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Octalysis Group Gamification Design Challenge (Feb 2017)

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Rules to compete and grow your career in gamification, behavioral design, and The Octalysis Group!

Published in: Design

Octalysis Group Gamification Design Challenge (Feb 2017)

  1. 1. for Gamification Design Challenge
  2. 2. by Gamification Design Challenge
  3. 3. Challenge: Non Affiliated. Non Sponsored. Improving Design for
  4. 4. Rules 1. Contestant will complete an Octalysis Strategy Dashboard for the challenge product 2. Contestant will analyze the challenge product and evaluate what is weak or strong in their engagement design 3. Contestant will brainstorm additional concepts to improve engagement for the challenge product 4. Contestant will draw up simple concepts to illustrate an improved design for the product 5. 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 compensation 8. Quality submissions will also receive a Level I Octalysis Certificate
  5. 5. 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
  6. 6. Step 1 Strategy Dashboard After viewing the Business Metrics, Complete the Player Type Analysis, Desired Actions, Feedback Mechanics/ Triggers, and Incentives/Rewards
  7. 7. Octalysis Strategy Dashboard BUSINESS METRICS WIN-STATE PLAYER DESIRED ACTIONSCOMMITS RESULTS IM PACT FEEDBACK MECHANICS PROGRESS TRACKS EMBEDDED TRIGGERS REWARDS
  8. 8. 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
  9. 9. 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
  10. 10. 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)
  11. 11. User/Player Analysis (Add other mediums if needed)
  12. 12. 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
  13. 13. Desired Actions Analysis (Add other mediums if needed)
  14. 14. 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
  15. 15. Feedback Mechanics Analysis (Add other mediums if needed)
  16. 16. 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
  17. 17. 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
  18. 18. SAPS (Zichermann) 1.Status 2.Access 3.Power 4.Stuff
  19. 19. Rewards/Incentives Analysis (Add other mediums if needed)
  20. 20. Octalysis Strategy Dashboard BUSINESS METRICS WIN-STATE PLAYER DESIRED ACTIONSCOMMITS RESULTS IM PACT FEEDBACK MECHANICS PROGRESS TRACKS EMBEDDED TRIGGERS REWARDS
  21. 21. Step 2 Ideation What new features can you think of that would drive user motivation towards the Desired Actions and hence improve Business Metrics?
  22. 22. Avoidance Ownership Em powerm ent Meaning U npredictability Accom plishm ent Scarcity Social Influence CD1 CD2 CD6 CD7 CD8 CD4 CD5 CD3 A) - B) - C)-
  23. 23. Step 3 Core 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?
  24. 24. Core Activity Loop Design
  25. 25. Step 4 Design 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.
  26. 26. Submission Send your submission to joris@octalysisgroup.com Due to volume of submissions, we may not provide feedback to your work unless you are selected as a finalist

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