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“ IBM ECM
Design Studio
Our point of view on gamification is it all
comes down to this idea of motivating
people through data. Smart companies
can take that data and use that to
motivate better performance.
– Rajat Paharia, CPO & Co-founder, Bunchball
Gamification

-game mechanics in enterprise software
Tina Adams: UX/Visual Design Lead
• compiled from experience and reliable web resources
• this is a live deck with ongoing research
2
games/competitions, with ourselves
(personal best), or against others, 

stimulate our innate competitive instinct.
3
‘cognitive flow’ contains 4 underlying
principles of successful gaming.
concrete goals with
manageable rules
goals that fit user
capabilities
clear and timely
feedback
eliminate
distractions
4
gamification, in enterprise software, will
focus on the first 3 principles, with a
change in the last principle.
concrete goals with
manageable rules
goals that fit user
capabilities
clear and timely
feedback
without being
distracting
5challenge: challenge the user to maintain engagement
solution: challenge
needs to escalate as
users evolve skills.
rationale: staying within
the ‘cognitive flow’
sweet spot will allow
engaged users without
introducing the
distraction of anxiety.
skill
difficulty
anxiety
boredom
*adapted from Csikszentmihalyi, 1990
‘cognitive flow’
level 2
level 3
level 4
level 1
6
let’s look at common
gamification patterns.
7mission
gamification patterns:
gameplay design
• intentional gaps
• appropriate challenge
• storytelling
• levels
rewards (fixed & variable)
• competition
• prolonged play
• powers
• praise
• unlock features
• achievements
• delighters
8
let’s look at each facet.
9intentional gaps: create gaps that users need to fill
solution: Leave
deliberate gaps that
users will want to fill.
rationale: We are
motivated to complete
the incomplete. The
closer to completion
users perceive a task to
be, the more motivated
they are to finish it.
While one wouldn’t
normally consider these
examples as true
gasification, they do
represent a type of
personal best mentality,
especially for those
personalities that are
uncomfortable with
incompleteness as well
as those who are
competitive.
10appropriate challenge: challenges to remain engaged
solution: Use levels to
communicate progress
and gauge users’
personal development.
rationale: As users
progress, so does their
skill level, requiring
increasingly more
difficult challenges.
11storytelling: narratives enable a user to engage
solution: hint at the
broader picture of a
progression to an
ultimate goal.
rationale: All our
decisions are filtered
through a story, whether
it is real or imagined.
Stories can be explicit
and simple narratives or
implied in the words you
use. Suggest narrative
elements like conflict,
heroes, and villains.
12levels: evolution and progress incentivize users
solution: Consider how
you can partition your
system into levels of
increasing difficulty,
powers, and features in
order to keep users
engaged, away from
boredom, and provided
with a sense of
accomplishment.
rationale: As users
progress, so does their
skill level, requiring
increasingly more
difficult challenges.
13fixed rewards: encourage continuation of wanted behavior
solution: Use fixed
rewards when users are
to receive a reward
when a specific goal
has been reached as
opposed to when a
random event occurs.
rationale: Use when
there is little chance that
users will get acclimated
to receiving a fixed
reward.
14variable rewards: encourage continuation of wanted behavior
solution: Use random
rewards to convey a
sense of scarcity and
unpredictability to entice
users curiosity in
discovering the pattern.
rationale: Use variable
rewards rather than
fixed rewards when
there is a chance that
users will get acclimated
to rewards the more
they receive them.
*Lomography awards points
to your online activity
15rewards: victory: provide closure and success
solution: Provide a
feeling of closure by
rewarding users at the
completion of a goal.
rationale: Use when
you want to direct users’
action toward a specific
end-goal.
Use when you want to
provide users with a
tangible end-goal that
they can strive toward
achieving.
Use when you want to
communicate the end of
one part of a process
and present what’s next.
16rewards: prolonged engagement: prolong for greater success
solution: Reward users
by prolonging their
game time to allow for
higher scores and
measures of success.
rationale: Use promise
of Prolonged play as a
motivational factor for
specific behavior.
17rewards: powers: prolong for greater success
solution: Give users a
way to reach their goal
more quickly than they
could before.
rationale: Use to
distinguish between
rookie, normal, and
power users.
Use to promote users
that contribute quality
content.
Use when your users
are naturally divided into
specific roles, where
some powers are a
natural given fact.
*flag weight is much lower for
new users.
18rewards: praise: enforce good behavior
solution: Use explicit
statements, graphics, a
sound effect, or similar
indicator to reward a job
well done.
rationale: Use when
your users need
guidance in what is right
behavior.
Use when you want to
enforce certain user
behavior over other
kinds of behavior.
Use to let users know
they are on the right
path.
Use to keep up the
momentum of your
users.
19rewards: unlock features: entice and encourage
solution: Utilize a user’s
desire to explore by
unlocking new features
as a reward for specific
behaviors
rationale: Use when
you wish to distinguish
new rookie users from
experienced all stars.
Use when you want to
retain users and keep
them active.
Use when you want to
keep users’ behavior in
a forward motion
toward your goals.
Use when you want to
convey a sense of
unfolding a website as
users explore it.
20rewards: delighters: fun unexpected surprises to keep the game in user’s memory
solution: We remember
and respond favorably
to new, unexpected, and
playful pleasures
rationale: Small details
of surprise can add
delight to any interface.
Consider playful
microcopy, a link to a
fun video, or the gift of a
compliment to a user.
The mere discovery of
“Easter eggs” such as
coupons, virtual gifts, or
a humorous image will
form a favorable and
memorable impression.
21universal rule
users want relevant and challenging
engagement, with achievable goals 

resulting in meaningful rewards for delighted
and engaged users.

