«how to make products and services fun to use»

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gbanga.com «How to make things fun» Gamification webilea event by i-net in Basel May 6 2014 Matthias Sala [email protected]

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Gamification has been used in the past for almost everything. In this brief introduction to «how to make things fun», Matthias presents two key principles in Gamification: the «flow» theory and the «compulsion loop».

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Page 1: «How to make products and services fun to use»

gbanga.com

«How to make things fun»Gamification webilea event by i-net in Basel

May 6 2014

Matthias [email protected]

Page 2: «How to make products and services fun to use»

gbanga.com

gbanga.com since 2007

Page 3: «How to make products and services fun to use»

gbanga.com

Complexity

Kevin Sherdian using complex machinery (Wikipedia/Wikimedia)http://en.wikipedia.org/wiki/File:Kevin_Sheridan_in_CSIRO_Dapto_radiospectrograph_room_ca_1950.jpg

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Simplicity

http://blog.codinghorror.com/the-one-button-mystique/

Page 5: «How to make products and services fun to use»

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What is more fun?Complex things Simple things

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What is more fun?Complex things. A lot of choices

- High potential for faulty interaction

- High potential for frustration

+ Potential for achievement(feeling challenged)

Simple things. Few choices

+ Low chance for faulty interaction

+ Medium potential for frustration

. Potential for achievement questionable?

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Skill

Challenge

Flow

Simplified flow model by Csikszentmihalyi

Boredom

Anxiety

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«Not too simple – not too difficult»

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Skill

Challenge

Boredom

Anxiety

Flow

Start easy

Trickier over time

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Skill

Challenge

Migrate to next product

More features with

iTunes

Use double-taps and other advances features

Start listening to

music straight away

Progression Levels

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Skill

ChallengeVery hard to get started

Eventually stays with product that

can do everything

FrustrationVery proud who made

it

Badges

Progression Levels

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Reveal challenges over time

– inviting newbies and experts

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Compulsion Loop

Do action

Get reward

Adapt

strategy

http://www.gamasutra.com/view/feature/131494/behavioral_game_design.phphttp://www.gamasutra.com/view/news/39341/Opinion_Compulsion_Loops_In_The_Short_Medium_and_Longterm.php

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Kill

monster

Win gold

Buy stuff

http://thenounproject.com/term/coins/31381/, http://thenounproject.com/term/shopping-bag/41220/, http://thenounproject.com/term/monster/24990/

Start

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gbanga.com

Kill

monster

Win gold

Buy stuff

thenounproject.com/term/coins/31381/, thenounproject.com/term/shopping-bag/41220/, thenounproject.com/term/monster/24990/, thenounproject.com/term/monster/24992/, thenounproject.com/term/monster/24989/, thenounproject.com/term/dinosaur/26832/

Start

Unlock newchallenges

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gbanga.com

Example: Jumbo App

http://www.jumbo.ch/en/services/jumbo-app.html

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Visit store

Receive piece of

cake

Play wheel of fortuneOr wait

App download

• Higher percentage

• Badges

http://www.jumbo.ch/en/services/jumbo-app.html

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Do action

Get reward

Adapt strategy

Do action

Get reward

Adapt strategy

Do action

Get reward

Adapt strategy

Do action

Get reward

Adapt strategy

Long-Term Motivation

Mid-Term MotivationShort-Term Motivation

«Do this and you‘ll get some reward»

«Save the

world!»

«Ten times

more and you‘ll get

a badge!»

Story & Epic MeaningInstant Gratification PromisePoints, Levels, Badges

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Page 21: «How to make products and services fun to use»

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Progression LevelsKeep people in the Flow

Compulsion LoopChoice & Instant Gratification

Boredom

Anxiety

Flow

Do task

Get reward

Adapt

strategy

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Q & A

Matthias SalaGbanga Millform AG

[email protected]

gbanga.comSlides on:www.slideshare.net/gbanga