gsummit sf 2014 - recognizing behavior with big data + gamification by ross smith @42projects

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+ Gamification and Big Data Ross Smith Microsoft Using Game Mechanics to Improve Data Science

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Page 1: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+

Gamification and Big Data

Ross SmithMicrosoft

Using Game Mechanics to Improve Data Science

Page 2: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ about me

Page 3: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+cultural change

Page 4: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+our world is changing

new workforce

global demographics

technology revolution

social connectivity

‘user’ experience

is key

Page 5: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+IM

AG

INE

1964

San Francisco event

The Beatles arrive in the US San Francisco - Cow Palace – 19 Aug 1964

Page 6: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+7.2 billion humans1804 – 1 billion1927 – 2 billion1960 – 3 billion

2025 – 8 billion2050 – 9.6 billion2081 – 10 billion

Population growth rate is slowing !

Page 7: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ the internet

87% of American adults now use the

internet

99% of households earning $75,000 or

more

97% of young adults

97% with college degrees

68% of adults connect via mobile

Page 8: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ internet of things

Page 9: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ mobile video

Page 10: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

> 50% of all global growth by 2025 will come fromBRIC countries plus South Korea and Indonesia

Global Shift: Arrival of Emerging Economies

Page 11: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ China

1.6 gamers in China for every American

citizen

517 million

28% play more than 1 hour a day

Page 12: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

In a global village of 100 61 would be Asian, ~80 would have

mobile,11 would be from Europe…

and 70 would be gamers…

Global Shift: Diverse and Distributed Workforces

Page 13: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ why is big data so hyped?

“big data” was added to Merriam-Webster in 2014 edition…

an accumulation of data that is too large and complex for processing by traditional database management tools

Page 14: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ “bigdataUX” – user research

Page 15: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ game design

Page 16: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ testing

A B

Page 17: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ marketing

Page 18: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ productivity gamesusing games to get the data you need

Page 19: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+where games work best

Skills-Behaviors

Matrix

Core Work Skills

Unique Work Skills

Expanding Work Skills

In-Role Behaviors

Organizational Citizenship Behaviors

Page 20: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+Lync Test Games

Build a Story

Landmarks

Road Signs

Mobile Fest

Page 21: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+lan

gu

ag

e q

uality

gam

e

Page 22: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+Results

Significant Quality Improvements for Windows 7

Positive Impact on Ship Schedule

Team Morale and Subsidiary Engagement

Total Screens Reviewed: Over 500,000

Total Number of Reviewers:

Over 4,500

Screens per Reviewer: Average 119

Page 23: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects
Page 24: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

Significant Quality Improvements for product

Positive Impact on Ship Schedule

Team Morale and Dogfood User Engagement

Players Over 1,000

Feedback increase > 16x

Feedback received: 10,000+

Players vs. non-players 67% of players participate vs. 3% of non

Results

Page 25: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ data scienceusing games to get the data you need

Page 26: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+

‘given enough eyeballs, all bugs are shallow’

Eric Raymond, The Cathedral and the Bazaar

Page 27: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects
Page 28: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+Gamified Transactions

Data Authenticity

Pre

cisi

on

Hig

hLo

w

HighLow

GamifiedTransactions

SyntheticTransactions

“Authentic”Transactions

A/B Tests

Page 29: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+

passive monitoring

and

inferential analytics

Visitors Randomly Distributed

50

%

Version B is better than Version A

Version A(Control)

1.2% of users with a Page View clicked on Signup

2.8% of users with a Page View clicked on Signup

Version B(Treatment)

50

%

Is the observed difference statistically

significant?

YE

S

User interactions instrumented, analyzed and compared

Page Title

Signup Here

Title of Page

Signup Here

authentic transactions

Page 30: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+synthetic transactions - examples

test in production methods

outage detection

call quality

slow performance

video frame rate

Page 31: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ gamified transactions (GT’s)

use game mechanics to direct crowd activity

carefully designed not to impact service load

cluster analysis for user groups and scenario determination

generate A/B comparative studies

predictive analytics

beware of the observer effect

Page 32: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ types of elicited information what can we use GT’s for?

Page 33: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ usage studies

games that get users to try new features

teach best practice of product use

measure before and after usage patterns to determine stickiness of feature

can impact the long-term product use

Page 34: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ scenario coverage studies

direct crowd to use features that require more testing

use early adopters willing to accept lower quality to prepare for late majority that require high quality

requires knowing the impact to the user population

measure the observer effect – are gamers acting differently?

Page 35: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+crowd reputation scoring

the value of

gamified transactions

hinges on our ability to trust user’s

feedback

Good

Fair

Needs work

Poor

Reputation Scores

Page 36: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ data science and feedback quality especially important when rewards are used

use the crowd to test each others results!

develop a probability function for each gamer indicating the chance of a correct item of input

reputation score is the Bayesian prior for correctness calculation

reputation is categorized using percentile

provide games that train to improve reputation

Page 37: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+ the opportunity GT’s bring to cloud

gamified monitoring experience tuning and

optimization scenario feedback performance marketing data crowdsourced testing

Page 38: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+

marriage of gamification andbig data

is the future

Page 39: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+42Projects

Collaborative Play Trust Management

Innovation

www.42projects.org

Page 40: GSummit SF 2014 - Recognizing Behavior with Big Data + Gamification by Ross Smith @42projects

+

thank youross smith

[email protected]