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
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
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
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