This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
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Face of Finance - Gamification
1. The Face of Finance
Financial Planning
is Not a Game
Jason Miceli www.GeroEx.com
2. Game Structure
1. Title Screen (About Me)
2. Game Rules (Definitions, Why)
3. Opening Credits (Examples)
4. Tutorial (Gamification 101)
5. The Game (Integration)
> Lets Play !
6. 2. Game Rules
Define
Gamification is the use of
game mechanics and
game design techniques
in non-game contexts.
Wikipedia, October, 2012
http://en.wikipedia.org/wiki/Gamification
16. 4. Tutorial
Gamification Basics:
Game Mechanics
Sense of Frequent Social / Sense of
Accomplishment Feedback Competition Exploration
Points/Coins Progress bars Sharing/Gifting
Collections
Levels Scores
Meters
Rarity
Achievements User Challenge
Messages
Badges Leaderboards
Tasks & Goals
Animations
Trophies Rankings
Quests &
Virtual Rewards Audio Top 100 Missions
17. 4. Tutorial
Gamification Basics:
Game Techniques
Make It Appropriate
Know your audience
Know their style
Know their motivations
Make It Fun & Challenging
Interesting
Compelling
Visually and perhaps audibly stimulating
Too easy bored
Too hard frustrated
Reward Players For Positive Behaviors
Learning the system
Completing their profile
Meeting critical milestones
Open ranked scoring after a grace period
Reaching the top of the charts for a day/week/month
General use of the system social sharing, involvement in forums, sustained financial
stability, exceeded threshold of deposits, etc.
18. 4. Tutorial
4 Degrees of
Interface Design Feedback
Ill never use it again!
19. 4. Tutorial
4 Degrees of
Interface Design Feedback
Its painful, but I use it because I have to
20. 4. Tutorial
4 Degrees of
Interface Design Feedback
Its fine once you learn it
21. 4. Tutorial
4 Degrees of
Interface Design Feedback
It was intuitive the first time
22. 4. Tutorial
4 Degrees of
Interface Design Feedback
OMG, I cant wait to do that again!
23. 4. Tutorial
Forrester and Gartner Are Playing!
>70% of >50% of
Global 2k Organizations
By 2014, at By 2015,
least one Gamify
Gamified innovation
app processes
Study from Gartner, Inc., Summer, 2011
http://www.gartner.com/it/page.jsp?id=1629214
24. 4. Tutorial
Forrester and Gartner Are Playing!
Four principal means of driving
engagement using Gamification
Accelerated feedback cycles
Clear goals and rules of play
A compelling narrative
Tasks that are challenging but
achievable
Study from Gartner, Inc., Summer, 2011
http://www.gartner.com/it/page.jsp?id=1629214
25. 4. Tutorial
Forrester and Gartner Are Playing!
Gartner, Inc. Hype Cycle for Emerging Technologies, July, 2012
26. 4. Tutorial
Forrester and Gartner Are Playing!
CMS CXM
UCD UXD EED
Best and Worst of Website Experience, 2011 report released in Summer, 2012
27. 4. Tutorial
Criticism
Adding
Badgification is not Gamification
A points, incentive, or loyalty program is not Gamification
Adding progress meters and feedback is not
Game Gamification
Simply adding game mechanics is just one piece of
Mechanics Gamification they contribute to supporting a
Gamification or engagement strategy
Games are fun. Gamification
experiences are crap, because
people see right through them.
28. 4. Tutorial
Criticism
If you don't like playing games and the
application looks and "plays" like a game, it
can be extremely irritating. The game can
get in the way of the technology you're
trying to teach. I have experienced some
of the game-enabled tech already. It can
be annoying especially when you've
mastered a step and need to get past it
and the game structure won't let you
advance.
