peaches industries gamification story

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Page 1: Peaches Industries Gamification story
Page 2: Peaches Industries Gamification story

From Zero to Hero with

Gamifcation

Peaches Industries 2013

Page 3: Peaches Industries Gamification story

Content

• Introduction of Peaches Industries• Common Challenges of End User

engagement• Gamification principles• Gamification mechanics• Practical Gamification examples

Page 4: Peaches Industries Gamification story

Zurich, SwitzerlandHelsinki, Finland

Portals for Human Beings

Page 5: Peaches Industries Gamification story

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

Page 6: Peaches Industries Gamification story

Common End User adoption Challenges

Page 7: Peaches Industries Gamification story

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

Page 8: Peaches Industries Gamification story

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”

Page 9: Peaches Industries Gamification story

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

Page 10: Peaches Industries Gamification story

Gamification principles

Page 11: Peaches Industries Gamification story

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!

Page 12: Peaches Industries Gamification story

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

Page 13: Peaches Industries Gamification story

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)

Page 14: Peaches Industries Gamification story

Gamification mechanics

Page 15: Peaches Industries Gamification story

• 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

Page 16: Peaches Industries Gamification story

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”

Page 17: Peaches Industries Gamification story

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!

Page 18: Peaches Industries Gamification story

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!

Page 19: Peaches Industries Gamification story

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

Page 20: Peaches Industries Gamification story

Practical Gamification examples for Innovation Processes

Page 21: Peaches Industries Gamification story

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

Page 22: Peaches Industries Gamification story

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

Page 23: Peaches Industries Gamification story

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)

Page 24: Peaches Industries Gamification story

Practical Gamification examples for SharePoint 2013

Page 25: Peaches Industries Gamification story

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

Page 26: Peaches Industries Gamification story
Page 27: Peaches Industries Gamification story

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

Page 28: Peaches Industries Gamification story
Page 29: Peaches Industries Gamification story

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

Page 30: Peaches Industries Gamification story
Page 31: Peaches Industries Gamification story

On the bottom line:Emotions are key to human

productivity

Portals for human beings

Page 32: Peaches Industries Gamification story