Surprise and Delight with Google Photos

IMGP0056 PANO Surprise and Delight with Google Photos

Anyone who follows me on Twitter has, by now, noticed I have been sharing a load of stuff from Google Photos.  For those who don’t know, this is a free service from Google that allows you to basically upload an unlimited number of photos (if you are happy with their “high quality” setting) and store them in the Cloud.

On top of that, Google Photo has some really clever little tricks up its digital sleeve, by way of Auto Awesomeness. It will analyse your images and do all sorts of clever things. It will create panoramas if it finds images in a panoramic sequence. It will create animations of images that have been taken in quick succession. If you have stuff geotagged, it can also create stories based on image sequences and locations. On top of that it will also create montages and filtered images where it sees fit and probably more. As well as that, it categorises things for you and makes your images searchable. You can look for images of faces, of locations, objects and all sorts – which is actually rather handy.

I uploaded about 10,000 images over the course of a few days. From old phone backups, sd cards backups and images I had on picassa many years ago. As you can imagine, most of these had been totally forgotten about.

This is where the surprise and delight comes in and why I am in love with Google Photos.

As Google does its thing and starts making its creations out of your images, it lets you know via the app or the assistant page on its website. Very quickly I became hooked on checking these as Google brought surprsing and delightful new life to imaes long forgotten. Don’t beleive me? Check out this animation it created of my daughter on the day she was born!

Olivia at Birth

Google gave me a video I never created of my daughters first day on the planet. That surprised and delighted me!

I know other software is more than capable of creating this sort of thing, but normally you have to do it yourself – there is no surprise when you know you are doing it. The point here is, I was not expecting anything and got things like this.

And wonderful automatically created stories of visits and holidays – like this one from the Natural History Museum.

When an application can give life to old forgotten parts of your history, it adds a whole new level of meaning to the app and creates wonderful moments that can’t be replaced. I know Google are pillaging my images for biometric data, locations, hell – they probably know more about my history and that of my kids than I do, but I don’t care. They have given me happiness and that is priceless.

Gamification is not just about sticking game elements on things. It is about the user experience, done in a way that learns from games. Games surprise and delight the player constantly. Players discover new things, are rewarded for their exploration, their observation, their achievements, their willingness to play that game. It is part of what keeps them playing longer.  Reward your users for their participation, not with points and badges. but with things that will make them smile or make them feel valued. I have said it before and will say it again – loyalty is earned and part of that is to make the user feel as though they value you. Google could have settled at just giving people unlimited and convenient photo storage, but they went a massive step further and that is why I staying with this service!

A-Z of Gamification

This is a total cop-out of an article. However, I would love to hear your versions! It all came about when listening to an advert for a kids show called the Dinosaur Train, where there is a song that teaches A-Z using the names of Dinosaurs!

On a side note, I will be speaking at Gamification World Congress in November. I was wondering if you had any thoughts on topics. I was considering a story about real loyalty, but if you want to hear about User Types again or anything else – let me know in the comments!

A. Autonomy
B. Badges
C. Challenge
D. Discovery
E. Exploration
F. Feedback
G. Game Mechanics
H. Habit
I. Innovation
J. Journey
K. Knowledge Management
L. Leaderboards
M. Mastery
N. Nudge
O. Over Justification Effect
P. Purpose
Q. Quest
R. Relatedness
S. Schedules
T. Theme
U. User Types
V. Virtual Economy
W. Win State
X. XP
Y.  gen-Y (yeah I know!)
Z. Zombies

And for those interested, here is the Dinosaur Train A-Z!

Don’t be afraid to say no to Gamification

Here is something that many who know me or know of me would be surprised to hear. Gamification is not always the answer!

There, I said it.

Often gamification is just a concept people have heard of and know may be of use. In these cases they will ask if it can be used as a solution for an issue they have. The trouble is that it is very easy to fall into the trap of just saying yes. As a gamifier, we really want to use gamification to solve business problems. We know the power that games and game elements can have and want to demonstrate this whenever we can.

Sadly, that is where a problem lies. Gamification just isn’t always the first answer. I would say about half of the time that I have been asked about it, the problem has needed much simpler and more important fixes than applying gamification.

It really is okay to say no to gamification if it is not going to actually solve the problem. One of the stigmas we have in gamification is that its application is often so shallow that it does nothing to cure long term or ingrained issues with systems. As gamifiers, we are problem solvers.

Don’t be part of the problem, be part of the solution – even if it isn’t gamification!

Simple Gamification Framework

Well, this week was going to be some thoughts around a conversation with Ian Bogost. However, that will have to wait until I have more time to actually formulate a decent set of arguments 🙂

In the mean time, I wanted to put out the little “framework” I proposed in the presentation so many of you lovely people have viewed (over 500 on slideshare at last count – so massive thanks!!)

Basically this is a take on many other peoples attempts at defining a simple framework (I read about Kevin Werbach’s D6 framework the day after my presentation for example). It has no clever abbreviations or acronyms (WWW HATTAR seems daft)

Click the image above to download the Framework as a PDF

The first part is a series of 8 questions to ask yourself as you embark on your gamification adventures. I have it printed on my wall in the office.

  1. I know WHATI am going to Gamify
    • You must be totally sure what the activity(s) is that you are going to gamify.
  2. I know WHYI am gamifying it
    • Just as important as what is why. What do you hope to gain from this project?
  3. I know WHOwill be involved
    • Who are your players? You need to know that to be really able to engage with them.
  4. I know HOWI am gamifying it
    • Once you know What, Why and Who, it is time to work out what you are going to do to gamify it all. What elements and ideas will work best for you system? Are you going to employ rewards or are you going to work purely with intrinsic motivators it will be different every time.
  5. I have ANALYTICSset up
    • You have to have metrics and analyitcs of some form – otherwise, how do you measure success, check it is working, find choke points and also report back to people!?
  6. I have TESTEDwith users
    • You must test anything like this with the target audience. They are the ones who will be involved, not you and the designers.
  7. I have ACTEDon feedback
    • Colleting feedback from testing is only beneficial if you actually act upon it. If the players hate your favourite idea, you have to get rid of it!
  8. I have RELEASEDthe solution
    • Finishing and releasing are different. Silently pushing your new system out there is pointless. Make some noise about it, get people on board before they have even seen it!

You can repeat 6 and 7 in a loop as much as needed, then you need to repeat all the steps from 5 to 8 on a regular basis. Collect feedback and iterate improvements and add new elements to keep it interesting.

The second part of that slide is a little list of things to remember about gamification.

  1. Think like a games designer
    • Like it or not, you are now part games designer. As Jesse Schell says, to be a games designer just say to yourself “I am a games designer”
  2. Try to make it voluntary
    • Volunteers make much better players than those forced!
  3. Plan for CHEATERS
    • Plan for cheaters, it is in some humans nature to try and cheat the system – especially if there is an extrinsic reward at stake
  4. INTRINSIC > extrinsic
    • Intrinsic motivation is always more powerful than extrinsic. That said, at times extrinsic motivation may be all you have to get a system kick-started – but you cannot rely on it for long.
  5. Don’t be EVIL
    • Don’t be evil. This is not your opportunity to use the people in your new gamified system – they will catch you out and reject the system.
  6. Remember the FUN
    • Try to remember that a bit of fun (however you wish to describe it) can make almost anything a little more bearable.
  7. Be SOCIAL
    • Playing alone is fine, but playing with other people is always better. Social mechanics are essential for long term engagement.

Hopefully a more creative post next week J

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