design patterns for gamification of work

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Design Patterns for Gamification of Work JAKUB SWACHA KAROLINA MUSZYŃSKA UNIVERSITY OF SZCZECIN, POLAND

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Page 1: Design Patterns for Gamification of Work

Design Patterns forGamification of Work

JAKUB SWACHAKAROLINA MUSZYŃSKAUNIVERSITY OF SZCZECIN, POLAND

Page 2: Design Patterns for Gamification of Work

Agenda

IntroductionWhy do we need design patterns for gamification of work?Design patterns in gamification perspectivePatterns for gamification of work

What-PatternsWhen-Where-PatternsHow-PatternsWhy-Patterns

Conclusion

Page 3: Design Patterns for Gamification of Work

Introduction

The problem of disengagement of employees with their work Gamification of work concept (from the employer’s perspective)

„An employer-imposed game in a work environment where the goals of the game are designed to reinforce the goals and purpose of the employer”

Gamification design vs. game designGamification design patterns provide solutions for a different class of problems than game design patterns

Page 4: Design Patterns for Gamification of Work

Why do we need gamification design patterns?

Gamification design elements instead of patternsToo general, superficial and abstract current gamification design patternsNeed for gamification design patterns to support gamification designers, analogically to how it is provided by design patterns in other domains (e.g. software development)

Page 5: Design Patterns for Gamification of Work

Design patterns in gamification perspective

Existing or expected issue with the way the work is performed or how it is

experienced by employees, or an emerging opportunity

to improve work performance or employees'

experience

context problem solutionDesign patterns approach

Goal to be achieved, solution to a work-related

issue, including explanation how solving it

can affect the context

How the problem can be solved = how the goal can be achieved, using game-inspired constructs, like

rewards, challenges, etc.

The perspective of a gamification of work designer

Page 6: Design Patterns for Gamification of Work

Patterns for gamification of work

Classification of gamification design patternsWhat-Patterns – what an employee doesWhen-Where-Patterns – when or where an employee does what he/she doesHow-Patterns – how the employee does what he/she doesWhy-Patterns – why an employee does what he/she does

Page 7: Design Patterns for Gamification of Work

Patterns for gamification of work – what-patterns

Name Context Problem Solution

AutonomyEmployee can do various tasks but is often assigned with the type he/she likes the least

Provide some freedom of choice for employee

Provide sets of tasks from which only one is to be chosen for realization at once

CleaningEmployee proceeds to new tasks without doing supplementary work (e.g. documenting, cleaning) concerning the completed ones

Ensure supplementary work is also done

Do not give rewards for completed tasks before supplementary work concerning them is finished

ComboEmployee’s duties include tasks he/she likes and dislikes, and he/she neglects the latter

Link the tasks employee likes with those he/she dislikes

Define a reward for completing a specific mix of tasks of various types

Prize pacing Employee starts many tasks but completes few

Link the value of reward with completion stage of a task

Define an increasing reward for completing subsequent task stages and an additional bonus for finishing a task

Quest Employee performs especially good at a specific type of task

Let employee specialize further in handling such tasks

Define a reward for completing a large number of tasks of one type

Schedule Employee neglects small routine works that should be done regularly

Ensure small routine works are done on schedule

Define a reward for completing a full schedule of small routine works

Page 8: Design Patterns for Gamification of Work

Patterns for gamification of work – when-where-patterns

Name Context Problem Solution

AppointmentSomething should be done at specific time and/or place

Provide an incentive for employee to do it on time and/or at the specified place

Define an extra reward for doing the appointed thing, which will diminish with delay and recurrently remind employee about the time left and/or distance to the specified place

Countdown Employee neglects doing something

Provide an incentive for employee to start doing it

Define an extra reward for doing the delayed thing, which will quickly diminish with time and recurrently remind employee about it as the time passes

Explorer’s treasure

Employee is reluctant to do his/her work outside of the office

Provide an incentive for employee to work at other locations

Define a random extra reward for doing work at various locations (with a higher possible reward value for distant or unpopular locations)

Happy hoursEmployee’s productivity falls on certain weekdays or time of day

Provide an additional incentive for employee to better focus on work during the ‘low-productivity’ time

Define weekdays or time of day during which extra bonus is added to each earned reward

SeasonsEmployee perceive the work environment as stolid and boring as it never changes

Instill a constant change in the gamification system, with phases changed with the time of year and/or for few days before holidays

If possible, define special tasks that could only be done in the specific time of year. If not, at least provide special bonuses and modify the system’s user interface

Page 9: Design Patterns for Gamification of Work

Patterns for gamification of work – how-patterns

Name Context Problem Solution

ChallengeEmployee performs the appointed task with low speed or low success rate

Improve employee’s engagement on the performed task

Define a desired level of productivity and/or quality and provide a point reward for meeting it and a bonus for surpassing it on daily/weekly/monthly basis

Choice of path

Employee feels the task he/she is assigned to makes little sense, and its goal could be effectively achieved in another way

Let employee find his/her own way of achieving the goal

Define a reward for attaining desired outcome instead of completing specific task

Group challenge

Employee struggles with tasks that could be done fast in collaboration

Make employees collaborate with each other

Define tasks that can only be assigned to teams, not individual persons, with reward equally shared among team members

Postage fee Employee keeps asking others for help even with simple tasks

Make employee do his/her duties without interfering with others’ work

Issue a virtual currency that has to be spent to ask a question on a forum or via an instant messenger, and limit the quota by which every employee’s stock is replenished every day

Record Employee’s performance dropped significantly

Let employee remember he/she can do the given task much better or faster

Register various type of personal records (e.g. the fastest execution of specific type of task, number of tasks completed in a week) and remind employee about those relevant to the current tasks. Define a reward for setting a new personal record

Page 10: Design Patterns for Gamification of Work

Patterns for gamification of work – why-patterns

Name Context Problem SolutionBadges on

displayEmployee considers he/she achieved something important but nobody cares about it

Let employee boast about their achievements

Award badges for record quantity or quality of executed tasks and make the collected badges visible in the employee’s profile

Contest

Employee considers his/her own effort to be larger than that of other employees and that it is not recognized adequately

Make employees able to compare their respective effort among themselves

Provide a leaderboard showing the top contenders, let every employee see his/her own position in the ranking, define end dates when the contest is finished or restarted, and the top players become winners: real-world rewards can be given to the winners and/or their names can be archived in the hall of fame

Higher meaning

Employee does not see the place of his/her work in the grand scheme of things and questions its moral value

Make employee aware of the importance and positive role of his/her work

Provide employee with an introductory background story and multiple short stories which are presented to him/her on completing specific tasks (in a scheduled or random but contextual manner) that inform him how his/her actions contribute to the organization’s mission, society or natural environment

Sense of progress

Employee sees no direct result of his/her actions, considers them futile and fruitless

Make employee aware that every action he/she performs is a step in progress

Reward employee with points even for simple tasks, define point levels marking stages of progress, visualize progress bars showing the distance to the next level

Social currency

Employee generously helps other employees but does not receive due gratitude

Make the recipients able to reward those who helped them

Provide virtual rewards (e.g. reputation points) that can be given by one employee to another as an act of gratitude, and limit the number of rewards that every employee can give every day

Page 11: Design Patterns for Gamification of Work

Format for gamification patternsPractical classification of patterns21 patterns of gamification of work

Conclusion

Page 12: Design Patterns for Gamification of Work

Thank you for your attention

Contact detailsJakub Swacha

[email protected] Karolina Muszyńska

[email protected]