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Productivity, Gamification, and SharePoint 2013

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An overview of SharePoint 2013 productivity features, why productivity is the key to end user adoption issues in SharePoint, and how gamification can further enhance end user engagement, loyalty, and advocacy.

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Productivity, Gamification, and SharePoint 2013

  1. 1. A Business Perspective on Productivity, Gamification, and SharePoint 2013 #SPSKC
  2. 2. Christian Buckley Chief Evangelist & SharePoint MVP Metalogix cbuck@metalogix.com http://www.buckleyplanet.com @buckleyplanet
  3. 3. Productivity, Gamification, and SharePoint 2013 What we’ll cover today: • What is Gamification? • Why focus on Productivity? • Key productivity features in SharePoint 2013 • Why SharePoint should be expanded to include Gamification as a way of improving productivity
  4. 4. Business Problems • Adoption issues • Weak usage of taxonomy and templates • Poor collaboration • Slow to realize benefits of SharePoint investments
  5. 5. Why Focus on Productivity?
  6. 6. What is Productivity? • • • • • • • • • • • Engagement Encouraging Collaborative Loyalty Motivating Retention Compelling Satisfying Fans Advocating Evangelism
  7. 7. Why focus on Productivity? • To simplify the interface into SharePoint • To better align end user activities with the needs of the business • To better streamline business processes • To get more out of SharePoint
  8. 8. The result? • Faster employee on-boarding and training • More business output • More usage of the platform • Faster realization of the financial investments you’ve made in SharePoint
  9. 9. The most challenging part of any SharePoint deployment is figuring out how to help users to be productive once they are on the platform
  10. 10. Productivity Goals •Engagement (depth) •Retention (loyalty) •Motivation (inspiration) •Innovation (value)
  11. 11. The Four Facets of Productivity
  12. 12. Six Key SharePoint 2013 Productivity Features
  13. 13. Making end users more productive The App Model
  14. 14. Making end users more productive The App Model My Tasks (Content Aggregation)
  15. 15. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds
  16. 16. http://www.khamis.net
  17. 17. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds Projects and Deadlines
  18. 18. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds Projects and Deadlines Simplified Sharing
  19. 19. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds Projects and Deadlines Simplified Sharing Communities
  20. 20. The Question
  21. 21. “The addition of game mechanics to a site or application allows you to layer more compelling user experiences into existing activities. “These gamified activities address and satisfy basic human desires, creating the addictive experiences that motivate users to take specific actions, and to return more frequently.” BunchBall, Gamification 101: An Introduction to Game
  22. 22. People have fundamental desires for reward, status, achievement, self-expression, competition, and altruism, among others. These desires are universal, and across generations, demographics, cultures, and genders. By wrapping the appropriate set of game mechanics around your website, application, or community, you can create an experience that drives behavior by satisfying human desires. BunchBall, Gamification 101: An Introduction to Game Dynamics
  23. 23. Recognize that people will seek to “Game the System” – requiring you to periodically review and adjust
  24. 24. Implementing Gamification Principles
  25. 25. Adam Sarner, a Gartner analyst, has projected that over 75 percent of Fortune 1000 companies will undertake some kind of online socialnetworking initiative for marketing or customer relations purposes by 2014. BunchBall, Gamification 101: An Introduction to Game Dynamics
  26. 26. • Gamification influences behavior through the use of key concepts • • • • Game design Customer Loyalty programs Behavioral economics Community management • Can be used across a broad spectrum of situations where individuals need to be motivated or incentivized BunchBall, Gamification 101: An Introduction to Game Dynamics
  27. 27. www.Beezy.net
  28. 28. Understan d the Business Value of Gamificati on • When more people participate, you are able to • • • • • Improve collaboration Improve individual motivation Speed up the learning process Improve system/content analytics Builds a stronger sense of community
