Webinar held live on October 1, 2015 with Karen Hsu and Steve Sims at Badgeville. Watch the webinar on-demand here: https://badgeville.com/enterprise-gamification-best-practices-what-to-do-and-what-to-avoid/
3. Agenda
• What to look for in an enterprise ready
gamification solution
• Design best practices
• Promoting desired behavior
• Prevent cheating
• Business value
5. What to Look for in an Enterprise Gamification System
Integrates with
Multiple
Applications
Change without
Code
Performs
Intrinsically
Motivates
Flexibility Adaptability Scalability Longevity
Security
9. Performs at Highest Levels of Scalability and Security
Badgeville has delivered
•1.2B activities
•200M rewards and badges
•53M members
•20K API calls per minute (peak)
•1M activities per day per customer (peak)
11. Best Practice Do’s and Don’ts
• Design****
• Build
• Promotion
• Operation
There are 4 main areas where do’s and don’ts can help a
gamification program
12. Best Practice Do’s and Don’ts
• Design****
• Build
• Promotion
• Operation
There are 4 main areas where do’s and don’ts can help a
gamification program
13.
14. Design: Best Practice Do’s and Don’ts:
Scoping the Problem
Do’s: Truly understand the Company’s objectives
Don’ts:
Know what the win looks like*
Understand the short and long game
Make sure objectives are real and measureable
Assume an off the shelf gamification
system will just work for your problem.
15. Example: Scoping the Problem
• More revenue (more visitors for longer)
• Increased savings (proactive and compliant employees)
• Improved productivity (better informed & engaged employees)
16. Example: Scoping the Problem
But to be actionable, you need more specific sub-goals.
• More revenue
• Increased savings
• Improved productivity
17. For Example, if you own a content community:
• Increased content quantity / quality
• Better content categorization / quality filtering
• Increased consumption of content / time spent in the community
But to be actionable, you need more specific sub-goals.
• More revenue
• Increased savings
• Improved productivity
Example: Scoping the Problem
18. • More revenue
• Increased savings
• Improved productivity
But to be actionable, you need more specific sub-goals.
These are translated into
measurable KPIs
For Example, if you own a content community:
• Increased content quantity / quality
• Better content categorization / quality filtering
• Increased consumption of content / time spent in the community
Example: Scoping the Problem
19. Design Best Practice Do’s and Don’ts:
User Persona’s
Do’s: Know Your Users
Don’ts:
Who is using the system
Why they are using/not using it
What they are motivated by
Why they are going to use it
based on your design
Assume one size fits all in terms of persona
Assume that users will fit perfectly into your persona archetypes.
Assume the system is static
How they are using the system
20. Example User Personas
Who is your audience and what do they want?
Smart SuccessfulSocially ValuedStructured
Different people and roles have different priorities
Engineers Office workers Salespeople Call center services
21.
22. Design Best Practice Do’s and Don’ts:
Behaviors
Do’s: Know the four billy goats of behavior
Don’ts:
Trackability
Schedulability
Behavior Repeatability
Cheatability
Assume all behaviors have the same value
Assume importance of any behavior is the same for user and business
24. Design Best Practice Do’s and Don’ts:
Cheating
Do’s:
Don’ts:
Know if it matters to you that people cheat
Know how big the problem is
Know why people are cheating (what are the rewards for cheating)
Know how they cheat
Know the effect of the cheating
Overreact when you discover people are
cheating
Punish non-cheaters
25. Design Best Practice Do’s and Don’ts:
How to Stop Cheating
Do’s:
Don’ts:
Rate Limiting
Count Limiting
Crowd Sourced verification
Reminders for honest behavior
Assume that people are/aren’t
cheating unless you have evidence
data
26. Design Best Practice Do’s and Don’ts:
How to Stop Cheating
There are multiple approaches to limit or stop cheating
Rate Limiting
Count Limiting
27.
