Gamification User Journey Framework

User Journey 2017 1 Gamification User Journey Framework

As ever, I look at all my work and try to evolve it over time. This time it is the turn of the EEEE User Journey framework. There is nothing wrong with it in concept, I just feel that I want to add to it!

If you will remember it consisted of four phases. Enrol, Enthuse, Engage and End Game / Endear.

Now, I have started to view it slightly differently! It’s my prerogative ok! So now we start with Discover (yes I know the likes of Yu Kai and Amy Jo have done this), followed by On-Board, Immerse, Master and finally Replay

Yes DOIMR is less catchy that EEEE but it is better for a couple of reasons!

Discover

There has to be a discovery phase, like the attract screen in the arcades, because without it – how will people start to use the system? It may just be an email to tell you to do some mandatory training, it may be subtle posters that hint at something new. However you decide to do it, it is essential and has to fit with the overall theme of the programme.

On-Board

Nothing new here, this is the scaffolding of the whole show. If you get this wrong, people will not get any further in their journey! It has the potential to be a massive drop off phase of the journey. You have to balance it just right, to hold the user’s hand enough to keep them going, but not so much they feel babied and foolish. Measured use of rewards can be of great benefit in this stage as digital “pats on the back”.

Immerse

Once they are in the system and know what they are doing, they can immerse themselves in the activities – be it learning, day to day sales entry or any other activity. This is where good activity and feedback loops are essential to keep people engaged. It is also the stage of the journey where you will need to stop relying on rewards and start helping the users find their intrinsic reason to be there.

Master

This is the phase where a couple of things may happen. This may be the point where the journey ends, the user has finished and has met the end-game requirements, game over man… However, it may also be the start of the next phase of the journey, a bit like the Black belt in martial arts. You have mastered the first journey, now you must move on to the second and third etc. Achievers aim for this level and will work hard to get it. Make sure they feel rewarded for their efforts (and I don’t mean points and badges!!!)

Which leads us to….

Replay

If there is no specific moment where the journey ends, you need to include replayability. This can come in several forms. It could be an opportunity for the ones who have completed, to try and ace it. Think about casual games where you can finish a level with 1, 2 or 3 stars. The replay value comes from trying to get through levels you didn’t score 3 on again, trying to attain the maximum. It may be that they get to play again at a high difficulty – remember the Nightmare mode from Doom? It may be that they can play again with a different role. In the case of a learning related system, they could go back with the role of master, rather than apprentice, acting as a guide and mentor to those who are yet to master the earlier phases. You can really leverage the Philanthropist User Types here.

Here is the expected picture – I am looking at making a nicer one though!

Gamification User Journey

Just rewarding activity is not gamification: stop it!

I have promised in the past not to write about the dangers of extrinsic rewards anymore. However, can’t stand reading about gamification being a failure anymore, when the articles proclaiming this almost always start with “gamification is about awarding points, or physical rewards to people for doing dull tasks”.

No quoting from Dan Pink or Deci and Ryan this time, just facts based on experience.

If you offer a reward, especially a material reward that has value to people, you are setting yourself up for failure. Every time I have seen a ‘gamified’ campaign that offers someone like an iPad as a prize for participation, it has had problems. The worst culprit is when the prize is offered for nothing more than activity (so no actual creativity needed).

This carrot approach leads to one of two main outcomes. The first, rubbish input from people wanting the prize. Offer a reward for commenting, and you get hundreds of “Great. Awesome. Amazing.” type comments. Offer rewards for likes or votes and you get hundreds of meaningless votes. Worse than that, you get people gaming the system and colluding to generate votes and comments.

The other outcome is just plain cheating. Fake comments and votes are one one thing. Creating groups and allies to force / fake the desired outcome is par for the course and within the parameters of most systems. However, if you offer a reward that has real material value to people, they will do anything to get it. Hack the system, disrupt people (yeah – remember my disruptor user type?), break any rule they can and basically run rings around you to win.

The effects are more damaging than you may first consider as well. What happens to the other players? They see a small group of people gaming the system and they just think “what’s the point?”. They stop using the system and you are left with just the ones trying to get the prize.

My advice to you? Listen to the people like me (and many others like Mario Herger, Roman Rackwitz, Marigo Raftopoulos, Yu Kai Chou to name but a few), in gamification who keep saying stop using rewards. Read about the damage that extrinsic rewards can have on anything creative (incentivise and creative do not belong in the same breath!). Listen to your gamification designers when they suggest other ways to encourage participation and activity, chances are – they know what they are talking about. Most of all, stop trying to bribe people to do things. If they can’t find an intrinsic reason to be involved (RAMP), you won’t get the best out of them, and may well end up getting the worst!

Gamification Spreads its Wings to India

India’s first Gamification conference is happening Oct 4 in Bangalore. The speaker list is up and the line-up is pretty impressive. Speakers include Mario Herger, Yu-kai Chou, Fergie Miller, Shahnawaz Khan and more. The chance to get face-to-face with leading deployers from the world of gamification, to learn the power of engaging design, how to implement these techniques to reinvent the way you engage with business and the way your business engages with the world, is not to be missed. When you register before Aug 16 you’ll save up to $50 off the regular fee (and ensure your spot). http://www.gamified.in

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