  29. 29. Case Study • A global computer manufacturer launched a Facebook campaign to build out a community for tech-focused college students, with the goal of promoting their educational computing site. They created a gamified Facebook app that offered a chance to win a $5,000 scholarship and free laptop. Students received points for registering, by inviting friends, creating groups, and by posting on their Facebook wall. Six weeks after launch, they increased participation by 1000%. • Other metrics included: • • • • • • • 1 in 3 checked out their product reviews 1 in 3 promoted the Facebook app 1 in 3 posted their award to a new level 1 in 3 visited the educational computing site 1 in 4 recruited friends to help them 1 in 5 made the laptop their Facebook profile picture for a day 1 in 6 participants wrote and submitted an essay BunchBall, Gamification 101: An Introduction to Game Dynamics
  30. 30. Case Study AOL took a conjoint approach to understand the DNA of comments within their sites. They looked at: • • • • • • • fact based comments clarity of thought original article criticism name (full name, nicknames, anonymous) icon (author picture, avatar) adherence to party lines Grammar AOL’s analysis showed what people cared about: • • • • • style -- 7% (not very important) individual substance - 14% mildly important community involvement -- 19% somewhat important personal identity --- 19% somewhat important relationship to content - 42% very important
  31. 31. Does this really work? • World class companies have introduced Gamification imperatives and have measured the following improvements on different user behavior levels: • 500% increase in user comments and activity in the Intranet • 140% increase time on site • 600% gain in shop clicks • 2000% surge in social sales • 60% increase in Employee engagement • 250% growth in training compliance Source: @jussimori
  32. 32. Interesting stat: 70% 70% of commenters are replying to each other
  33. 33. The overall goal of gamification is to reach business goals by driving engagement, improving collaboration, and by instilling a stronger sense of community
  34. 34. “At its core, gamification applies game mechanics to non-game activities to prompt specific behaviors. “In a business context, gamification is the process of integrating game mechanics and dynamics into a website, business service, online community, content portal, marketing campaign, or even internal business processes, in order to drive participation and engagement by target audiences.” BunchBall, Gamification 101: An Introduction to Game Dynamics
  35. 35. Game mechanics • Game mechanics are the actions, processes, and control mechanisms used to “gamify” an activity. Game mechanics are what drive the gamification activities. • Game mechanics: • • • • • • Points Levels Challenges Virtual goods Leaderboards Gifts and charity • Game dynamics: • • • • • • Rewards Status Achievement Self-expression Competition Altruism BunchBall, Gamification 101: An Introduction to Game Dynamics
  36. 36. Competition and gamification activities surround us in our daily lives
  37. 37. Extending Your Productivity Strategy in SharePoint
  38. 38. Social Architecture User Profile Service Profile DB (per-service) People and tag following User profile properties Managed Metadata Content DB (site collection per-user) #Hashtags Site and document following Feed posts For more of a dev perspective with detail on APIs, Beyond Social Personal storage space
  39. 39. Understand the governance issues surrounding your social strategy
  40. 40. Ideas for Using Gamification • Create avatars for users who develop and earn XP by attending courses, watching e-learning content and participate actively in the community • Create monthly challenges to improve your Intranet • For example, monthly challenges for End Users to create a list or library templates which improves collaboration. Rewards such as getting a day off or free dinner for two. • Make your MySite profile like a Company Hero Avatar. • Everything you do in the intranet will be rewarded by points which develop your avatar further. You raise levels and with higher levels you can get elevated privileges or recognition. @jussimori
  41. 41. Gamification Vendors
  42. 42. Key Questions • Does your platform align with your business goals? • Are the games relevant to your users and activities? • What are your short-term and long-term goals for these methods? • What does a successful implementation look like within your organization?
  43. 43. Thank you!
  44. 44. Contact me Christian Buckley cbuck@metalogix.com +1 425-246-2823 @buckleyPLANET www.buckleyPLANET.com and www.Metalogix.com Order your copy at http://oreil.ly/qC4loT
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An overview of SharePoint 2013 productivity features, why productivity is the key to end user adoption issues in SharePoint, and how gamification can further enhance end user engagement, loyalty, and advocacy.

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