Gamification

What is gamification?

First and foremost, gamification is not a game, nor is it even necessarily fun. Gamification is the application of game design elements and game mechanics to non-game contexts and is typically used to improve:

  • Engagement with the product or service
  • Organizational productivity
  • Flow”, a concept popularized by Mihaly Csikszentmihalyi
  • Learning ability or the desire for learning
  • Ease of use

Three Basic Tenets

Variable Rewards

As users perform actions (e.g. post Tweets, upload photos, buy products, write reviews, etc.), they are validated by receiving likes, shares, upvotes, or other “rewards”. These serve to reinforce the action and encourage users to continue performing that action because they cannot predict how much “reward” they will receive and will constantly seek more.

Completion

Human nature is to seek to see things “whole”. Partially painted walls, half-done laundry, and incomplete DIY projects bother us and generally prompt us to continue until we or the environment around us feels “complete”.

Achievements & Prizes

These can be real or virtual. 4square used virtual badges and achievements to reinforce behavior, but air miles and cash prizes are common real rewards for other platforms.

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Don’t Fix What IS Broken

When you hear, “Don’t fix what isn’t broken”, you probably think of some iconic luddite from Hollywood; someone who is unwilling to acknowledge or unable to see the fault in the system and has no desire to address it. Unfortunately, sometimes this describes our clients–not every client and not every time–but many of you can probably name at least one project within the last year.

This post is all about why you shouldn’t actually try to fix the things that are broken.

But before I get started, I want to highlight a few exceptions:

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When to “Ask”

The UX field is naturally focused on the user’s experience and that means that we sometimes identify conflicts between user needs and business needs. There was an anecdote floating around not too long ago that one of the Facebook redesigns improved the experience so much that people were able to get what they needed faster and spent less time on the site. Facebook is providing their product for free to its users, thus it makes all of it’s money off of advertising revenue. Therefore, people spending less time on the site translates directly into Facebook making less money. They quickly released another update that was “even better”, but looked a whole lot like the original newsfeed. I’m not a heavy Facebook user, so I couldn’t tell you if this was true from my personal experience and I have not seen any data–though I doubt they’re keen on releasing that.

As someone who cares passionately about the user’s experience, I really dislike when the business gets in the way of good product design. Most often, this happens when there is a specific behavior that the business must see (e.g. session duration or ad exposure for Facebook). The trick is to find the right way to present your value, so that when you do ask for the behavior, users are more than willing to comply.

How do we ask for the behavior without sacrificing the user experience?

The answer to that question is driven by these:

  1. What problem is this user trying to solve with the product?
  2. What behavior does the business need to see in order to make money?
  3. When have we sufficiently proven the product’s value through the experience to justify the ask ?

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Scenario-Driven Design

We will sometimes get hung up on labels, but whether you call them scenarios or journey maps, or user flows; what I’m referring to here is the situation in which someone is engaging with your product.

Kim Goodwin had a great conversation with Jared Spool on scenario-driven design here. It’s only 30 minutes and well worth listening to, but here is the transcript if you prefer the written word.

Why should you care about scenarios?

Moore’s Law is still holding and as technology is rapidly advancing, we cannot accurately predict how tomorrow will solve today’s problems. Therefore, it is unrealistic to expect everything we build today to work for tomorrow’s users.

This is where I feel like scenarios can give us an edge in our design: by increasing the time to obsolescence.

If we design for features first (without considering the scenario), then we’ve really only addressed the symptom of the user’s true problem. That means all someone else has to do is actually solve the problem and their product will be superior, even if we have the better features. Users don’t want features, they want solutions to their problems.

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Why are my users losing interest?

I was asked to determine why the clickthrough rate on an eNewsletter was decreasing in recent months. As with many such questions, BJ Fogg’s Behavior Model is a great place to start:

B = M + A + T
Behavior = Motivation + Ability + Trigger

Some behaviors are more difficult to perform; or, in the case of product design, elicit from users. Regardless of the difficulty, their must be adequate motivation for the user to perform the task, the user must have the physical/mental/emotional ability to perform the task, and there must be a trigger to prompt the execution of the task. Additionally, all three of these must occur at the same time in order for the behavior to occur.

If the combined weight of these three factors does not meet the difficulty threshold for the task (at the time the the task needs to be performed), then the behavior will not occur. For example, imagine you want to wake up an hour earlier than usual in order to exercise:

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