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Multi-Level
Engagement
System
Team Kinetic Synergy:
Anne Bancroft, Joivonnah
Childs, Jack Chu, Adrian Lin,
Thomas Nance & Melissa
Wong
Roadmap
Background
Experimental Design
Results & Analyses
Recommendations
Q&A Session
Switch2Health Corporation
“Switch2Health believes the Best
Motivation to getting active is a Nice
Reward in the end...don’t you?”
Company Motivation Theory Hypothesis
Background
Motivation
Some users hoard points.
Perhaps they derive some sort of
utility or satisfaction from the act
of accumulating points.
– Seth Tropper
Background
Company Motivation Theory Hypothesis
Choice Theory
Too much choice can:
Background
Company Motivation Theory Hypothesis
Decrease
Motivation
Impair
Decisions
Lower
Satisfaction
Increase
Choice
Complexity
Increase
Regret
Increase
Indecisions
_______________________________________
Thus, the more items within a
given choice set, the greater the
indecision and the potential for
regret from a wrong choice or
lack thereof.
_______________________________________
Hypothesis
 Decreasing the number of items within
a choice set will decrease user’s
potential regret
 This will lead to 4 results:
 Increased likelihood of making a choice
 Increased satisfaction
 Increased motivation
 Increased engagement
Background
Company Motivation Theory Hypothesis
Multi-Level Engagement
System
 Creative solution to increase the number
of choice sets while decreasing the
number of items within each choice set
The Big Idea
Current Rewardsr
Foot
Locker
Wii
Amazon
Current Rewards
System
Bronze
Foot
Locker
Silver
Amazon
Gold
Wii
Bronze Level
(600-1,499 Points)
Silver Level
(1,500-2499 Points)
Gold Level
(2,500+ Points)
Value of Rewards
Structure
 Structure: Experiment +
Survey
 Background:
 Simulate S2H
experience to achieve
external validity
 Experimental Conditions:
 Control Group (Single
Choice Set)
 Experimental Group
(Multiple Choice Sets)
Structure Participants Variables
Experimental Design
Computer Game: Lint
Participants
 Convenience Sample
(N = 32)
 College Students
• Penn students
• Ages 18-22
 Randomization
 Used randomizer in JMP
to assign participants
into experimental
conditions
Experimental Design
Structure Participants Variables
53%
47%
Demographics:
Gender
Females Males
12%
37%38%
13%
Demographics:
Race
African
Asian
White
Other
Variables
 Dependent Variables:
 Satisfaction of Redemption Decision (Satisfaction)
 Ease of Redemption Decision (Satisfaction)
 Amount of Point Accumulation (Motivation)
 Point Redemption (Likelihood of Making a Choice)
 Intention to Play Again (Engagement)
 Independent Variable:
 Number of Choice Sets
• Increase number of choice sets to decrease the
number of items within choice sets
Experimental Design
Structure Participants Variables
Overview
78%
22%
Point Redemption
Yes No
Overview Hypothesis Testing
Results
Satisfaction Scores: 1 = Very Dissatisfied, 5.5 =
Neutral, 10 = Very Satisfied
Satisfaction Scores (Mean)
Rewards 5.03
Satisfaction Scores (Mean)
Redemption 6.2
Satisfaction Scores (Mean)
No Redemption 7.33
Hypothesis Testing: Part 1
 Decreasing the number of items within a
choice set will reduce user’s potential
regret
 Key Dependent Variable to Measure:
Satisfaction of Redemption Decision
Overview Hypothesis Testing