30. 5. The Game
Know Your Audience
Express Compete Explore Collaborate
Smart Gamification, Amy Jo Kim, PHD
31. 5. The Game
Design For Lifecycle Stage
Enthusiast
Regular
Newbie
Smart Gamification, Amy Jo Kim, PHD
32. 5. The Game
Add PERMA to Activity Loops
P Positive Emotions
E Engagement
R Relationships
M Meaning & Purpose
A Accomplishments
Positive Psychology, Martin Seligman
33. 5. The Game
Go With the Flow
Positive Psychologist, Mihaly Csikszentmihalyi
34. 5. The Game
Support With Progress Mechanics
Smart Gamification, Amy Jo Kim, PHD
35. 5. The Game
Motivate Players With
Intrinsic Value
Intrinsic
Value
Extrinsic
Rewards
Smart Gamification, Amy Jo Kim, PHD
36. Summary
Think like a game designer
Know and design for your audience
Shoot for the, OMG, I cant wait to do that again! factor
Go with the flow
Offer meaningful, intrinsic value, supported by the extrinsic
Make it fun
Ultimate goal
37. Summary
Think like a game designer
Know and design for your audience
Shoot for the, OMG, I cant wait to do that again! factor
Go with the flow
Offer meaningful, intrinsic value, supported by the extrinsic
Make it fun
Ultimate goal
38. GAME OVER
Play again?
Jason Miceli
Creating the Extraordinary
www.GeroEx.com
www.twitter.com/JasonMiceli
Jason Miceli www.GeroEx.com
Editor's Notes
#5: No bullets explaining X years of this or that, proven success, etc. This image speaks volumes to who I am and what my passions are.This is me creating the extraordinary, building the impossible. Theatre directing, video production, software product design, mobile app design; and Im a game designer.Common theme telling a story in order to evoke the desired emotional response (important words).
#7: What gamification is NOT:GamingSocial gaming. Though social engagement, interaction, and integration with social networks is often present in gamification, due to partial focus on achievement recognition and friendly competition
#8: Were taking advantage of humans' psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completingsurveys, shopping, filling out tax forms, reading web sites, managing personal finances.How many in this room do not consider themselves a gamer? Do you play angry birds? Words with Friends? FourSquare? Farmville/Mafia? In this day and age everyone is a gamer (have pic of young boy on ipad) - the reality is we just don't know what the future of "true gaming" is. it may be console gaming - playstations, xbox. It may be social gaming - the aforementioned. It may be interactive / physical gaming - Wii, Kinect. It may be augmented reality - google goggles. It may be something we don't even know. What we do know is the gaming industry is rapidly increasing, exceeded music industry a few years back, the scales are balancing in terms of gender, the ages of gamers are extending significantly in both directions, etc.Why??? Games are fun! Game elements, mechanics, etc. are fun. These new types of games / evolution are far more accessible, interactive, and less taboo.
#10: How many remember this? Early example of gamification, in this case of a loyalty program. It was unique, visual, fun, exciting. Rarity added a sense of exclusivity, you wanted to collect more, and most importantly you were engaged with the brand throughout.
#11: How many have or have seen one of these MPG gauges? (Walk through left to right)Simple and intuitiveVisual and continuous feedbackEncourages good driving behaviorI remember one of the first cars I ever drove my parents cadillac. I remember constantly looking at the gauge and adjusting the exact pressure my foot was applying to the gas pedal to reach optimum gas mileage. Not because I cared about saving a few bucks, but because it felt like a game it was a challenge to hit that sweet spot.To this day I think of that discipline every time Im driving a car even ones without this gauge.NOTE: In the Ford Focus, a graphical plant flourishes or withers based on how economically you drive - game mechanic. Reference: http://www.engineyard.com/infographics/gamification
#12: How many are familiar with HipMunk? More recent, highly innovative, startup thats been highlighted at many conferences and award gobs of seed funding. Sort by AgonyHelpful, intuitive, playfulHide flights that are just not as goodHelpful, intuitive, minimalist, KISS, eliminating the noise
#13: How many have a LinkedIn account?How many have 100% profile completeness?In Feb 2012 they changed a bit, but answer this honestly - how many of you pushed to get 3 recommendations or 50 connections so you could have 100% completeness?Why? Because it felt unfinished. You didnt like seeing something less than complete. Frequent feedback, sense of accomplishmentEncourages behavior pattern; encourages engagement
#14: Wii Fit Not a game, even though its on a game console its gamified exercise.
