The Gamified UK Behaviour Change Model

Gamified UK Behaviour Change Model The Gamified UK Behaviour Change Model

Yeah, a bold title – but AI told me it was true and ok to use!

Over the years I have looked at various behaviour change models and have used them in varying degrees. Early on, if you look at my blog and books I used BJ Fogg a lot. These days it is referred to as B=MAP; Behaviour = Motivation * Ability * Prompt. It used to be B=MAT – T being trigger. I think prompt is better as it covers more ground.

More recently I have been using COM-B model for behaviour change. This was created by Susan Michie, Maartje M van Stralen, Robert West. I liked this model because there was a lot more behind it and it introduces capability and opportunity, splitting out ability into “Can you personally do it” and “Is it possible to do”. I then adds this to motivation to create a flexible model. Read More ...

The Engagement Channel Model 2.0: Fun, Flow and Engagement

Fun. A three letter word you won’t hear me mention often when discussing gamification! Why? Well, fun is really subjective. What you find fun, I may not. However, for the purposes of this blog, we will assume I like fun as do you and when I mention fun – it means something you will find fun!

With that out of the way, here’s the thing. If you look at Flow or my Engagement Channel stuff, you will see that to enter flow and be truly engaged, the challenge of whatever you are doing should match or slightly exceed your current skill level.

As with my Engagement Channel model, you can soften the impact of a challenge being too much by adding meaningful rewards and you can soften the impact of your skills being greater than the challenge, by adding personal challenges.

However, in games I am seeing more and more games that drop you straight into a scenario where the challenge instantly far outweighs your skills. By all our models, this should lead to instant frustration and most likely disengagement – but it doesn’t always. For some reason, there are some games that I play, that no matter how tough they are and how far off my skills are from the challenge – I keep coming back over and over again. Why? Because they are fun to play!

Does this mean there is another dimension to the Engagement Channel or the our view on Flow?

BJ Fogg

If we look at BJ Fogg’s famous Behaviour Change Model, we can see that there are three main dimensions in his B=MAP formula. Behaviour = Motivation x Ability x Prompts.

Basically for a behaviour to happen, motivation, ability and prompts all need to align. If a task is hard, but you have high motivation to do it – the right prompt will start to encourage the behaviour. If the task is easy, your motivation can be lower with the correct prompt. A third factor can influence the outcome without anything else changing.

So, how can I steal this idea and start to add a new dimension to my Engagement Channel Model. Well, I’m glad you didn’t ask!

The Engagement Channel Model 2.0

To simplify the original concept, what I am now proposing is that fun can act as a buffer between engagement, frustration and boredom, essentially widening the Engagement Channel.

Now, I am not trying to tell you what your users may find fun, what I am saying is the older I get, the more I realise that fun makes a huge difference to your motivation to do things, even if they are really hard or if they are slightly boring. Adding that element of fun can make all the difference.

Gamification and Habits

I will state now, I am not claiming to be an expert on habits, however – I wanted to share some thoughts on how gamification can help with habit building.

There are several habit or behaviour models out there. My two favourites are Nir Eyal’s Hook model and BJ Fogg’s Behaviour Model.

For the sake of this blog, I am concentrating on the Fogg model, I personally have a better understanding of this one. I am reading Nir’s book at the moment so expect me to expand on this concept soon!

Fogg states that there are three things that need to fall in to perfect alignment for behaviours and habits to change; Ability, Motivation and Triggers.

As you can see from the graph, things that are hard to do need greater levels motivation to do them, whilst things that we are not motivated to do in some way need to be easier to do. Either way, you need triggers at the right time to actually do them in the first place.

Let’s take an example of time sheeting system. Very often these are complicated and very user un-friendly. Whilst you may be motivated from  the point of view of “I have to fill this in or I wont get paid” (loss aversion and fear), really it holds no interest for you. The fact that it is also hard to do makes it doubly troublesome for people. Usually a few days before your time-sheet is due, you may get some reminder about filling it in, but the likelihood is that this comes at a point when you are busy and gets ignored.

So on Fogg’s chart we are in a problematic area because motivation is pretty low and the complexity means that ability is also low. Add the fact the triggers are pretty weak and you can see why so many companies struggle to get people to get time sheets and expenses done in a timely fashion, it is not habitual for many employees – it is a pain in the back side!

Gamification can help with each of these three factors in different ways.

Education

If people are educated to understand what the benefits are of getting time sheets in on time are, beyond htat of not being paid, then this could help. Give users a sense of purpose by explaining the costs to the company and the people. Explain how much money could be saved if people did this without constant chasing and most importantly how this saving could be fed back to them in the long run. This may go towards increasing motivation.

Also, educate them in the most efficient way of using the system. With luck, the system will be straightforward enough to not need this, but if it isn’t then you need to help people as much as possible. This will go towards increasin peoples ability and making it easier in the future.

System Design

As I eluded to in the previous paragraph, make the system easier to use. There is a joke meme that went around ages ago about how your enterprise system compares to Apple and Google ideals. Many people said that it was unfair to compare them to enterprise products as more information needed to be collected.

The truth of the matter is, your employees don’t care about that in the slightest – that is your problem
. They have been raised on products that are becoming simpler and simpler to use in the consumer market, whilst it often seems that enterprise and internal products are getting more and more complex to use.

Whilst you may not be able to get your expenses app to only need one text box – you can certainly make it simpler and easy to use. Make sure it is mobile, give people the ability to enter information and scan direct from their mobile. Make the app web based and accessible. Don’t just show hundreds of drop downs, try to give the ability to users to personalise their view so that it only contains their most common tasks.