Results
Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied
5.8 6.476.8 8
1
6
Without Levels With Levels
Satisfaction
Scores(Mean)
Satisfaction
Redemption
No Redemption
R2 ≈ 0.061 (r ≈ 0.247)
p-value ≈ 0.5952
R2 ≈ 0.310 (r ≈ 0.557)
p-value ≈ 0.0541
Hypothesis Testing: Part 2
 Decreasing the number of items within a
choice set will increase the likelihood of
making a choice
 Key Dependent Variable to Measure:
Point Redemption
Results
67%
88%
33%
12%
0%
50%
100%
Without Levels With Levels
Percentage of Point Redemption
No Redemption
Redemption
R2 ≈ 0.066 (r ≈ 0.256)
p-value ≈ 0.1371
Overview Hypothesis Testing
Hypothesis Testing: Part 3
 Decreasing the number of items within a
choice set will increase satisfaction
 Key Dependent Variables to Measure:
Satisfaction of Redemption Decision &
Ease of Redemption Decision
Results
Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied
5.8 6.476.8 8
1
6
Without Levels With Levels
Satisfaction
Scores(Mean)
Satisfaction
Redemption
No Redemption
Ease of Decision Scores: 1 = Difficult, 5.5 = Neutral, 10 = Easy
4.8 5.13
8.56
4.5
1
6
Without Levels With Levels
EaseofDecision
Scores(Mean)
Ease of Decision
Redemption
No Redemption
R2 ≈ 0.061 (r ≈ 0.247)
p-value ≈ 0.5952
R2 ≈ 0.310 (r ≈ 0.557)
p-value ≈ 0.0541
R2 ≈ 0.237 (r ≈ 0.487)
p-value ≈ 0.0019
R2 ≈ 0.367 (r ≈ 0.605)
p-value ≈ 0.0430
Overview Hypothesis Testing
Hypothesis Testing: Part 4
 Decreasing the number of items within a
choice set will increase motivation
 Key Dependent Variables to Measure:
Average Points Accumulated & Average
Time Played
Results
1472
1827
0
500
1000
1500
2000
Without Levels With Levels
PointsAccumulated
Average Points Accumulated
12.27
15.22
0
5
10
15
20
Without Levels With Levels
TimePlayed
(Minutes)
Average Time Played
R2 ≈ 0.037 (r ≈ 0.192)
p-value ≈ 0.2932
Overview Hypothesis Testing
Hypothesis Testing: Part 5
 Decreasing the number of items within a
choice set will increase engagement
 Key Dependent Variables to Measure:
Intention to Play Again
Results
26.70%
58.80%
73.30%
41.20%
0.00%
20.00%
40.00%
60.00%
80.00%
100.00%
Without Levels With Levels
Intention to Play Again
No
Yes
R2 ≈ 0.0782 (r ≈ 0.279)
p-value ≈ 0.0641
Overview Hypothesis Testing
7.24
1
3
5
7
9
Leveling
Motivation
Motivation Scores: 1 = Unmotivated, 5.5 = Neutral, 10 = Motivated
6.9
1
3
5
7
9
Leveling
Satisfaction
Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied
Implications
 Increase the number of choice sets to
decrease the number of items within a given
choice set
 Higher Satisfaction & Ease of Decision
Recommendations
Implications
Further
Research
Implementation
Areas of Improvement for
Further Research
 Sampling
 Increase sample size
 Make it more representative of customers
 Experimental Design
 Increase number of experimental conditions
(within-participant designs)
 Conduct field experiment with current users on
s2h.com platform
 Better simulate S2H experience (duration of study,
length of experiment, game, and rewards)
Implications
Further
Research
Implementation
Recommendations
Implementation Suggestions
 Organization beyond Engagement System
 Segmenting Rewards by Gender
 Product Advertisement by Physical Activities
Recommendations
Implications
Further
Research
Implementation
Put Your Hands Up For S2H!
Thank You!
Any Questions?
