uklug 2012 leverage user adoption with gamification

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measure, reward , enhance: leverage user adoption with gamification

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Page 1: UKLUG 2012 Leverage user adoption with gamification

measure, reward , enhance:

leverage user adoption with gamification

Page 2: UKLUG 2012 Leverage user adoption with gamification

about me

[email protected]

twitter.com/sbeerendonk http://nl.linkedin.com/in/sbeerendonk

e-office 1970 history teacher

collaboration consultant

Rotterdam social IBM cooking

adoption cats-and-dogs travel

sci-fi spinach

Page 3: UKLUG 2012 Leverage user adoption with gamification

Gamification is the use of game elements and game design techniques (mechanics) to enhance non-games. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used.

Source: Wikipedia

what do you think of at the word gamification?

Gamification won't solve your business problem

it only solves your (short-term) engagement problem

it’s about meaning, not flair

to pursue purpose, not leaderboard points

Page 4: UKLUG 2012 Leverage user adoption with gamification

games are everywhere

Page 5: UKLUG 2012 Leverage user adoption with gamification

in consumer areas

• electricity company

Page 6: UKLUG 2012 Leverage user adoption with gamification

and also business-like

• LinkedIn profile

Page 7: UKLUG 2012 Leverage user adoption with gamification

how many of you are gamers?

is it a boy thing?

is playing games a waste of time?

what is the average age of gamers?

Page 8: UKLUG 2012 Leverage user adoption with gamification

43.000.000 hours per day

9.7 hours per week

31 million gamers

53% women

47% men

women little less hrs

men little more hrs

average age is 37

Source: Newzoo, National Gaming Research 2011

Page 9: UKLUG 2012 Leverage user adoption with gamification

research

• By 2014, more than 70% of Global 2000

organizations will have at least one gamified

application

• By 2015, more than 50 percent of

organizations that manage innovation

processes will gamify those processes

Source: http://www.gartner.com/it/page.jsp?id=1629214

Page 10: UKLUG 2012 Leverage user adoption with gamification

Gamification is the use of game elements and game design techniques (mechanics) to enhance non-games. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used.

again ... what is gamification ?

and how does it relate to adoption?

Source: Michael Sampson User Adoption Strategies 2nd ed. 2012

ADOPTION

Page 11: UKLUG 2012 Leverage user adoption with gamification

time spent

playing Draw Something

training

If we could only engage our employees to put in as many hours learning

10,000 hrs!

Outliers, Malcom Gladwell, The 10.000 hrs succes theory

Page 12: UKLUG 2012 Leverage user adoption with gamification

what do you see?

urgency

optimism

concentration ‘anxiety’

surprise

epic win

Source: Phil Toledano

Page 13: UKLUG 2012 Leverage user adoption with gamification

technology = 10%

People = 90% ! of success.

human – technology - organization

Page 14: UKLUG 2012 Leverage user adoption with gamification

G

make social collaboration possible

social collaboration, how do I start?

structure &

process

process | control | predictable

manage | low costs | mechanical

9 to 5 | no errors | internal focus

no change | control | process leading

smart & flexible

knowledge | information | everywhere

network | creativity | goal oriented

intrinsically | independent | trust

collaborate | discipline | facilitate

Yellow & Blue

Page 15: UKLUG 2012 Leverage user adoption with gamification

some roadblocks to change

• fear of the unknown

• comfort with the status quo

• pushback on being forced to change

• no sense of the future possible benefit

• being overwhelmed with possibilities

Source: Michael Sampson User Adoption Strategies 2nd ed. 2012

Page 16: UKLUG 2012 Leverage user adoption with gamification

change is social

• change is a process, not an event

• change takes time

• change is made real by what people do

Source: Michael Sampson User Adoption Strategies 2nd ed. 2012

Page 17: UKLUG 2012 Leverage user adoption with gamification

what motivates us?

• from Maslow’s Need to Pink’s Drive

Bron: Michael Wu, Ph.D.

