Productivity day 2013 from zero to hero gamification
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Transcript of Productivity day 2013 from zero to hero gamification
From zero to hero with GamificationTim Gorree & Jussi Mori
#ProductivityDay Spring 2013
Organizers
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Presenters
#ProductivityDay
Jussi MoriTwitter: @JussiMoriAbout me: About.me/jussi.moriSharePoint and productivity consultantFounding partner
Tim GoreeTwitter: @DigistarsAbout me: About.me/digistarSenior System analyst
ContentWhat is Gamification and End-User
engagement
The challenges of End-user engagement
Gamification in detail
From zero to hero with Gamification, practical examples of Gamification
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Gamification live demo!
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#Gamification at #Productivityday
Common challenges with End-User engagementLet’s have a look at some numbers
Customers:
• 54% are inactive in loyalty programs
• 69% don’t use online communities
Employees:
• 50% don’t fully adopt to enterprise software
• 88% don’t use social enterprise software
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Source: Badgeville – Gamification platform provider
Common challenges with End-User engagement Some common problems with Information portals
• High bounce rates: Users have a look and do not return to the site
• Low adoption: Users rarely visit and use the sites
• Differentiation: most intranet sites look the same -> Boring
• Too few or negative referrals: People do not talk about the sites or give negative feedback
• No click-throughs: Users do not react to e-mails which contain “Deep links”
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Common challenges with End-User engagement
The Technology acceptance model
External variables
Perceived
usefulness
SimpleTo use
Personalattitude
Intention to use
Actual system
use
The Gamification influence point!
Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
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Gamification in detailWhy does this work?
The SAPS principle
Hyper available feedback loops
The FLOW state
Practical examples for Gamification in a SharePoint environment
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Why does this workPeople have fundamental desires for:
• Status
• Reward
• Achievement
• Self-Expression
• Competition
• Altruism
These desires are universal and across
cultures, genders, generations and demographics!
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Does this really work? World class companies have introduced Gamification
imperatives and have measured the following improvements on different user behavior levels:
• 500% increase in user comments and activity in the Intranet
• 140% increase time on site
• 600% gain in shop clicks
• 2000% surge in social sales
• 60% increase in Employee engagement
• 250% growth in training compliance
Source: Five key engagement imperatives whitepaper by Badgeville
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What’s the “beef”?When more people participate, you can…
• improve collaboration
• improve individual motivation
• speed up the learning process
• improve system / content analytics
• Last but not least, predict End-User behavior!
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The SAPS rewarding principle S for Status: Bragging rights about a certain status.
A for Access: Giving privileged access to users. For instance VIP lanes in nightclubs.
P for Power: Giving “power” over other users in the system. For example forum moderation.
S for Stuff: Tangible objects to win. Freebies, goodies, etc.
Rewards to drive End-User motivation!
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Hyper available feedback loops• A player is always aware of the current
progress within the game• A player is always aware of the next steps
ahead and how to get there• A player always knows if she or he performs
well• A player can use this information to bring his or
her skills to the next “level”
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The FLOW state• Achieving of FLOW – The players state between anxiety
and boredom, meeting his own motivational level in that experience.
Source: The FLOW theory by Mihaly Csikszentmihalyi
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The FLOW state Some examples when being in a FLOW state• While driving a car during high traffic• While playing an exciting game• While fly fishing• While doing sports• While listening to music we love• Etc.
When we are in a FLOW state, we are in the most productive state on the current task at hand!
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The FLOW state In FLOW state we…• focus and our senses are sharp and clear• do not feel at all self conscious• forget all worries and anxieties entirely• experience a sense of full control• feel time differently• find the current activity intrinsically rewarding• experience a merge of action and awareness
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Practical examples of Gamification in SharePointUse case eLearningUse case Project managementUse case Metadata
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Use case eLearningTrack and visualize earned skills of employeesUse hyper available feedback loop principle to
visualize and bring transparency to progressUse leader boards for status and badges for
rewardGive access to “advanced” content after
reaching a certain levelCreate tutorials for newbies, to learn about
company related informationUse avatars to express progress and allow
individualization
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Concept and design by Peaches Industries
Use case Project managementGamify time and task reporting for project
membersGive rewards for completed tasks / user stories /
whole projectsVisualize project progressPast, present, Future
My progress, team progressUse hyper available feedback loop principle to
boost project performance
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Concept and design by Peaches Industries
Use case metadata in SharePointStatus through metadata
Metadata Hero! 30 percent of all documents uploaded have high quality metadata
Metadata Superhero! All uploaded documents have high quality metadata
Metadata Rockstar! Filled in all documents with metadata in a teamsite
Metadata Archaeology! Sent feedback about term sets to the portal team
Metadata Flashmobber! Termsets have been extended by the user directly
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Concept and design by Peaches Industries
On the bottom line…
Source: Living and breathing the social workplace, by Daniel Kraft, NewsGator
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Thank you!
#Gamification at #Productivityday