peaches industries gamification story
TRANSCRIPT
From Zero to Hero with
Gamifcation
Peaches Industries 2013
Content
• Introduction of Peaches Industries• Common Challenges of End User
engagement• Gamification principles• Gamification mechanics• Practical Gamification examples
Zurich, SwitzerlandHelsinki, Finland
Portals for Human Beings
Meet the Peaches
CHRIS MÜLLERFounding Partner & CEO
Principal Consultant
EMILIANO BRANCASenior Project Manager
DETLEF MENDEBusiness Development
MARIANNA MORICommunication &
Social Media
JUSSI MORIFounding Partner
Principal Consultant
PETTERI MÄKELÄLead SharePoint
Developer
TIM GORREESocial Media Expert
Common End User adoption Challenges
Let’s have a look at some numbers…
Customers:54% are inactive in loyalty programs69% don’t use online communities
Employees:50% don’t fully adopt to enterprise software88% don’t use social enterprise software
Source: Gartner
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”
The Technology acceptance model
External variables
Perceivedusefulness
SimpleTo use
Personalattitude
Intention to use
Actual system
use
The Gamification influence point!
Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
Gamification principles
People have fundamental desires for:• Status• Reward• Achievement• Self-Expression• Competition• Altruism
Why Gamification actually works
These desires are universal and across cultures, genders,
generations and demographics!
The 8 core motivation drives
Source: Octalysis Gamification Framework by Yu-Kai Chou
LEFT BRAIN RIGHT BRAIN
Meaning
Avoidance
Accomplishment
Empowerment
Ownership
Security Unpredictability
Social Pressure
Why do you want to drive people?
When more people participate, you can…• improve collaboration (Empowerment)
• improve individual motivation (social pressure)
• speed up the learning process (Accomplishment)
• cultivate team spirit (Meaning)
• improve system and content analytics (Constant improvement)
• last but not least, predict End-User behavior! (Constant improvement)
Gamification mechanics
• S for Status: Boasting 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.
The SAPS rewarding principle
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”
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
Ability
Str
ess
FLOW
ZONE
Bored…
Overwhelmed!
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
When we are in a FLOW state, we are in the most productive state on the current task at hand!
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
Practical Gamification examples for Innovation Processes
Ideas for Gamification of Innovation“Ideas are the currency of the future!”
• Submit Innovation ideas and get rewarded– Create communities around ideas– Have your ideas vetted by others and earn status– Review and comment other peoples ideas to earn
points– Collaborate with others in the company to synthesize
ideas from different viewpoints
Ideas for Gamification of Innovation
• Have virtual currency where people can invest into ideas (Coins)– Every employee becomes a virtual Venture Capitalist
for Ideas and innovations
Ideas for Gamification of Innovation
• Have immersive spaces where people can connect and innovate together– Structured workshops– Ideation sessions– Virtual representations of people (Helps to overcome
cultural differences and shyness)– Decrease travel costs– Allows people to stay more engaged over a longer
period of time. (Element of play which keeps you energized)
Practical Gamification examples for SharePoint 2013
Use Case eLearning• Track and visualize earned skills of employees• Use hyper available feedback loop principle to
visualize and bring transparency to progress• Use leader boards for status and badges for
reward• Give access to “advanced” content after
reaching a certain level• Create tutorials for newbies, to learn about
company related information• Use avatars to express progress and allow
individualization
Use Case Project Management• Gamify time and task reporting for project
members• Give rewards for completed tasks / user
stories / whole projects• Visualize project progress• Past, present, Future
– My progress, team progress
• Use the hyper available feedback loop principle toboost project performance
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 team site
• Metadata Archaeologist! Sent feedback about term sets to the portal team
• Metadata Flashmobber! Termsets have been extended by the user directly
On the bottom line:Emotions are key to human
productivity
Portals for human beings