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ATT ANVÄNDA GAMIFICATION
01 VAD ÄR GAMIFICATION?
02 EXEMPEL
03 GAMIFICATION I PRAKTIKEN
2 0 1 8 - 0 1 - 1 1 @ j a n b i d n e r # S O G E T I
01 Vad är Gamification?
02 Exempel
03 Gamification i praktiken
THE GAMIFICATION MATRIX
2/50
3/50
4/50
5/50
De flesta tror att GAMIFICATION handlar om
tävlingar, poäng, märken och topplistor.
6/50
Det gör det inte
7/50
Det handlar om att hitta
DET OPTIMALA spelet
i varje situation
Och göra situationen bättre
8/50
Ställa sig frågor som
Hur spelar jag det här?
Vad är reglerna?
Vad är målet?
Vad är mitt nästa drag?
9/50
Spelet kan handla om…
10/50
Att UTMANA SIG SJÄLV
10/50
Uppnå ett nytt PERSONLIGT MÅL
11/50
Eller att arbeta TILLSAMMANS
mot en gemensamt mål
12/50
Få saker gjorda
13/50
Rädda världen
14/50
Fånga dem alla
15/50
Utforska världen och universum
16/50
Hålla sig vid liv
17/50
Eller hitta den där sällsynta saken
som jag längtar efter
18/50
Komma in på den där coola klubben
I P
19/50
Kanske bara FÅ UPP FLYTET
20/50
Eller KANSKE…
21/50
Utmana sig själv
personligA mål
GEMENSAMMA MÅL
Få saker gjorda
Rädda världen
Fånga dem alla
Utforska världen
Hålla sig vid liv
Hitta DET sällsynta
coola klubben
Behålla flytet
22/50
identifiera RÄTT DRIVKRAFTER
OCH hitta balansen
mellan dem
Mening
Förverkligande
Prestation
Ägarskap
Grupptryck
Underskott
Undvikande
Oförutsägbarhet
8 mänskliga
drivkrafter
23/50
skapaR en DYNAMISK
OCH engagerande
upplevelse
Mening
Förverkligande
Prestation
Ägarskap
Grupptryck
Underskott
Undvikande
Oförutsägbarhet
8 mänskliga
drivkrafter
23/50
hitta lämpliga
spelmekaniker
8 mänskliga
drivkrafter
Relaterande
Spelmekaniker
Mening
FörverkligandePrestation
Ägarskap
Grupptryck
Underskott
Undvikande
Oförutsägbarhet
Narrative
Humanity’s
hero
FOMO
Punch Timer
24/50
INRE MOTIVATION
RELATEDNESS
AUTONOMY
MASTERY
PURPOSE
”Känns som hemma”
”Jag kan påverka min egen situtation”
”Jag kan utvecklas och bli bättre”
”Ha ett syfte/ Veta VARFÖR jag gör saker”
DANIEL PINK
25/50
Så vad är spelet i den här KONTEXTEN?
26/50
´VILKA BETEENDEN vill vi ha?
Och hur uppnår vi det?
26/50
Hur många DRIVKRAFTER sa jag att det fanns?
27/50
VINN EN FIN GREJ! JAG HAR EN TILL!
27/50
01 Vad är Gamification?
02 Exempel
03 Gamification i praktiken
• Komma i form och bygga vanor runt hälsosamma beteenden
En personlig tränare!
Way to go!
Second best result
this month!
Just 800m to go!
28/50
GrupptryckPrestation
Förverkligande
Få folk att bjuda in alla sina vänner?
• ge dem något att bry sig om
• locka med resurser som belöning
• rädsla att förlora allt
GrupptryckFörlustÄgande
28/50
Få folk att besöka din affär eller restaurang?
• Uppmärksamma dem
• Ge dem verktyg att vara sociala
• Låt dem samla saker
• Belöna lojalitet
GrupptryckPrestationÄgandeskap
29/50
Förändra sociala attityder och beteenden
31/50
GrupptryckPrestationMening
Leva hållbara liv!
• Berätta för människor hur de
kan bete sig för att rädda världen
• Starka berättelser
32/50
GrupptryckFörverkligandeMening
33/50
• Använda en annan sökmotor än Google!
Få personer att vilja dela
med sig av sin kunskap?
• Genom att uppmärksamma
kvalitet och ge dem verktyg för
att ge feedback på varandras
bidrag
• Få dem att känna sig
betydelsefulla
34/50
Hålla lusten till lärande
vid liv!