28. Design Best Practice Do’s and Don’ts:
Approach
Do’s: Be thoughtful in your design approach
Don’ts:
Match your mechanics to the personas and motivations you want to drive
Understand the dynamics that will be created
Understand the emotions this will invoke and their effect on your users
Be sensitive to the experience you are designing in
Assume the mechanics and dynamics
will be perfect without tuning
Assume dynamics will not
change
Plan only for the short term
29. Design Best Practice Do’s and Don’ts:
Approach
Expertise
Levels
Skill area status
symbols
30. Design Best Practice Do’s and Don’ts:
Approach
Skill
Certifications
Educational
completion in
specific subject
areas
Expertise
Levels
Skill area status
symbols
31. Design Best Practice Do’s and Don’ts:
Approach
Skill
Certifications
Educational
completion in
specific subject
areas
Career Rewards
Special stand-out
accomplishments
Expertise
Levels
Skill area status
symbols
32. Design Best Practice Do’s and Don’ts:
Approach
Skill
Certifications
Educational
completion in
specific subject
areas
Career Rewards
Special stand-out
accomplishments
Levels
Site-wide
generalized status
symbols
Expertise
Levels
Skill area status
symbols
33. Design Best Practice Do’s and Don’ts:
Approach
Onboarding
Task Lists
Guided series of
tasks with progress
tracking
Skill
Certifications
Educational
completion in
specific subject
areas
Career Rewards
Special stand-out
accomplishments
Levels
Site-wide
generalized status
symbols
Expertise
Levels
Skill area status
symbols
34. Design Best Practice Do’s and Don’ts:
Approach
Onboarding
Task Lists
Guided series of
tasks with progress
tracking
Skill
Certifications
Educational
completion in
specific subject
areas
Career Rewards
Special stand-out
accomplishments
Activity Streams
Community
visualizations for social
proofing
Levels
Site-wide
generalized status
symbols
Expertise
Levels
Skill area status
symbols
35. Design Best Practice Do’s and Don’ts:
Approach Example: Sales Performance
• Group Activity Streams
• Personal Activity Stream
• Training Certifications
• Scheduled Process Goals
• Leaderboards
• Career Accomplishments
• Team Competitions
37. Business Value for Customers
Produce Results Improve Engagement & Performance
engagement
38. Next Steps
Meet us in person!
• 3rd Annual Gamification Forum - New York - October 6-8
• IABC Southern Region Conference - Denver - October 15-17
• 2020 Workplace Network Meeting - Sunnyvale (LinkedIn) - November 9-11
…And online!
www.badgeville.com
39. Thank you for watching!
If you have any questions please ask
them in the chat at this time.
marketing@badgeville.com
40. Design Best Practice Do’s and Don’ts:
Approach
Do’s: Understand the context and friction in the system
Don’ts:
Know how users interact with the experience
Easy accessibility: Make sure they can find the experience
Make the experience non-intrusive in the workflow
Provide tight visual feedback loops
Assume you know all the ways that users
will find, use and return to your product
Hinweis der Redaktion
When I first joined I was impressed by the calibre of customers and impact gamification has had on the their business.
After interviewing customers, prospects and industry experts, I found they were looking for a solution that had these key characteristics-- flexibility, adaptability, scalability, security and longevity. Specifically, they were looking for gamification system that integrates with multiple multiple applications, can be changed without code, performs under massive loads while ensuring data security and intrinsically motivates for long term behavior change.
*************
Flexible - can be implemented for different use cases and technologies
Adaptable - can be tuned quickly to improve adoption/interaction/response
Scalable - in order to handle massive loads needs a battle tested architecture that can take a beating
Secure - Enterprise needs to be able to protect PII
Powerful - Can discover/determine insights for the program and the company.
Company have many applications-- CRM, HR, Learning and development– across desktop and mobile environments.
These applications are being used by people in many different roles– sales, service, marketing.
And these people are using these application for many use cases, ranging from internal use cases such as onboarding and sales performance management to external use cases such as customer engagement. All these use cases require one thing in common– behavior change.
Instead of using a different gamification system for every use case, user and application, companies are looing for a gamfication solution that can be used across applications, users, and use cases.
Given there are so many people, use cases, and applications to support, organizations need a way make changes without having to code those changes. They needed a way to see behavior change through powerful analytics and continue to modify that behavior for long term improvement.
As a result, the successful companies wanted a use case based library of best practices so they could accelerate deployments and ensure these deployments are successful. Rather than spend the millions to try, test and learn about the best gamification approaches, these companies are looking for a gamificaiton system has best practices built into the administrative interface for creating rules. In this way users can create and modify rewards for any type of business goal (and use case) without having to code or create requirements for code changes.
In a moment, you’ll hear Steve talk about these best practices.
Given the load on organizations today and the security threats we all face, companies are looking for a gamification solution that performs at the highest level of securitiy. This includes Soc2, Type 2 compliance.
This means a company’s security practices; policies, procedures and operations meet the SOC 2 Type 2 standards for security, availability, and confidentiality.
It also means being able to support millions of activities per day and thousands of API calls per minute.
Finally, companies were looking for a long-term strategy that not only changes behavior but also recognizes people for their successes. They are not looking for a simple game that only the sales team uses for a few weeks. They’re looking for a solution that engages different types of people (with different motivations) to change behavior over time. And the people engaging with these companies want to be recognized, validated, and accredited for their unique skills and accomplishments.
Truly understand the Company’s objectives
Make sure objectives are real
Know what the win looks like
Note win could be getting insight as well as lift)
Make the objectives measurable - Real behaviors and real KPI's
Note: Decide if you are going for real ROI, Soft ROI etc.). Make sure the ROI’s are aligned with management and everyone else in the org.
Understand the short and long game (Note: your current project isn’t your only project, these things change over time, the expand )?
Don'ts:
Assume an off the shelf gamification system will just work for problem. (not matched to the problem, not tuned to your needs, may not be adjustable over time).
