Octalysis Group Gamification Design Challenge (Feb 2017)

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for Gamification Design Challenge

Transcript of Octalysis Group Gamification Design Challenge (Feb 2017)

Page 1: Octalysis Group Gamification Design Challenge (Feb 2017)

for

Gamification Design Challenge

Page 2: Octalysis Group Gamification Design Challenge (Feb 2017)

by

Gamification Design Challenge

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Challenge:

Non Affiliated. Non Sponsored.

Improving Design for

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Rules1. Contestant will complete an Octalysis Strategy Dashboard for the

challenge product2. Contestant will analyze the challenge product and evaluate what is

weak or strong in their engagement design3. Contestant will brainstorm additional concepts to improve

engagement for the challenge product4. Contestant will draw up simple concepts to illustrate an improved

design for the product5. Contestant will send the submission of their work before the

deadline. An optional video explanation can be included.6. A selected few contestants will become finalists and present their

work to Yu-kai Chou 7. The winner will qualify to become a full-time or part-time Trainee

for the Octalysis Group with proper compensation8. Quality submissions will also receive a Level I Octalysis Certificate

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Challenge• Habitica is a lifestyle gamification app that aims to build

habits through RPG (Role-Playing-Game) Design

• Habitica has seen relative success with decent brand awareness

• However, long-tern engagement is still a problem. Many users leave once the freshness wears off

• It also has a difficult time breaking into the mainstream as a productivity app

• Your challenge is to study the app and offer improvements

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Step 1Strategy Dashboard

After viewing the Business Metrics, Complete the Player Type Analysis,

Desired Actions, Feedback Mechanics/Triggers, and Incentives/Rewards

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Octalysis Strategy Dashboard

BUSINESS METRICS

WIN-STATE

PLAYER

DESIRED ACTIONS

COMMITS

RESULTS

IMPACT

FEEDBACK MECHANICS PROGRESS

TRACKS

EMBEDDED

TRIGGERS

REWARDS

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BUSINESS METRICS

1. END RESULTS OF WHAT YOU WANT TO IMPROVE

2.IN ORDER OF IMPORTANCE

3.NEEDS TO BE QUANTIFIABLE

4.LEADS TO GAME OBJECTIVE

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Business Metrics -> Game Objectives

Daily Active Users Weekly returning user after 6 months Weekly tasks completed per active user Onboarding Completion Social Activities and Outreach within App

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DEFINE USERS

1. DEMOGRAPHICS

2.WHAT CORE DRIVES MOTIVATE THEM

3.WHY CDs ARE EMBEDDED WITHIN THE CURRENT APP

4.ARE THERE ANTI-CORE DRIVES? (REASONS WHY THEY DON’T DO THE DESIRED ACTIONS)

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User/Player Analysis (Add other mediums if needed)

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DEFINE DESIRED ACTIONS

1. ALL THE LITTLE ACTIONS USERS SHOULD DO

2.LISTED IN CHRONOLOGICAL ORDER

3.POTENTIALLY BREAKING INTO 4 PHASES UNTIL ACTIVITY LOOP IS FULFILLED

4.LEADS INTO WIN-STATES

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Desired Actions Analysis (Add other mediums if needed)

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DEFINE Feedback Mechanics

1. WHAT USERS USE TO KEEP TRACK OF THEIR PROGRESS TOWARDS WIN-STATE

2.GAME ELEMENT SUCH AS POINTS, LEVELS, STAGES, TROPHIES, AVATARS

3.SHOULD REEMPHASIZE ON THE CORE DRIVES

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Feedback Mechanics Analysis (Add other mediums if needed)

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DEFINE INCENTIVES

1. What are potential rewards that could be given to users?

2.Rewards are powered by 8 Core Drives

3.Think about Content and Context of Reward

4.Strategically place them in different Win-States

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Reward Context

1. Fixed-Action Rewards: Earned Lunch

2.Random Rewards: Mystery Box

3.Sudden Rewards: Easter Egg

4.Rolling Rewards: Lottery

5.Social Treasure: Gifting

6.Prize Pacing: Collection Set

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SAPS (Zichermann)

1.Status

2.Access

3.Power

4.Stuff

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Rewards/Incentives Analysis (Add other mediums if needed)

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Octalysis Strategy Dashboard

BUSINESS METRICS

WIN-STATE

PLAYER

DESIRED ACTIONS

COMMITS

RESULTS

IMPACT

FEEDBACK MECHANICS PROGRESS

TRACKS

EMBEDDED

TRIGGERS

REWARDS

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Step 2Ideation

What new features can you think of that would drive user motivation

towards the Desired Actions and hence improve Business Metrics?

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Avoidance

Ownership

Empowerment

Meaning

Unpre

dictab

ility

Accom

plish

ment

Scarcity

Social Influence

CD1

CD2

CD6 CD7

CD8

CD4 CD5

CD3

A) -B) -C) -

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Step 3Core Activity Loop

Describe how the Core Activity “game” Loop would function.

What pulls the user back to Habitica in your design on a daily basis? Why would they come back in the long-run? How do

you engage people in Endgame?

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Core Activity Loop Design

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Step 4Design sample slides

Using screenshots and simple visual tools, showcase how your ideas would interface with the user through the mobile app (or

other facilitating mediums).

Evaluation will be based on flow, behavioral design, and user experience - not aesthetics.

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Submission

Send your submission to [email protected]

Due to volume of submissions, we may not provide feedback to your work unless you are selected as a finalist