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BRAD BAER | BLUECADET 
incentives + rewards 
urgency & game mechanics in 
interactive museum exhibitions 
Friday, November 21, 2014 
brad@bluecadet.com / @Bluecadet
URGENCY
FEAR
TEN WAYS to 
INCENTIVIZE 
& REWARD 
10 ZYNGA’S
GAMES vs. 
GAMIFICATION
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Challenge is the artful application of 
difficulty to games. It’s what makes them fun 
and addictive. Don’t be afraid to challenge 
your audience but, of course, that’s not the 
same as miring them in complexity.
SUPER MARIO
JFK FOR KIDS APP/ JFK Library & Museum, Boston, MA
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Recognition is the reason we have 
birthdays and Facebook. They recognize 
achievement, scracity, and excellence in a 
context that matters. Badges, mayorships, 
little gifts - they can all go a long way to 
make someone feel special.
FOURSQUARE
CHEMCRAFTER / Chemical Heritage Foundation 
https://vimeo.com/100742273
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Delight surprises us when we least expect 
it. Once deployed, it can keep us motivated 
by looking for other hidden secrets or other 
moments of whimsy.
MONUMENT VALLEY
SAINT JOHN PAU L II SHRINE/ Washington, DC 
https://vimeo.com/103344099
AUTRY MUSEUM / Los Angeles, CA
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Problem/Puzzle solving emphasizes 
deductive thinking and requires multiple 
steps to teach new skills. This archetype 
works well for education games to 
encourage visitors to struggle a bit to figure 
something new out.
SUE T.REX PUZZLE/ Field Museum, Chicago, IL 
https://vimeo.com/52951811
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Tracking is the notion of being able to 
record or evaluate our life in a quantified 
way. Our workflows, diets, and sleep 
schedules are all now quantifiable using 
technology but games have a long history of 
giving players feedback about their 
progress before they finally reach the end.
NIKE RUN APPP
Anyone who’s taken any sort of 
medication knows how expensive 
specialized drugs for serious diseases, 
particular vaccines, can cost thousands 
of dollars to transport and distribute, 
placing them out of reach
MULBERRY ROW APP / Thomas Jefferson’s Monticello
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Cooperation involves throwing “teams” 
into a competition and all of a sudden 
everything is more intense. As much as 
people like to compete, they like to achieve 
things together even more, and social 
games have taught us lessons about that 
fact for several years now.
CHARADES
INGRESS
CENTRAL SPACE / Field Museum 
https://vimeo.com/83926689
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Competition thrives on the desire to win 
and challenge others. It adds the possibility 
of deployability and with social mechanics 
can encourage sharing and play between 
friends or strangers. This is perfect for quick 
bursts and repeated brief engagements.
THUMB WRESTLING
ARMONICA / Ben Franklin Museum 
https://vimeo.com/77151783
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Creation is the emphasis on teaching 
visitors to use tools to make something. The 
joy of the experience doesn’t come from a 
specific plot but rather applying the new 
tools. An open structure can allow 
outcomes not originally intended as well.
SIM CITY / Freeplay concept
COLLECTIONS / Field Museum
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Collection captures the feeling of ‘wanting 
it all.’ It works well with finite options and 
achievements and can be motivated by 
social status markers like leaderboards.
MAYA BURIAL GROUND / Ben Franklin Museum 
https://vimeo.com/44055613
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Altruism is the feeling we get when we 
pay-it forward or do something for someone 
else. It’s the belief that the well-being of 
others can actually improve yourself (even if 
it is expected.)
ICE BUCKET CHALLENGE
CANARY’S CALL/ National Aviary, Pittsburgh, PA 
https://vimeo.com/76477232
1 Challenge 
2 Recognition 
3 Delight/Surprise 
4 Puzzle Solving 
5 Tracking 
6 Cooperation 
7 Competition 
8 Creation 
9 Collection 
10 Altruism
Challenge 
Recognition 
Delight/Surprise 
Puzzle Solving 
Tracking 
Cooperation 
Competition 
Creation 
Collection 
Altruism 
+ Reciprocity 
+ Scarcity 
+ Personalization 
+ Authority 
+ Social Proof 
+ Consistency
Challenge 
Recognition 
Delight/Surprise 
Puzzle Solving 
Tracking 
Cooperation 
Competition 
Creation 
Collection 
Altruism 
+ Reciprocity 
+ Scarcity 
+ Personalization 
+ Authority 
+ Social Proof 
+ Consistency
8 MAJOR TAKE-AWAYS 
• Not all gamfication means creating a game 
• Personalization and ability to relate is key 
• Consider the social compact of museums 
• Use persuasion to create urgency 
• It’s important to extend the story - be it digitally or physically 
• Design interactives that provide a variety of experiences 
• Use technology as a tool, not as a solution 
• Don’t be afraid to look outside of museums
Thank you. 