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Gamification_fin

  • 1. “ IBM ECM Design Studio Our point of view on gamification is it all comes down to this idea of motivating people through data. Smart companies can take that data and use that to motivate better performance. – Rajat Paharia, CPO & Co-founder, Bunchball Gamification
 -game mechanics in enterprise software Tina Adams: UX/Visual Design Lead • compiled from experience and reliable web resources • this is a live deck with ongoing research
  • 2. 2 games/competitions, with ourselves (personal best), or against others, 
 stimulate our innate competitive instinct.
  • 3. 3 ‘cognitive flow’ contains 4 underlying principles of successful gaming. concrete goals with manageable rules goals that fit user capabilities clear and timely feedback eliminate distractions
  • 4. 4 gamification, in enterprise software, will focus on the first 3 principles, with a change in the last principle. concrete goals with manageable rules goals that fit user capabilities clear and timely feedback without being distracting
  • 5. 5challenge: challenge the user to maintain engagement solution: challenge needs to escalate as users evolve skills. rationale: staying within the ‘cognitive flow’ sweet spot will allow engaged users without introducing the distraction of anxiety. skill difficulty anxiety boredom *adapted from Csikszentmihalyi, 1990 ‘cognitive flow’ level 2 level 3 level 4 level 1
  • 6. 6 let’s look at common gamification patterns.
  • 7. 7mission gamification patterns: gameplay design • intentional gaps • appropriate challenge • storytelling • levels rewards (fixed & variable) • competition • prolonged play • powers • praise • unlock features • achievements • delighters
  • 8. 8 let’s look at each facet.
  • 9. 9intentional gaps: create gaps that users need to fill solution: Leave deliberate gaps that users will want to fill. rationale: We are motivated to complete the incomplete. The closer to completion users perceive a task to be, the more motivated they are to finish it. While one wouldn’t normally consider these examples as true gasification, they do represent a type of personal best mentality, especially for those personalities that are uncomfortable with incompleteness as well as those who are competitive.
  • 10. 10appropriate challenge: challenges to remain engaged solution: Use levels to communicate progress and gauge users’ personal development. rationale: As users progress, so does their skill level, requiring increasingly more difficult challenges.
  • 11. 11storytelling: narratives enable a user to engage solution: hint at the broader picture of a progression to an ultimate goal. rationale: All our decisions are filtered through a story, whether it is real or imagined. Stories can be explicit and simple narratives or implied in the words you use. Suggest narrative elements like conflict, heroes, and villains.
  • 12. 12levels: evolution and progress incentivize users solution: Consider how you can partition your system into levels of increasing difficulty, powers, and features in order to keep users engaged, away from boredom, and provided with a sense of accomplishment. rationale: As users progress, so does their skill level, requiring increasingly more difficult challenges.
  • 13. 13fixed rewards: encourage continuation of wanted behavior solution: Use fixed rewards when users are to receive a reward when a specific goal has been reached as opposed to when a random event occurs. rationale: Use when there is little chance that users will get acclimated to receiving a fixed reward.
  • 14. 14variable rewards: encourage continuation of wanted behavior solution: Use random rewards to convey a sense of scarcity and unpredictability to entice users curiosity in discovering the pattern. rationale: Use variable rewards rather than fixed rewards when there is a chance that users will get acclimated to rewards the more they receive them. *Lomography awards points to your online activity
  • 15. 15rewards: victory: provide closure and success solution: Provide a feeling of closure by rewarding users at the completion of a goal. rationale: Use when you want to direct users’ action toward a specific end-goal. Use when you want to provide users with a tangible end-goal that they can strive toward achieving. Use when you want to communicate the end of one part of a process and present what’s next.
  • 16. 16rewards: prolonged engagement: prolong for greater success solution: Reward users by prolonging their game time to allow for higher scores and measures of success. rationale: Use promise of Prolonged play as a motivational factor for specific behavior.
  • 17. 17rewards: powers: prolong for greater success solution: Give users a way to reach their goal more quickly than they could before. rationale: Use to distinguish between rookie, normal, and power users. Use to promote users that contribute quality content. Use when your users are naturally divided into specific roles, where some powers are a natural given fact. *flag weight is much lower for new users.
  • 18. 18rewards: praise: enforce good behavior solution: Use explicit statements, graphics, a sound effect, or similar indicator to reward a job well done. rationale: Use when your users need guidance in what is right behavior. Use when you want to enforce certain user behavior over other kinds of behavior. Use to let users know they are on the right path. Use to keep up the momentum of your users.
  • 19. 19rewards: unlock features: entice and encourage solution: Utilize a user’s desire to explore by unlocking new features as a reward for specific behaviors rationale: Use when you wish to distinguish new rookie users from experienced all stars. Use when you want to retain users and keep them active. Use when you want to keep users’ behavior in a forward motion toward your goals. Use when you want to convey a sense of unfolding a website as users explore it.
  • 20. 20rewards: delighters: fun unexpected surprises to keep the game in user’s memory solution: We remember and respond favorably to new, unexpected, and playful pleasures rationale: Small details of surprise can add delight to any interface. Consider playful microcopy, a link to a fun video, or the gift of a compliment to a user. The mere discovery of “Easter eggs” such as coupons, virtual gifts, or a humorous image will form a favorable and memorable impression.
  • 21. 21universal rule users want relevant and challenging engagement, with achievable goals 
 resulting in meaningful rewards for delighted and engaged users.