#15: Foursquare| Rewards, Badges | Location based services such as Foursquare, Gowalla & Facebook Places have redefined game mechanics in non-gaming products. Users and brands alike have taken notice and Foursquare stands out with10 million userson a platform that was built around solid game mechanics. Users can claim mayorships, unlock badges, receive special offers & rewards such as discounts to specific retailers while also tracking against friends via a leaderboard.SalesForce| Leaderboard, Achievements, Leveling | Salesforce has taken gamification to another level with this addition to the popular CRM platform. With Engage, Salesforce users activities within the system are tied to various game mechanics and offers direct competition with other users within their organization. By incorporating this level of competitive visibility organizations can capitalize on surfacing different behaviors and hopefully drive additional engagement with their systems.Starbucks| Leveling, Rewards | Starbucks has incorporated game mechanics into it's popular loyalty program. By incorporating multiple levels and associated rewards & perks per level with a progression tracker, users are incented to continually engage with the brand.
#19: Another important game technique to consider is the goal of game design in context of the 4 degrees of interface design feedback.
#22: This is the nirvana that interface designers want to get to make it so intuitive to use, a pleasure to use, and get picked up by SurveyMonkey for $35MM (after raising only $118,000)
#23: In Game Design you need to go one step further to this. With Gamification, we can get to this level of excitement with business applications.Statistic: It took AOL 9 years to hit 1MM users. It took Facebook 9 months. It took Draw Something 9 days.
#24: By 2014, more than 70% of Global 2000 organizations will have at least one Gamified application. By 2015, more than 50% of organizations that manage innovation processes will Gamify those processes.
#26: Gamification is definitely still evolving and maturing.
#27: Im taking a little creative license by placing these on a linear scale, butCMS Content is King.CXM (Forrester, Q3, 2011) CMS is just one piece of the puzzle weve evolved to consider the whole customer experience, made up of every digital touchpoint. This includes web, mobile, social, email, CRM, Customer Service, eCommerce, everything.UXD User Experience Design, earlier referred to User Centered DesignEED Emotional Experience Design. Quote from Forrster (Best and Worst of Website Experience, 2011 released in Summer of 2012): As companies look to digital touchpoints to be the hub of customer interaction, they need to go beyond functional design to build engaging connections with their customers. To that end, Forrester recommends that companies master the three principles of an approach that we call emotional experience design (EED): Address customers real goals, develop a coherent personality, and engage a mix of senses. One way to get started: Invest in exploratory research to uncover customers unmet needs. The deep insights required to uncover users unmet needs and aspirations dont come from data in spreadsheets or from pushing forward concepts and evaluating current experiences. In order to stay in tune with what their users really need, customer experience professionals must conduct regular exploratory research to understand the different forces that shape their customers attitudes and ultimately affect behaviors.
#28: Again, you must know your audience. You cant do things in a cheesy way such that it insults the intelligence of the user by pretending to be a game. You cant just dump game elements or mechanics on an interface and expect users to suddenly find it fun gamification alone does not make something fun, just as not all games are fun theres good games and bad games; theres good gamification and bad gamification.
#29: An example of poor gamification. Gamifacation cannot be forced. It can't be artificially injected into products and interfaces. Some people truly aren't incented by rakings, levels, audio and visual candies, etc. Gamification needs to be implemented effectively and often subtly. It also needs to be tailored for the right audience (again, as with just about everything - know your audience). Gamification shouldn't deviate the user from "actual work", but rather reinforce and encourage it.