• Genom att göra den egna kunskapens
växande till själva poängen och värdet!
SPELMEKANIK
• Nivåer
• Avatarer
• Samlande
• Narrativ
35/50
36/50
01 Vad är Gamification?
02 Exempel
03 Gamification i praktiken
36/50
Definitionen av Gamification
ATT ANVÄNDA SPELDESIGNELEMENT
I SAMMANHANG SOM INTE ÄR SPEL
FÖR ATT MOTIVERA OCH ENGAGERA
OCH DRIVA BETEENDEN
NÄRBESLÄKTAT…
USER EXPERIENCE
Behavioral
economics
SPELPSYKOLOGI
37/50
38/50
För att förstå gamification
behöver vi förstå spel
OCH varför de fungerar
39/50
KRAFTEN i en stark berättelse
ett mäktigt narrativ
40/50
Uppslukas i utmaningen
NÄR MAN FÖRSÖKER
att övervinna ett nytt hinder
41/50
MisslyckAS, MISSLYCKAS, MISSLYCKAS…
…tills man plötsligt LYCKAS!
42/50
Känslan att befinna sig på vippen
till en stor seger!
43/50
TÄNKA SOM EN
SPELDESIGNER!
NÅGRA AKTUELLA EXEMPEL
44/50
45/50
TUNNELBANEUPPGÅNG ODENPLAN
46/50
JULKALENDER & JULKLAPPAR
47/50
MÄRKEN OCH MEDALJER
48/50
Arbetet handlar om Speldesign & UX
• Identifiera kontexten och spelarresorna
• Kärnaktiviteter och aktivitetsloopar
• Smärtor och förbättringsmöjligheter
• Spelarna
• Reglerna
• Mål & Delmål
• Direkt återkoppling
• Långsiktig återkopplig
49/50
50/50
TRICKET
Engagera tillräckligt länge…
… för ATT användaren ska börja
bygga vanor
… och upptäcka sin egen inre motivation
Dåliga kärnaktiviteter…
Aldrig motiverande på sikt!
Några aktuella exempel
• Sample taking in process industry: Boring tasks into fun and excitement
• Gamified Learning for schools: Get students to voluntarely engage in their learning
• Health and ergonomy in control rooms: Getting engaged about saving yourself
• Community for Lego Nerds: Endorse talent and boost creativity
• Service to get people into jobs: Coach and challenge them
• Innovative Hack for Industry client: AR gnomes for your garden
• New job onboarding: Quests to complete to get onboarded on new job
• Changing attitudes on distance care: A table-top game to explore different
strategies to provide good health care. For managers of health satellites in inland
Sample Taking in the process industry
• Assignment: To explore the possibility to make
boring routine work less boring in the process
industry using gamification
• Methods: User studies (interviews,
observations), player type analysis, Core Loop
Analysis & Design, innovation workshops and
concept development with experts and UX-
expert teams
• Result: A concept on knowledge sharing and
betting on sample levels while keeping track of
what samples have been taken. The concept
has proven to make that routine more
engaging that has been further developed into
a fully working 3D-application for Ipad by game
designers Tension together with the client
Stora Enso. The application is in use today.
Gamified Learning for schools
• Assignment: To help make learning more fun and to
raise the learning goals for students at Ådalsskolan
• Methods: Co-operative Workshops with students
and teachers Player Types and Core Drive analysis,
Concept-development, iterative dev/testing
• Result: The service has created much engagement both
among students and teachers and has been made an
example and pointed out as significant both by the
principal (PO) himself but also by others.
• It focuses on bringing learning into a gamified context to
engage students and make them more engaged in their
learning even outside of school: as a challenge and as
something fun. It also boosts feedback in both directions by
the way it is structured. The teachers master their content,
design the paths and get feedback from both the students and
the system. And the municipality of Kramfors did actually climb
the national ranking board from no. 135 to 14 (of 290
municipalities) when it comes to students getting their exams
within 3 years of Upper Secondary school. The school also
climbed 143 places when it comes to ‘attitude towards
entrepreneurship’ as measured annually by ‘Confederation of
Swedish Enterprise’.
• The employee survey at the school also shows that the index
of confidence and comfort of the employees is notably higher
than [the] rest of the municipality and much higher than the
rest of the country, according to the statistics from [the]
Swedish Association of Local Authorities and Regions.