Page 18: UKLUG 2012 Leverage user adoption with gamification

measure

reward

enhance

set goals, levels, points and measure if they are met

give badges, give feedback, notifications, show the best

indicate what needs to be done to go further, invite to use advanced functionality or show desired behaviour

how does gamification work?

Page 19: UKLUG 2012 Leverage user adoption with gamification

encourage to engage in desired behaviours

Page 20: UKLUG 2012 Leverage user adoption with gamification

beginner

advanced

expert

Page 21: UKLUG 2012 Leverage user adoption with gamification

game mechanics behaviour motivators

points reward

levels status

badges achievement

leaderboards competition

challenges self-expression

feedback altruism

encouraging users to engage in desired behaviors

Page 22: UKLUG 2012 Leverage user adoption with gamification

drive engagement with game design techniques

rapid/instant feedback

tasks that are challenging but achievable

clear goals and rules

a compelling narrative

Page 23: UKLUG 2012 Leverage user adoption with gamification

about motivation and rewards

is gamification a long-term approach?

extrinsic rewards

competetive:

helping, giving, welcoming,

exchange, participate

explorative:

look at, search, collect,

complement

intrinsic rewards

• being good at your

job

• gather knowledge

• autonomy

• belonging

• having fun

• doing work that

matters

Source: Michael Whu, Pd. D., http://lithosphere.lithium.com/t5/Building-Community-the-Platform/The-Gamification-Backlash-Two-Long-Term-Business-Strategies/ba-p/30891

Page 24: UKLUG 2012 Leverage user adoption with gamification

desire

challenge

incentive

mastery

achievement / reward

feedback

behaviour loop

social

Page 25: UKLUG 2012 Leverage user adoption with gamification

sticks and carrots:

Path to Sustained Adoption

Source: John McGuigan, Fiberlink Communications

u

s

a

g

e

time

increased utility

financial rewards / carrots

punishment / sticks

Page 26: UKLUG 2012 Leverage user adoption with gamification

gamification in social software

• Badgeville for Yammer + Jive + Connections

• Level Up for Connections

• Kudos Badges for Connections

• The Hive for Connections

Page 27: UKLUG 2012 Leverage user adoption with gamification
Page 28: UKLUG 2012 Leverage user adoption with gamification

Bunchball Level Up

gamification partner

hosted environment

focused on training, first steps

Page 29: UKLUG 2012 Leverage user adoption with gamification

TemboSocial The Hive

gamification partner

hosted environment

focused on training, first steps

Page 30: UKLUG 2012 Leverage user adoption with gamification

IBM partner internal installation

focused on first steps and long-term

integration with other tools

widgets

configuration tool for creating your own Badges

ISW’s Kudos Badges

Page 31: UKLUG 2012 Leverage user adoption with gamification

Kudos demo

Page 32: UKLUG 2012 Leverage user adoption with gamification
Page 33: UKLUG 2012 Leverage user adoption with gamification

create metrics

Page 34: UKLUG 2012 Leverage user adoption with gamification

create / edit a badge

Page 35: UKLUG 2012 Leverage user adoption with gamification

gaming the system

bending the rules, taking a short-cut, creating our own solution,

finding a loop-hole

A sign that people have a high level of affinity with an experience, engaged

and enhacing skills by doing this!

• anticipate likely behaviour and put measures in place

• choose rewards that resonate with your core audience (culture, business goals)

• create pre-requisites that require someone to satisfy a variety of different criteria within a certain timeframe

• reward for quality rather than quantity

Page 36: UKLUG 2012 Leverage user adoption with gamification

E

want more?

Get badges and earn your free adoption workshop !

• leave your business card

• get in touch with me

Whitepaper on request:

Measure, reward, enhance: leverage adoption of IBM Connections

by applying gamification

[email protected]

twitter.com/sbeerendonk http://nl.linkedin.com/in/sbeerendonk