#31: 1. Know your audience. Generally, Women like to collaborate, men like to compete.Points, Badges, levels, leaderboards cater to achiever types4 types of people: Explorers, Collaborators, Competitors, Express (show the verbs - see below)Reference:Amy Jo Kim, PHD (http://lordsillion.wordpress.com/2012/01/10/smart-gamification/andhttp://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world)
#32: 2. Design for / consider lifecycle stage - 3 key stagesNewbie - onboarding (initial visit, first X days or months); consider zero statesRegular - habit-building - very important to haveFresh content, new people, etcEnthusiast - mastery - important to provide exclusivity, recognition, impactReference:Amy Jo Kim, PHD (http://lordsillion.wordpress.com/2012/01/10/smart-gamification/andhttp://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world)
#33: 3. Add PERMA to activity loopsPositive emotions: Not only the emotion of fun. Discovery, learning, enhancing the feeling of trust and security (IE: Amazon - frequent notifications and solid in system communication engender trust), visual appeal.Engagement: Being consciously involved in our activitiesRelationships: Have the user interact with others in the system or have them share about the system outside itMeaning & Purpose: Have the user really feel the meaning of the system.Accomplishments: Enhance the progress the user is making by giving them feedback.DEEPER DIVE: Really understand the feedback / experience loopsfor each of the three key stages... what are the things that folks will be doing in each stage? IE:Positive Emotion: Fun, Delight, Trust, Price, Curious(social) Call to Action: Customize, Share, Help, CompetePlayer (re)Engagement: Task, Mission, Game, Quiz, GiftVisible Progress: Stats, Challenges, Awards, MessagesThen loop back to Positive EmotionReferences:Positive Psychology, Martin Seligman founderCurrator: Amy Jo Kim, PHD (http://lordsillion.wordpress.com/2012/01/10/smart-gamification/andhttp://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world)
#34: Describe this chartBuild a system thats easy to learn and hard to masterAs players progress, increase the challenge and complexityReferences:Positive Psychologist, MihalyCsikszentmihalyiCurrator: Amy Jo Kim, PHD (http://lordsillion.wordpress.com/2012/01/10/smart-gamification/andhttp://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world)
#35: 4. Use progress mechanics to supportThis should be the last thing to think aboutThis is what most new designers jump toThis should support the rest of the strategy, but not BE the strategyMint| Achievements, Progress Bar | As discussed onMashable, Mint is offering a Financial Fitness Score that is based on core game mechanics associated with task completion, progression & achievements. By taking an ordinary exercise and creating a casual gaming experience, mint is creating an opportunity to drive new user acquisition in a creative way.Reference:Amy Jo Kim, PHD (http://lordsillion.wordpress.com/2012/01/10/smart-gamification/andhttp://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world)
#36: 5. Motivate players with intrinsic value3 motivators - autonomy, mastery, and purpose reward players with these motivators!!Studies show Intrinsic value (the 3 motivators noted above, meaning, learning, self-knowledge, love, fun, power) trumps extrinsic rewards (points, levels, badges, quests, progress bars, stars, prizes, money, etc.). The latter may indicate when you should have achieved a certain skill or mastery, but the former is the actual gain of that value. NOTE: In a loyalty system you're not learning anything new and different - that's one key difference between them and gamesExtrinsic rewards & motivators ARE very good to support task completion however - a la the LinkedIn progress bar which helped with profile completion, but not sustained engagementPro tip: use feedback and rewards to support intrinsically motivating activityReference:Amy Yo Kim, PHD (http://lordsillion.wordpress.com/2012/01/10/smart-gamification/andhttp://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world)
#37: Think like a game designer (well established approach in game design): Mechanics (just 1 piece of the puzzle), Dynamics (pacing, progressive unlocks, reward schedules, etc.), Aesthetics (look & feel, voice, etc.)Ultimate goal is to create some kind of emotion - fun, relief, pissed, whatever, but that's what will set this apart from standard interfaces
#38: Think like a game designer (well established approach in game design): Mechanics (just 1 piece of the puzzle), Dynamics (pacing, progressive unlocks, reward schedules, etc.), Aesthetics (look & feel, voice, etc.)Ultimate goal is to create some kind of emotion - fun, relief, pissed, whatever, but that's what will set this apart from standard interfaces