic Value

AmyJoKim.com

Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

GAME MECHANICS

Badges

LevelsLeaderboards

ChallengesRewards

Onboarding Incentive Loops

Points

Types of Points

Experience: most important, earned for every action, may expire, never go down, not redeemed (always goes up, keep earning)

Redeemable: goes up & down, redeemable for goods (ie. bank balance)Skill-based: assigned to specific activities that are tangential to XP or tangential to redemptionKarma: sole purpose is to be given them away, get no benefit from keeping them (ie. voting system)Reputation: often most complex, incorporate a number of different things, used when a system can't verify trust

WHY BADGES

● Collecting: historically badges were a collection mechanism

● Surprise/pleasure: "awesome, I earned a badge"● Visually valuable: aesthetically pleasing, people can

want them because they look good● Social promotion: opportunity for a user to promote

your product in the social graph, "I'm gonna share this with others"

● Goals & progress: can be a progress mechanic

LEVELS

● Provide a “Path to Mastery”● Progression of difficulty (don't

slam them up front)● Difficulty from level to level is

not linear, usually exponential up front and then decreasing over time

REWARD INTERVALS

Fixed Ratio: given after a fixed number of actions Variable ratio: given after an unknown number of actions

CHALLENGES

Aligned with levels and experience pointsMaintain "Flow" - balance between ability level and challenge(Treasure hunt)

LEADERBOARD TIPS

● Always put the user in middle of the leaderboard

● Show friends above and below them

● Show them a specific instruction on what they can do to move up

INCENTIVE LOOP TIPS

(Viral loop)Evolve through levelsBe deliberate & focused:● how to get users into the experience,● what keeps them engaged, and● how to bring them back

ie. connecting & expressing > tweet > @mentions > followers > rinse & repeat

ONBOARDING

First minute is the most important

Minimize choice

Slowly reveal complexity of system to userDon't explain, experience

Offer benefits first, then ask for registration (give them something for free first, RIA)

EXAMPLESMcDonalds: MonopolyXbox.com/live: achievements, leaderboardsFourSquare.com: badges, rewardsLinkedIn.com: progress barSalesForce.com: leaderboard, achievements, levelingMint.com: achievements, progress barShopKick.com: virtual currency, rewards, contestsStarbucks.com: leveling, rewardsNike.com: achievements, badges, challenges, rewardsBuffaloWildWings.com: trivia, challenges

SERVICE PROVIDERS

Bigdoor.comBunchball.comBadgeville.comiActionable.comGigya.com

GABE ZICHERMANN

goo.gl/xW9Bj

Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

KEVIN WERBACH

goo.gl/l07iw

Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

WILL WRIGHT

goo.gl/WfNim

Game Design to Drive

Mass Change

Game Mechanics

Game DesignThinking

Sociological Motivators in Game Design

JANE MCGONIGAL

goo.gl/fe9C5

FUN IS JOB #1

TO SUM IT UP...

● Map out the overall experience● Be unexpected● Be fun

Feedback?Questions?chris@mohritz.co