Health and ergonomy in control rooms
• Assignment: Improving everyday health of control
room operators. Using gamification to ecourage
behaviour change in relation to adjustable tables.
Encouraging Operators to continuously use OAC
(on a daily basis) in order to enhance health and
wellbeing in CR/CCR working environment and as a
consequence increasing human performance,
productivity and Improving health and safety as a
result.
• Methods: UX and designworkshops and concept
development of existing platform together with
clients UX team. Tweaking rules, goals and
feedback. Iterating designs and prototypes appying
game mechanics.
• Result: A new concept with visualisation and
themed dashboards/ narrative and more opting in,
coaching and progress. Also using more cognitive
measurements and feedback. Still in progress and
development by client.
Community for Lego Nerds
• Assignment: Finding improvements in the
onboarding and scaffolding phases for users of
Lego MoC-community BriXtar in order to improve
retention and business metrics
• Methods: Core Loop Activity Analysis, Core Drive
Analysis of service, Dynamic model Analysis,
Concept development, Start building a rules
framework for interactions, identifying triggers
and Interaction design improvements, analysing
feedback and status ladder structure, XP, Levels,
Timeline Unlock mechanic design
• Result: Still in development/progress by client.
Some features are implemented. Especially the
onboarding flow and reasoning around
challenges and rules mechanic. We also ended
up building a 3D building instructions viewer for
the service
Changing attitudes on distance care
• Assignment: The department for
Telemedicine wanted
a game to change attitudes about Distance
Care and distance technology
• Methods: Pre-Study (interviews) and
Iterative game design sprints (9 iterations)
and co-operative game design concept
development with doctors and project
owners and managing a team of game
designers.
• Result: A table top game. Eurogame style. To
be played by managers as a base for
discussion and attitude change on the
subject. Trying to use different strategies to
run your health care station to provide the
best possible care.
Service to get people into jobs
• Assignment: To improve onboarding and
retainment for the mailservice the service
400contacts that helps young educated
immigrants to get
employed.
• Methods: Customer Journey Mapping,
Core Drive Analysis, Game Mechanics
concept development, UX review of GUI
and user flow, defining rules framework
• Result: Little tweaks to the customer
journey and the onboarding flow.
Currently in development. Some main
development concepts: Clearer progress
and feedback, more transparent, clearer
goals, clearer commitment from player,
narrative.
Future: Peer reviews
• Let us work together for a month!
• 1 learning workshop
• 1 creative workshop
• 3 weeks of iterative concept development
• Work together
• Transparent and Agile
• Adopt Innovation Methods in Lynk&Co
• Resulting in 2-3 clear UX concepts
• Ready to be developed or for further concept development

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Att använda Gamification

  • 1. ATT ANVÄNDA GAMIFICATION 01 VAD ÄR GAMIFICATION? 02 EXEMPEL 03 GAMIFICATION I PRAKTIKEN 2 0 1 8 - 0 1 - 1 1 @ j a n b i d n e r # S O G E T I
  • 2. 01 Vad är Gamification? 02 Exempel 03 Gamification i praktiken
  • 6. 5/50 De flesta tror att GAMIFICATION handlar om tävlingar, poäng, märken och topplistor.