All of this will reduce the friction users come up against when they use the system and thus increase their ability to use it.

Triggers.

Fogg’s model of Behaviour change revolves around the use of triggers. You may be motivated as hell to do something and it may be the simplest thing in the world to do – but until it has become habitual – you will need to be triggered at a good time to do it. Sending an email at an appropriate time of day may do it. Don’t send it at lunch time – no one will read it and if they do, they will be eating their lunch so wont act on it. Don’t send it first thing as they will be busy with their morning routine. Don’t send it after hours as it will get ignored. Send it during the day, at a time when the morning rush is over and they are settling into day to day work. The exact time comes down to personal culture. Maybe there is a common time for coffee breaks, time the email to come out just after that.

The other thing is, send more than one, that way it has more chance of being seen. If your system is mobile friendly – send a text. Whatever you do – do not send a text or any kind of mobile notification if your system can not be accessed easily from a mobile device!

Finally (and at times optional) Feedback

Thank people for getting things done when you wanted them done. Positive re-enforcement is much stronger than negative. So thank them and let them know that their effort has been appreciated. Personally I much prefer speed notifications on roads that thank me for sticking to the speed limit rather than only telling me off for going too fast.

Gamification can be used in so many ways to improve motivation, reduce complexity of tasks and prompt or remind people. And not one mention of using Points, Badges or Leaderboards! (though they can have their place here as well!!)

Challenge the Rut

So, two weeks and I have maintained a blog per working day. Yay me.

The question is, why? Why have I suddenly gone from one blog per week to one per day. I don’t need the coverage or the readers – they have all been more than happy with one per week. I certainly don’t need the extra work or hassle that comes with generating more interesting (ish) content.

The reason was to challenge myself and push myself out of a rut I was in with my blogging. For about 3 years I have posted one blog per week, usually on a Monday. This was normally a well thought out piece of writing that was either an expression of a new idea I had had or something that I felt would be of interest and use to my readers. However, the routine was beginning to kill the creativity. I was binning ideas because it was the wrong day for them or because new ones were taking their place too fast.I was too set on this idea of one per week.

So I set my challenge. Allow all those ideas out as and when they come to me. I climbed out of my rut. Now, I will just blog as and when ideas come to me. With luck they will be interesting. This also means that I can work on deeper ones in the background without feeling I have to blog about them immediately – as other smaller ideas will be there in the mean time.

I have won my personal challenge and have learned from it. I don’t need the routine as much as I need the outlet.

We all need to challenge ourselves, otherwise we get stuck and often realise too late to change it. Challenge yourself daily, after all that is what you are asking of most people in a gamified system – so apply it to yourself. It doesn’t have to be a big challenge. It may just be to put the post where your wife has been asking you to put it for months. It could be to read two stories to your children at night. It may be to finally start writing a blog.

What ever it is, when you have completed your challenge congratulate yourself. I didn’t realise how important that was until I took part in BJ Fogg’s Tiny Habits week. Say out load – “well done me”. It really does help cement the feeling of achievement.

 

A Formulaic Approach to Loyalty – the 4 Keys

Still looking at loyalty this week, I wanted to see if we can create a more formulaic approach to it. Now, huge caveat – there is no proof or evidence to support this in anyway, but it makes sense to me, so I thought I would share it!!

There are three basic states of Engagement and Loyalty. Not Engaged, Engaged and Loyal.

If you are running a shop, these three phases would play out as;

  • Won’t shop with you for reason XY or Z.
  • Will shop with you because of reason XY or z.
  • Will shop with you under any circumstance.

The question is, how do you convince people to shop with you and then how do you convince them to be loyal to you?

Getting them through the door

The reason I use my local shop when I have to get something urgently, is convenience. It may not be as good value as the supermarket, but it is easier for me to just walk to the shop – I am willing to pay extra for the convenience. However, when I want my weekly shop, I will use the supermarket. There are two reasons for this. The first, it is much better value for that large a set of purchases. The second is that they deliver. So, they make it easy for me to do and they make it a bit cheaper.

At this stage we can plot this on a chart, very similar to the BJ Fogg Model. One axis is Convenience and one is Value.

Looking at this, we can get a picture of when a person will use your shop or engage. If the convenience out-weighs the value, I will go there (Corner shop). If the value is good, I will be willing to use a less convenient shop (Super market weekly shop). If the value and convenience is good, it is a no brainer – I will use your shop (Super market delivery).

This gives us a small formula.

Chance of using Shop = Value * Convenience

Now you have them, Keep them!

That makes sense, but does not tell us how to convert an engaged shopper into a loyal shopper. For that, we need something more – the magic sauce if you will. Going back to last weeks post, I mentioned that I would go to Graham Turner for my Christmas Turkey every time. There were two major reasons, the service that I receive when I go. They make the whole experience about me and I feel valued as a customer. The second reason was the quality of the product. It is much less convenient than the super market and it is no where near the value of the super market, but I still use them.  Add to that the quality of the turkey and any other shop will have to try hard to steal me away! The service and the quality has lowered the barriers of value and convenience in my choice to use them.

The quality of the food from Turner’s reduces the effect of convenience and value on my decision of where to shop. However, the service pushes into new territory. The service is what makes me personally keep coming back, that is what keeps me loyal. The convenience and value become more a perception than a physical factor.  I love the service, I love the quality, so the rest seems to be less of an issue to me.

If we put this into a formula we get

Loyalty = (Value * Convenience) * Quality * Service Read More ...

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