TM                                              Thoughts on                                              Gamification &   ...
Life as a Game?    Elements of a Game:              Goal / Objective: system or user defined?              Score: real-tim...
Gamification Considerations    Toolkit and Design Framework, not a Bolt-on or Panacea    Single Player vs. Multi-Player (s...
Quantified Self Keys to Success    Make it Seamless              Measurement and tracking can’t require upfront behavior c...
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Mobile health 2012

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Tim Chang
Mayfield Fund
Mobile Health 2012 at Stanford
Future of Baby Steps in Health Innovation

Published in: Health & Medicine
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  • Business Models and Utility and Value Driven
  • Business Models and Utility and Value Driven
  • Business Models and Utility and Value Driven
  • Mobile health 2012

    1. TM Thoughts on Gamification & Quantified Self May 2012Mayfield© 2008 Proprietary and Confidential
    2. Life as a Game? Elements of a Game: Goal / Objective: system or user defined? Score: real-time, explicit feedback after every action or decision Rules to influence score, boundaries for play How are the following like or not like a game? Dating; Finding a mate? Income Taxes? Landing a job? Buying a home? Fundraising for your startup? Updating your status on Facebook or Twitter?Mayfield© 2008 Proprietary and Confidential 2
    3. Gamification Considerations Toolkit and Design Framework, not a Bolt-on or Panacea Single Player vs. Multi-Player (social) Single Player: achievements, leveling, quests, collecting, private scoring Multi-Player: seven deadly sins motivators, public scoring and comparisons. Collaborative vs. Competitive Explicit vs. Implicit Gamification Stats vs. Leaderboards Private vs. Public Behavior by Identity Type Anonymous: YouTube comments, early Formspring Authentic: Facebook Psedonymous: X-box Live, Reddit, Fark.com Gamification by User Lifecycle Leveling curve design New user onboarding – Levels 0-10 as tutorial User engagement – getting users to “Grind” User retention & conversion – Freemium; Iterative Give & Get (data and/or $)Mayfield© 2008 Proprietary and Confidential 3
    4. Quantified Self Keys to Success Make it Seamless Measurement and tracking can’t require upfront behavior change (low friction, especially for less motivated users) Continuous tracking Accuracy vs. Good Enough Make it Interactive Insights, not Data Alerts and Actions, not just Dashboards Mobile vs. Online UX Make it Fun Leverage multiple dimensions of Gamification for different personalities and “play types” – Single-player vs. Social/Multi-player, Private vs. Public, etc.Mayfield© 2008 Proprietary and Confidential 4

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