What can a toilet teach us about gamification?

20140612 142733 52053113 What can a toilet teach us about gamification

Another talk, another idea. Having just done a really fun talk for KMUK, a new analogy came to mind to illustrate using simple user experience to change behaviours.

One of the things we are trying to do to save the planet, is use less water. The way this is often done is offering the user two options. One is a long flush (for the harder to shift moments of life) and a short, water saving flush for everything else.

The obvious symbology for this is a big button for the big flush and a little button for a little flush. Simples! Read More ...

Lowering barriers with Gamification

I did a very enjoyable talk at the Knowledge Cafe the other day. The audience was made up of various interested people, varying wildly in age – but with a majority belonging to Knowledge Management. It stood out for me in two ways. The first was the fact it was the first time I had done a talk with no slides. I gave the audience the option of having slides or not – they unanimously opted not (a lesson to learn here)! The second was that it was the first time I had really spoken about the concept that gamification can be viewed as lowering barriers. Read More ...

Focus – it’s like a learning super power

This is a picture of my daughter playing Toca Pet Doctor. What can you see?

A child. A tablet. A game. A table. And a dress in the background?

What else?

Focus. Pure and laser like focus. My daughter is about 2 years old. I got Toca Pet Doctor for her today as a treat. My 7 year old laughed at me and said “she will not be able to play that, she doesn’t know how”.

I smiled.

After loading, the screen showed a pet. She tapped it. The screen switched to a picture of the pets fur, an open jar and 2 fleas crawling in the fur. She tapped the fur. Nothing happened. She tapped a flea, it moved. She tapped and held a flea, it stuck to her finger. She moved it to the jar, it fell in. She did the same with the second flea and waited. Both fleas jumped out of the jar. She tried again, dragging the fleas to the jar – only this time she closed the lid after she had put them in. Curtains draw and she is congratulated. Read More ...

Engagement – What are we talking about?

Engagement. A word that is thrown about in gamification with all the abandon of a child dancing and singing to Frozen…

The thing is, what exactly are we talking about? What is engagement.

As ever, I took to the dictionaries to see what the word on the street is. Looking up engagement is a fruitless task as you get such gems as

A formal agreement to get married

And

The action of engaging or being engaged

However, looking up engage is a far more satisfying experience.

[with object] Occupy or attract (someone’s interest or attention) Read More ...

Why User Types?

Second post in a day, not very SEO clever, I know.

I wanted to take a moment to explain my view on User and Player types and their use in gamification.

First up, some bullets so you get the idea quickly.

What User Types are not;

  1. Perfect
  2. Applicable to every situation or project
  3. The same in all contexts
  4. Pure science

What User Types are;

  1. A tool in an overall toolkit
  2. Easy to use and get your head around
  3. Useful if you understand their limitations
  4. In my case based on motivation (eg Self Determination Theory), observation and research

I created the my User Types, because I wanted to use something in my thinking and design that focused on users, but was not built for games. I had been using Bartle’s types, but they just did not fit well with gamification – this is something he repeatedly tells people! It was also very hard to talk to people in enterprise about killers (i.e. people who take pleasure in the harm they can cause others). I also wanted to approach my types from the perspective of what motivated people rather than how they behaved. Read More ...

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