Truly understand the Company’s objectives
Make sure objectives are real
Know what the win looks like
Note win could be getting insight as well as lift)
Make the objectives measurable - Real behaviors and real KPI's
Note: Decide if you are going for real ROI, Soft ROI etc.). Make sure the ROI’s are aligned with management and everyone else in the org.
Understand the short and long game (Note: your current project isn’t your only project, these things change over time, the expand )?
Don'ts:
Assume an off the shelf gamification system will just work for problem. (not matched to the problem, not tuned to your needs, may not be adjustable over time).
Do’s: Know the four billy goats of behavior
Trackability – can you track the behavior in your system ?
Schedulability - is this a behavior that can be scheduled ?
Repeatability – is this behavior or repeatable ?
Cheatability - can someone cheat using this behavior?
Don’t Ignore the 4 Billy goats of behavior -
Tracking
That Matter
Have access to
Repeating - Need to understand the types of behaviors
1 - time (on boarding or event based)
Frequent
Cadence
Scheduling
Concept of Temporal or time windows
Cheating
First Question - Does it matter (if you get adoption, do you care).
Does it matter - usually credibility or losing money…..
How big is the problem?
300k people
• How many cheaters? 2 or 3 digits
• Where are the cheaters? India analysts, philiphines
What are the rewards for cheating?
• Points
• Real prizes are vetted, so not that
• Not even part of formal review process
How do cheaters cheat?
• Creating fake content/comments
• Random hash tags
• Get friends to help them
What’s the effect? how does this effect other users?
• What’s the visibility? - All events go into shared public stream
How big is the problem?
300k people
• How many cheaters? 2 or 3 digits
• Where are the cheaters? India analysts, philiphines
What are the rewards for cheating?
• Points
• Real prizes are vetted, so not that
• Not even part of formal review process
How do cheaters cheat?
• Creating fake content/comments
• Random hash tags
• Get friends to help them
What’s the effect? how does this effect other users?
• What’s the visibility? - All events go into shared public stream
How big is the problem?
300k people
• How many cheaters? 2 or 3 digits
• Where are the cheaters? India analysts, philiphines
What are the rewards for cheating?
• Points
• Real prizes are vetted, so not that
• Not even part of formal review process
How do cheaters cheat?
• Creating fake content/comments
• Random hash tags
• Get friends to help them
What’s the effect? how does this effect other users?
• What’s the visibility? - All events go into shared public stream
Do’s: Be thoughtful in your approach
Match your mechanics to the personas and motivations you want to drive
Understand the dynamics that will being created.
Understand the emotions this will invoke and their effect on your users
Be sensitive to the experience, is your design native vs. bolt on or can you not implement your program in the workflow (spearate experience).
Is the frequency of interaction in real time or daily. Is there a theme narrative to consider or have you established one?
Don’ts:
Assume a generic approach will just work, that the dynamics and emotions are going to match exactly to your objective.
Don’t assume the mechanics will be perfect without tuning.
Different use cases require different dynamics….. Plan only for the short term
Customer engagement and collaboration
Possible Key Messages/Themes for 2015-2016
True Gamified SaaS – When one generally thinks of SAAS Businesses, they think of turnkey cloud based business that can be stood up by themselves. While Enterprise gamfication is tightly integrated into a variety of platforms (Jive, lithium, Sharepoint etc.) the inability to set up an independent feedback loops with consumer hampers Badgeville’s ability to be truly successful as a platform. To stay in and win the game badgeville needs to be able to
Identify the right use cases
Sell in successfully in the land scenario
Stand up and deploy the solution quickly
Analyze iterate and improve program to show value.
This means templated approaches for specific use cases. Each use case has a number of features that it can draw up in the configuration phase. With preliminary track mission reward structures and initial behavioral models.
During the next year the initial use cases will be launched to determine best areas to go after, tune Badgeville’s roll out processes etc.
Expand Key Accounts – push towards enterprise licenses – Enough Said. We are moving more to helping Andy advance deals, and expanding key deals at Large strategic customers like USAA and Walmart.
Analytics 2.0 – moving our analytics to the next level.
Not using…
*************************************************
Find the Sweet Spot – Given that gamification has so many possible applications, it is easy to loose focus and go to wide. During this next year, strategically it will be critical for Badgeville to find Repeatable, easy to deploy solutions based on a given use case and technology.
Preliminary research (based anecdotally on past success includes:
Learning/On Boarding
3rd Party Sales Training
Compliance (Patient or Safety)
Previous places Badgeville has gone after
Community, Sales Performance, Service Desk, Should be re-evaluated on both tech and use case during the year based on competitive and market forces.
This includes:
Good Enough/Native Solutions
Obfuscated marketing/Sales messages/ noise
Understand the friction in the system
Undersatnd that Friction can be more important than motivation in terms of program success
The program Easy accessibility: Make sure they can find the experience - Want on the way not in the way
Make the experience non-intrusive in the workflow
Provide tight visual feedback loops.
Remember - Technology, user experience and interaction all matter for program effectiveness