  • 8. 7/50 Det handlar om att hitta DET OPTIMALA spelet i varje situation
  • 9. Och göra situationen bättre 8/50
  • 10. Ställa sig frågor som Hur spelar jag det här? Vad är reglerna? Vad är målet? Vad är mitt nästa drag? 9/50
  • 11. Spelet kan handla om… 10/50
  • 12. Att UTMANA SIG SJÄLV 10/50
  • 13. Uppnå ett nytt PERSONLIGT MÅL 11/50
  • 14. Eller att arbeta TILLSAMMANS mot en gemensamt mål 12/50
  • 18. Utforska världen och universum 16/50
  • 19. Hålla sig vid liv 17/50
  • 20. Eller hitta den där sällsynta saken som jag längtar efter 18/50
  • 21. Komma in på den där coola klubben I P 19/50
  • 22. Kanske bara FÅ UPP FLYTET 20/50
  • 24. Utmana sig själv personligA mål GEMENSAMMA MÅL Få saker gjorda Rädda världen Fånga dem alla Utforska världen Hålla sig vid liv Hitta DET sällsynta coola klubben Behålla flytet 22/50
  • 25. identifiera RÄTT DRIVKRAFTER OCH hitta balansen mellan dem Mening Förverkligande Prestation Ägarskap Grupptryck Underskott Undvikande Oförutsägbarhet 8 mänskliga drivkrafter 23/50
  • 26. skapaR en DYNAMISK OCH engagerande upplevelse Mening Förverkligande Prestation Ägarskap Grupptryck Underskott Undvikande Oförutsägbarhet 8 mänskliga drivkrafter 23/50
  • 28. INRE MOTIVATION RELATEDNESS AUTONOMY MASTERY PURPOSE ”Känns som hemma” ”Jag kan påverka min egen situtation” ”Jag kan utvecklas och bli bättre” ”Ha ett syfte/ Veta VARFÖR jag gör saker” DANIEL PINK 25/50
  • 29. Så vad är spelet i den här KONTEXTEN? 26/50
  • 30. ´VILKA BETEENDEN vill vi ha? Och hur uppnår vi det? 26/50
  • 31. Hur många DRIVKRAFTER sa jag att det fanns? 27/50 VINN EN FIN GREJ! JAG HAR EN TILL!
  • 32. 27/50 01 Vad är Gamification? 02 Exempel 03 Gamification i praktiken
  • 33. • Komma i form och bygga vanor runt hälsosamma beteenden En personlig tränare! Way to go! Second best result this month! Just 800m to go! 28/50 GrupptryckPrestation Förverkligande
  • 34. Få folk att bjuda in alla sina vänner? • ge dem något att bry sig om • locka med resurser som belöning • rädsla att förlora allt GrupptryckFörlustÄgande 28/50
  • 35. Få folk att besöka din affär eller restaurang? • Uppmärksamma dem • Ge dem verktyg att vara sociala • Låt dem samla saker • Belöna lojalitet GrupptryckPrestationÄgandeskap 29/50
  • 36. Förändra sociala attityder och beteenden 31/50 GrupptryckPrestationMening
  • 37. Leva hållbara liv! • Berätta för människor hur de kan bete sig för att rädda världen • Starka berättelser 32/50 GrupptryckFörverkligandeMening
  • 38. 33/50 • Använda en annan sökmotor än Google!
  • 39. Få personer att vilja dela med sig av sin kunskap? • Genom att uppmärksamma kvalitet och ge dem verktyg för att ge feedback på varandras bidrag • Få dem att känna sig betydelsefulla 34/50
  • 40. Hålla lusten till lärande vid liv! • Genom att göra den egna kunskapens växande till själva poängen och värdet! SPELMEKANIK • Nivåer • Avatarer • Samlande • Narrativ 35/50
  • 41. 36/50 01 Vad är Gamification? 02 Exempel 03 Gamification i praktiken
  • 42. 36/50 Definitionen av Gamification ATT ANVÄNDA SPELDESIGNELEMENT I SAMMANHANG SOM INTE ÄR SPEL FÖR ATT MOTIVERA OCH ENGAGERA OCH DRIVA BETEENDEN
  • 44. 38/50 För att förstå gamification behöver vi förstå spel OCH varför de fungerar
  • 45. 39/50 KRAFTEN i en stark berättelse ett mäktigt narrativ
  • 46. 40/50 Uppslukas i utmaningen NÄR MAN FÖRSÖKER att övervinna ett nytt hinder
  • 48. 42/50 Känslan att befinna sig på vippen till en stor seger!
  • 51. 45/50
  • 55. Arbetet handlar om Speldesign & UX • Identifiera kontexten och spelarresorna • Kärnaktiviteter och aktivitetsloopar • Smärtor och förbättringsmöjligheter • Spelarna • Reglerna • Mål & Delmål • Direkt återkoppling • Långsiktig återkopplig 49/50
  • 56. 50/50 TRICKET Engagera tillräckligt länge… … för ATT användaren ska börja bygga vanor … och upptäcka sin egen inre motivation Dåliga kärnaktiviteter… Aldrig motiverande på sikt!