Q&A Session
Appendix
Appendix
Other Data Analyses
19%
81%
Familiarity with
Computer Game
(Lint)
Yes
No
Appendix
5.97
1
3
5
7
9
Likeability
LikeabilityScores
(Mean)
Computer Game
(Lint)
Likeability Scores: 1 = Dislike, 5.5 = Indifferent,
10 = Like
Other Data Analyses
75%
25%
Helpfulness of a
Hypothetical Leveling
Structure
Yes
No
80%
20%
Control Condition
Yes
No
71%
29%
Experimental Condition
Yes
No
Other Data Analyses
 Number of Rewards Attempted
Appendix
Other Data Analyses
 Number of Rewards Achieved
Appendix
Group 1 Survey Questions
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Group 2 Survey Questions
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix
Demographics Questions
Appendix
Appendix
Appendix
Appendix
Appendix
Appendix

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A multi-level engagement system for understanding consumer choice and behavior

  • 1. Multi-Level Engagement System Team Kinetic Synergy: Anne Bancroft, Joivonnah Childs, Jack Chu, Adrian Lin, Thomas Nance & Melissa Wong
  • 2. Roadmap Background Experimental Design Results & Analyses Recommendations Q&A Session
  • 3. Switch2Health Corporation “Switch2Health believes the Best Motivation to getting active is a Nice Reward in the end...don’t you?” Company Motivation Theory Hypothesis Background
  • 4. Motivation Some users hoard points. Perhaps they derive some sort of utility or satisfaction from the act of accumulating points. – Seth Tropper Background Company Motivation Theory Hypothesis
  • 5. Choice Theory Too much choice can: Background Company Motivation Theory Hypothesis Decrease Motivation Impair Decisions Lower Satisfaction Increase Choice Complexity Increase Regret Increase Indecisions _______________________________________ Thus, the more items within a given choice set, the greater the indecision and the potential for regret from a wrong choice or lack thereof. _______________________________________
  • 6. Hypothesis  Decreasing the number of items within a choice set will decrease user’s potential regret  This will lead to 4 results:  Increased likelihood of making a choice  Increased satisfaction  Increased motivation  Increased engagement Background Company Motivation Theory Hypothesis
  • 7. Multi-Level Engagement System  Creative solution to increase the number of choice sets while decreasing the number of items within each choice set The Big Idea Current Rewardsr Foot Locker Wii Amazon Current Rewards System Bronze Foot Locker Silver Amazon Gold Wii Bronze Level (600-1,499 Points) Silver Level (1,500-2499 Points) Gold Level (2,500+ Points) Value of Rewards
  • 8. Structure  Structure: Experiment + Survey  Background:  Simulate S2H experience to achieve external validity  Experimental Conditions:  Control Group (Single Choice Set)  Experimental Group (Multiple Choice Sets) Structure Participants Variables Experimental Design Computer Game: Lint
  • 9. Participants  Convenience Sample (N = 32)  College Students • Penn students • Ages 18-22  Randomization  Used randomizer in JMP to assign participants into experimental conditions Experimental Design Structure Participants Variables 53% 47% Demographics: Gender Females Males 12% 37%38% 13% Demographics: Race African Asian White Other
  • 10. Variables  Dependent Variables:  Satisfaction of Redemption Decision (Satisfaction)  Ease of Redemption Decision (Satisfaction)  Amount of Point Accumulation (Motivation)  Point Redemption (Likelihood of Making a Choice)  Intention to Play Again (Engagement)  Independent Variable:  Number of Choice Sets • Increase number of choice sets to decrease the number of items within choice sets Experimental Design Structure Participants Variables
  • 11. Overview 78% 22% Point Redemption Yes No Overview Hypothesis Testing Results Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied Satisfaction Scores (Mean) Rewards 5.03 Satisfaction Scores (Mean) Redemption 6.2 Satisfaction Scores (Mean) No Redemption 7.33
  • 12. Hypothesis Testing: Part 1  Decreasing the number of items within a choice set will reduce user’s potential regret  Key Dependent Variable to Measure: Satisfaction of Redemption Decision Overview Hypothesis Testing Results Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied 5.8 6.476.8 8 1 6 Without Levels With Levels Satisfaction Scores(Mean) Satisfaction Redemption No Redemption R2 ≈ 0.061 (r ≈ 0.247) p-value ≈ 0.5952 R2 ≈ 0.310 (r ≈ 0.557) p-value ≈ 0.0541
