10 Minute Shake Up from NHS and Disney

Photo 23 08 2015 09 13 17 10 Minute Shake Up from NHS and Disney

Over the summer, the NHS lead programme Change4Life, ran a great campaign aimed at getting kids to do a little bit of excercise. It was called “10 Minute Shake Up” and was done in partnership with Disney.

For starters this is a great idea and one that I whole heartedly support. But the idea was just part of it, the execution is why I have decided to write about it. It was a beautifully realised gamified event.

A few weeks before the summer holidays started, an advertising campaign began for the 10 Minute Shake Up. It invited parents to sign up, for free, to get a pack for their child. Each pack was based on one of four Disney franchises: Toy Story, Big Hero Six, Frozen and Monsters Inc.

The parent and child had to decide which team they wanted to be in. In our household we were team Frozen!

After a couple of weeks, the family would receive the pack and the game could start. Each pack contained a poster, stickers for the poster, activity cards, instructions and a wearable timer – all designed around the team you had chosen.

The rules were that each day your child had to spend 10 minutes doing an activity described on a randomly chosen card. After the activity, they could put a sticker on the chart and start to build up the picture on the poster.

After that, the parent could go onto the website and enter that activity into the childs profile. This was added to the overall team score.

Below is an analysis of what basic elements and mechanics were here as well as what User Types it would engage most – followed by an explanation of why this was so brilliant!

10 Second Shakeup Analysis

As you can see, this focused largely on players and achievers. As we know, focusing on extrinsic rewards can be bad, however – this was a short and very focused campaign to try to keep kids active for a few weeks whilst not at school. It didn’t need to engage long-term, so here the extrinsic rewards actually were what was needed.

It wasn’t all extrinsic though. There was a theme running through and you were part of a larger team – all working towards to goal of being the most active team – showing your chosen film characters were the best. This added a level of purpose to the whole event – above the health aspects.

What I loved this was not just an example of a pure digital campaign. Individual progress was tracked on a personal sticker chart. My kids loved earning their sticker and putting it on the poster. Team progress was then tracked on the website.

10 Second Shake Up

It wasn’t all about the stickers though. My kids loved the activities. They were fun and written in a way that fitted in with the various films they represented. You had challenges that had them creating ice sculptures like Elsa or doing Scary feet like Sully.

The whole campaign fitted together wonderfully and never felt forced.

When you are approaching gamification, you have to consider the whole picture. This was a short campaign, so could rely on simple mechanics that just helped bolster feelings of belonging and achievement. It did not chance any behaviours though, not long-term. But in this instance, that was ok – the kids are back at school now and are back to being active!

It is a great example of building the right solution for the problem presented.

My 3 main focuses for rewards and feedback

One of the key things that I consider when looking at anything in gamification is how feedback is going to be handled. For me, feedback is anything that gives a user some understanding of progress and achievement. This can be something as simple as a message that says “You have completed the survey”, to a full virtual economy working with points, badges, levels, leaderboards, trading, prizes etc! They are all just there to keep the user informed.

I feel there are three important aspects that need to be considered when designing feedback and rewards for any system though. It should be – cue another mnemonic – RIM…..!

Relevant, In-Time and Meaningful

RIM Framework

Relevant

The feedback needs to be relevant to and in context with the activity. If you are clicking a like button – is it relevant to suddenly be given a certificate by post? Would it not be more relevant to have a little “thank you” or a point added to an experience system?

In-Time

Does the feedback need to be instantaneous, or can it wait? For instance, in a game, you get several types of feedback. When you miss time your jump, you die. The feedback is immediate – it has to be! If you gain experience, you often get a little notification on the screen – however, if you are in the middle of a frantic battle, is that actually of use to you. A sudden light flashing up telling you you have levelled up, maybe just distracting enough to get you killed! It would surely be better to wait a moment until the fighting has died down a little and then give the feedback. That, or wait until the level has ended and then congratulate and give the feedback.

In gamification, this could be seen as using a monthly leaderboard rather than an hourly one. If people are not going to be checking hourly, why feedback hourly? Judge the best and most impactful time to give feedback and rewards.

Meaningful

This is the most important category for me. Many systems reward everything. Clicking, registering, logging in. Soon you have awards and badges for everything you have done. They become meaningless very fast as they took nothing to achieve! Use feedback and especially rewards to celebrate and record actual achievement. Then it will have some meaning to the user. If everyone can have the “I clicked like 10 times” sticker, it means nothing. However, the “I just scored 100% on my exam” sticker is harder to get. If you then make that reward transferable to real life – so maybe that sticker gets them priority somewhere else, for instance, it has true meaning to them.

Bonus round

The ever awesome Richard Wallace has suggested that personal/personalised should be a fourth key consideration. Taking a quote from his comment below (which I have included below I full, along with our twitter conversation).

personalization is more based on social (personal, peer or inspirational) relationships and/or personal preferences (information, trends, interests etc).

I agree this could really help any reward or feedback. As such and after much thought and conversation, I leave this here as a bonus for you. For me, this is all part of meaning, but I am definitely not always right, so here is the full comment and subsequent conversation. Thanks Rich.

Comment

Andrzej, I agree with the feedback you’ve suggested but I’d like to suggest one more.
Personalised – I think this differs from the above as I would define it in relation to things that relate the individual (or their role) either socially or preferentially. For example: That fellow team members (or friends) are participating the same activity, show their progress or actions etc in comparison with a desire an action to simulate similar behaviors.
I believe this differs from relevance as you’ve defined that as context with the activity, whereas I think personalization is more based on social (personal, peer or inspirational) relationships and/or personal preferences (information, trends, interests etc).
(PRIM perhaps?)

Twitter

Andrzej Marczewski (@daverage)
03/10/2014 14:47
@rich_wallace got me thinking now. Maybe personal could sit connecting relevant and meaning in the image. Mmmm.

rich_wallace (@rich_wallace)
03/10/2014 18:43
@daverage obviously in the latter trying to interpret the user experience but also for the business goals….

Andrzej Marczewski (@daverage)
03/10/2014 18:49
@rich_wallace yeah. Tough one. Still not sure of it is right to separate it from meaningful. Personal is not always practice ;-S

rich_wallace (@rich_wallace)
03/10/2014 20:05
@daverage but I think relational (social) is such a strong driver in most humans that it is almost a separate focus.

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