BRAD BAER | BLUECADET 
@Craftedaction / @Bluecadet 
brad@bluecadet.com

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Incentives + Rewards: Urgency & game mechanics in interactive museum exhibitions

  • 1. BRAD BAER | BLUECADET incentives + rewards urgency & game mechanics in interactive museum exhibitions Friday, November 21, 2014 brad@bluecadet.com / @Bluecadet
  • 4. TEN WAYS to INCENTIVIZE & REWARD 10 ZYNGA’S
  • 6. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 7. Challenge is the artful application of difficulty to games. It’s what makes them fun and addictive. Don’t be afraid to challenge your audience but, of course, that’s not the same as miring them in complexity.
  • 9. JFK FOR KIDS APP/ JFK Library & Museum, Boston, MA
  • 10. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 11. Recognition is the reason we have birthdays and Facebook. They recognize achievement, scracity, and excellence in a context that matters. Badges, mayorships, little gifts - they can all go a long way to make someone feel special.
  • 13. CHEMCRAFTER / Chemical Heritage Foundation https://vimeo.com/100742273
  • 14.
  • 15. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 16. Delight surprises us when we least expect it. Once deployed, it can keep us motivated by looking for other hidden secrets or other moments of whimsy.
  • 18. SAINT JOHN PAU L II SHRINE/ Washington, DC https://vimeo.com/103344099
  • 19. AUTRY MUSEUM / Los Angeles, CA
  • 20. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 21. Problem/Puzzle solving emphasizes deductive thinking and requires multiple steps to teach new skills. This archetype works well for education games to encourage visitors to struggle a bit to figure something new out.
  • 22.
  • 23. SUE T.REX PUZZLE/ Field Museum, Chicago, IL https://vimeo.com/52951811
  • 24.
  • 25. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 26. Tracking is the notion of being able to record or evaluate our life in a quantified way. Our workflows, diets, and sleep schedules are all now quantifiable using technology but games have a long history of giving players feedback about their progress before they finally reach the end.
  • 28. Anyone who’s taken any sort of medication knows how expensive specialized drugs for serious diseases, particular vaccines, can cost thousands of dollars to transport and distribute, placing them out of reach
  • 29. MULBERRY ROW APP / Thomas Jefferson’s Monticello
  • 30. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 31. Cooperation involves throwing “teams” into a competition and all of a sudden everything is more intense. As much as people like to compete, they like to achieve things together even more, and social games have taught us lessons about that fact for several years now.
  • 34. CENTRAL SPACE / Field Museum https://vimeo.com/83926689
  • 35. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 36. Competition thrives on the desire to win and challenge others. It adds the possibility of deployability and with social mechanics can encourage sharing and play between friends or strangers. This is perfect for quick bursts and repeated brief engagements.
  • 38. ARMONICA / Ben Franklin Museum https://vimeo.com/77151783
  • 39. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 40. Creation is the emphasis on teaching visitors to use tools to make something. The joy of the experience doesn’t come from a specific plot but rather applying the new tools. An open structure can allow outcomes not originally intended as well.
  • 41. SIM CITY / Freeplay concept
  • 43.
  • 44. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 45. Collection captures the feeling of ‘wanting it all.’ It works well with finite options and achievements and can be motivated by social status markers like leaderboards.
  • 46.
  • 47. MAYA BURIAL GROUND / Ben Franklin Museum https://vimeo.com/44055613
  • 48.
  • 49. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 50. Altruism is the feeling we get when we pay-it forward or do something for someone else. It’s the belief that the well-being of others can actually improve yourself (even if it is expected.)
  • 52. CANARY’S CALL/ National Aviary, Pittsburgh, PA https://vimeo.com/76477232
  • 53.
  • 54. 1 Challenge 2 Recognition 3 Delight/Surprise 4 Puzzle Solving 5 Tracking 6 Cooperation 7 Competition 8 Creation 9 Collection 10 Altruism
  • 55. Challenge Recognition Delight/Surprise Puzzle Solving Tracking Cooperation Competition Creation Collection Altruism + Reciprocity + Scarcity + Personalization + Authority + Social Proof + Consistency
  • 56. Challenge Recognition Delight/Surprise Puzzle Solving Tracking Cooperation Competition Creation Collection Altruism + Reciprocity + Scarcity + Personalization + Authority + Social Proof + Consistency
  • 57. 8 MAJOR TAKE-AWAYS • Not all gamfication means creating a game • Personalization and ability to relate is key • Consider the social compact of museums • Use persuasion to create urgency • It’s important to extend the story - be it digitally or physically • Design interactives that provide a variety of experiences • Use technology as a tool, not as a solution • Don’t be afraid to look outside of museums
  • 58. Thank you. BRAD BAER | BLUECADET @Craftedaction / @Bluecadet brad@bluecadet.com