  • 13. Hypothesis Testing: Part 2  Decreasing the number of items within a choice set will increase the likelihood of making a choice  Key Dependent Variable to Measure: Point Redemption Results 67% 88% 33% 12% 0% 50% 100% Without Levels With Levels Percentage of Point Redemption No Redemption Redemption R2 ≈ 0.066 (r ≈ 0.256) p-value ≈ 0.1371 Overview Hypothesis Testing
  • 14. Hypothesis Testing: Part 3  Decreasing the number of items within a choice set will increase satisfaction  Key Dependent Variables to Measure: Satisfaction of Redemption Decision & Ease of Redemption Decision Results Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied 5.8 6.476.8 8 1 6 Without Levels With Levels Satisfaction Scores(Mean) Satisfaction Redemption No Redemption Ease of Decision Scores: 1 = Difficult, 5.5 = Neutral, 10 = Easy 4.8 5.13 8.56 4.5 1 6 Without Levels With Levels EaseofDecision Scores(Mean) Ease of Decision Redemption No Redemption R2 ≈ 0.061 (r ≈ 0.247) p-value ≈ 0.5952 R2 ≈ 0.310 (r ≈ 0.557) p-value ≈ 0.0541 R2 ≈ 0.237 (r ≈ 0.487) p-value ≈ 0.0019 R2 ≈ 0.367 (r ≈ 0.605) p-value ≈ 0.0430 Overview Hypothesis Testing
  • 15. Hypothesis Testing: Part 4  Decreasing the number of items within a choice set will increase motivation  Key Dependent Variables to Measure: Average Points Accumulated & Average Time Played Results 1472 1827 0 500 1000 1500 2000 Without Levels With Levels PointsAccumulated Average Points Accumulated 12.27 15.22 0 5 10 15 20 Without Levels With Levels TimePlayed (Minutes) Average Time Played R2 ≈ 0.037 (r ≈ 0.192) p-value ≈ 0.2932 Overview Hypothesis Testing
  • 16. Hypothesis Testing: Part 5  Decreasing the number of items within a choice set will increase engagement  Key Dependent Variables to Measure: Intention to Play Again Results 26.70% 58.80% 73.30% 41.20% 0.00% 20.00% 40.00% 60.00% 80.00% 100.00% Without Levels With Levels Intention to Play Again No Yes R2 ≈ 0.0782 (r ≈ 0.279) p-value ≈ 0.0641 Overview Hypothesis Testing 7.24 1 3 5 7 9 Leveling Motivation Motivation Scores: 1 = Unmotivated, 5.5 = Neutral, 10 = Motivated 6.9 1 3 5 7 9 Leveling Satisfaction Satisfaction Scores: 1 = Very Dissatisfied, 5.5 = Neutral, 10 = Very Satisfied
  • 17. Implications  Increase the number of choice sets to decrease the number of items within a given choice set  Higher Satisfaction & Ease of Decision Recommendations Implications Further Research Implementation
  • 18. Areas of Improvement for Further Research  Sampling  Increase sample size  Make it more representative of customers  Experimental Design  Increase number of experimental conditions (within-participant designs)  Conduct field experiment with current users on s2h.com platform  Better simulate S2H experience (duration of study, length of experiment, game, and rewards) Implications Further Research Implementation Recommendations
  • 19. Implementation Suggestions  Organization beyond Engagement System  Segmenting Rewards by Gender  Product Advertisement by Physical Activities Recommendations Implications Further Research Implementation
  • 20. Put Your Hands Up For S2H! Thank You! Any Questions? Q&A Session
  • 22. Other Data Analyses 19% 81% Familiarity with Computer Game (Lint) Yes No Appendix 5.97 1 3 5 7 9 Likeability LikeabilityScores (Mean) Computer Game (Lint) Likeability Scores: 1 = Dislike, 5.5 = Indifferent, 10 = Like
  • 23. Other Data Analyses 75% 25% Helpfulness of a Hypothetical Leveling Structure Yes No 80% 20% Control Condition Yes No 71% 29% Experimental Condition Yes No
  • 24. Other Data Analyses  Number of Rewards Attempted Appendix
  • 25. Other Data Analyses  Number of Rewards Achieved Appendix
  • 26. Group 1 Survey Questions Appendix
  • 36. Group 2 Survey Questions Appendix

Editor's Notes

  1. Thus, Users will lose motivation and not continue S2H use b/c they are not getting rewarded for being active.
  2. Convexity
  3. Insert Snapshot of Lint Talk about the two experimental conditions Illustrate how we ran the experiment
  4. Facebook Add pie charts of the demographic information of participants (break down of females and males)
  5. Put the second graph into a table.
  6. The rewards were not attractive to our participants (some were irrelevant). Hoarding is more appealing with levels. Overall high levels of satisfaction with levels.
  7. Likelihood of being motivated
  8. Change decision scores (10 easy; 1 difficult) Significant p-values
  9. Field Experiment
  10. ***Product segmentation: Heavy and light exercisers …. Not kids and adults