  • 57. Några aktuella exempel • Sample taking in process industry: Boring tasks into fun and excitement • Gamified Learning for schools: Get students to voluntarely engage in their learning • Health and ergonomy in control rooms: Getting engaged about saving yourself • Community for Lego Nerds: Endorse talent and boost creativity • Service to get people into jobs: Coach and challenge them • Innovative Hack for Industry client: AR gnomes for your garden • New job onboarding: Quests to complete to get onboarded on new job • Changing attitudes on distance care: A table-top game to explore different strategies to provide good health care. For managers of health satellites in inland
  • 58. Sample Taking in the process industry • Assignment: To explore the possibility to make boring routine work less boring in the process industry using gamification • Methods: User studies (interviews, observations), player type analysis, Core Loop Analysis & Design, innovation workshops and concept development with experts and UX- expert teams • Result: A concept on knowledge sharing and betting on sample levels while keeping track of what samples have been taken. The concept has proven to make that routine more engaging that has been further developed into a fully working 3D-application for Ipad by game designers Tension together with the client Stora Enso. The application is in use today.
  • 59. Gamified Learning for schools • Assignment: To help make learning more fun and to raise the learning goals for students at Ådalsskolan • Methods: Co-operative Workshops with students and teachers Player Types and Core Drive analysis, Concept-development, iterative dev/testing • Result: The service has created much engagement both among students and teachers and has been made an example and pointed out as significant both by the principal (PO) himself but also by others. • It focuses on bringing learning into a gamified context to engage students and make them more engaged in their learning even outside of school: as a challenge and as something fun. It also boosts feedback in both directions by the way it is structured. The teachers master their content, design the paths and get feedback from both the students and the system. And the municipality of Kramfors did actually climb the national ranking board from no. 135 to 14 (of 290 municipalities) when it comes to students getting their exams within 3 years of Upper Secondary school. The school also climbed 143 places when it comes to ‘attitude towards entrepreneurship’ as measured annually by ‘Confederation of Swedish Enterprise’. • The employee survey at the school also shows that the index of confidence and comfort of the employees is notably higher than [the] rest of the municipality and much higher than the rest of the country, according to the statistics from [the] Swedish Association of Local Authorities and Regions.
  • 60. Health and ergonomy in control rooms • Assignment: Improving everyday health of control room operators. Using gamification to ecourage behaviour change in relation to adjustable tables. Encouraging Operators to continuously use OAC (on a daily basis) in order to enhance health and wellbeing in CR/CCR working environment and as a consequence increasing human performance, productivity and Improving health and safety as a result. • Methods: UX and designworkshops and concept development of existing platform together with clients UX team. Tweaking rules, goals and feedback. Iterating designs and prototypes appying game mechanics. • Result: A new concept with visualisation and themed dashboards/ narrative and more opting in, coaching and progress. Also using more cognitive measurements and feedback. Still in progress and development by client.
  • 61. Community for Lego Nerds • Assignment: Finding improvements in the onboarding and scaffolding phases for users of Lego MoC-community BriXtar in order to improve retention and business metrics • Methods: Core Loop Activity Analysis, Core Drive Analysis of service, Dynamic model Analysis, Concept development, Start building a rules framework for interactions, identifying triggers and Interaction design improvements, analysing feedback and status ladder structure, XP, Levels, Timeline Unlock mechanic design • Result: Still in development/progress by client. Some features are implemented. Especially the onboarding flow and reasoning around challenges and rules mechanic. We also ended up building a 3D building instructions viewer for the service
  • 62. Changing attitudes on distance care • Assignment: The department for Telemedicine wanted a game to change attitudes about Distance Care and distance technology • Methods: Pre-Study (interviews) and Iterative game design sprints (9 iterations) and co-operative game design concept development with doctors and project owners and managing a team of game designers. • Result: A table top game. Eurogame style. To be played by managers as a base for discussion and attitude change on the subject. Trying to use different strategies to run your health care station to provide the best possible care.
  • 63. Service to get people into jobs • Assignment: To improve onboarding and retainment for the mailservice the service 400contacts that helps young educated immigrants to get employed. • Methods: Customer Journey Mapping, Core Drive Analysis, Game Mechanics concept development, UX review of GUI and user flow, defining rules framework • Result: Little tweaks to the customer journey and the onboarding flow. Currently in development. Some main development concepts: Clearer progress and feedback, more transparent, clearer goals, clearer commitment from player, narrative. Future: Peer reviews
  • 64. • Let us work together for a month! • 1 learning workshop • 1 creative workshop • 3 weeks of iterative concept development • Work together • Transparent and Agile • Adopt Innovation Methods in Lynk&Co • Resulting in 2-3 clear UX concepts • Ready to be developed or for further concept development