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NYT Engagement Design 1 Social Engagement & the Player Lifecycle Amy Jo Kim, Ph.D.  © 2011 All Rights Reserved
Shufflebrain works with top companies to create systems that drive sustained engagement
a snapshot of my life as a social gamer
Gamification? You know that word,
Gamification? You know that word,  That’s not what we’re doing here.
Gamification? You know that word,  That’s not what we’re doing here. We’re after the Larger Trend
everyone’s a gamer Games are everywhere
Will Wright We’re in a  Gambrian Explosion  – games are breaking through to new levels of diversity and ubiquity
Games aren’t just about combat anymore fighting crafting voting running
More and more people stay connected by playing social games
Social Games pull from many different areas
Q: How to navigate this fast-changing landscape? A: Engagement Design: a framework for driving sustained customer engagement
Seven Pillars of Engagement Design ,[object Object]
Who’s participating? How do they like to engage?
Killers Achievers Socializers Explorers Bartles Player Types (1996)
Jane McGonigal Points, Badges, Levels, Leaderboards… appeal primarily to Achievers Richard Bartle
Content Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete
Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete Collaborate Interacting Acting
Content Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete Collaborate Explore
Content Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete Collaborate Explore Express
Compete  Win, Beat, Brag, Taunt, Challenge
Compete  Win, Beat, Brag, Taunt, Challenge
Collaborate Share, Help, Gift, Greet, Exchange, Join, Trade
Collaborate Share, Help, Gift, Greet, Exchange, Join, Trade
Explore view, search, find, collect, complete, curate
Explore view, search, find, collect, complete, curate
Express choose, customize, write, layout, design, create
Express choose, customize, write, layout, design, create
Content Players Interacting Acting What are YOUR Social Engagement Verbs? Explore Express Compete Collaborate Give Help Comment Like Share Greet Collect Rate View Review Vote Curate Win Challenge Showoff Compare Taunt Create Design Customize Choose Purchase Decorate Build
[object Object],[object Object],Seven Pillars of Engagement Design
To drive sustained engagement,  design for three key lifecycle stages Onboarding Habit-Building Mastery Newbie Regular Enthusiast
Regulars need fresh content/activities/challenges Newbies need to learn the ropes (welcome + goals + progress + achievable rewards)
Regulars need fresh content/activities/challenges
Enthusiasts need exclusivity, recognition, impact
[object Object],[object Object],[object Object],Seven Pillars of Engagement Design
P ositive  Emotions experiencing joy, pleasure, fun, safety, etc E ngagement / Flow being consciously involved in our activities R elationships enjoyable/supportive interactions w/others M eaning creating a purposeful narrative A ccomplishment Completing goals + following core values Martin Seligman What is PERMA? Key Findings From Positive Psychology
Harvesting crops    visual pleasure, self-expression
FS recommendations    curiousity, delight, satisfaction
Netflix recommendations    invoke curiosity
Netflix recommendations    understanding, satisfaction
What is an Engagement Loop? Meaningful Activity Task / Mission / Game / Quiz / Gift
What is an Engagement Loop? Feedback + Progress  Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift
What is an Engagement Loop? Feedback + Progress  Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift Positive Emotion Delight, Trust, Pride, Curiousity, Power, Smart
What is an Engagement Loop? Feedback + Progress  Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift Positive Emotion Delight, Trust, Pride, Curiousity, Power, Smart (social) Call to Action Customize / Share / Help / Compete / Gift
Newbie Enthusiast Regular Engagement changes during a player’s lifecycle
Feedback + Progress  Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift Positive Emotion Delight, Trust, Pride, Curiousity, Power, Smart (social) Call to Action Customize / Share / Help / Compete / Gift Onboard  Newbies Re-Engage  Regulars Leverage  Enthusiasts Design Engagement Loops for each Lifecycle Stage
[object Object],[object Object],[object Object],[object Object],Engagement Design: 7 Core Concepts
Dynamics Mechanics Aesthetics Engaging Experience What makes an engaging experience?
Progressive Unlocks Appointments Dynamics Dynamics are patterns over time Dynamic Systems Reward Schedules Pacing
Patterns can be programmed into systems Reward Schedules    Habits, Surprise, Addiction
Mechanics offer feedback and show progress Levels Points Leaderboards Badges Missions Mechanics Virtual Goods
Good mechanics “light the way” to success & mastery
Fun Delight Envy Pride Aesthetics Aesthetics evoke emotion Surprise Satisfaction Trust Connection Curiosity
Emotion drives action & engagement A good game takes the player on an emotional journey over time VS
[object Object],[object Object],[object Object],[object Object],[object Object],Seven Pillars of Engagement Design
Sustained Engagement (AKA Flow) is driven by having  something to master
What skills can I master? How do I see my progress? What powers can I earn by mastering these skills?  To drive sustained engagement,  offer progressive challenges
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Seven Pillars of Engagement Design
Autonomy  – the desire to direct our own lives.  Mastery  — the urge to get better at something that matters. Purpose  — AKA belonging, desire to be part of something bigger than ourselves
Autonomy Belonging Fun Self-Knowledge Mastery Power Love Prizes Points Levels  Leaderboards Badges Learning Quests Intrinsic value  >  Extrinsic Rewards Sex Meaning Gold Stars Progress Bar Money
Extrinsic Rewards GOOD for completing simple tasks (AKA assembly line work)
Intrinsic Rewards NEEDED for sustained engagement Satisfying an aspirational desire for playing dress-up in beautiful clothes Intrinsic Rewards NEEDED for sustained engagement
Intrinsic Rewards NEEDED for sustained engagement Satisfying an desire for thoughtful, intelligent, moderated discourse
Rank-ordering Intrinsic Motivation
PRO TIP: use extrinsic feedback to support intrinsically rewarding activity
PRO TIP: use feedback & stats to make customers feel part of a larger cause
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Engagement Design: 7 Core Concepts
Leverage the talents & energy of your enthusiasts
build an engine that engages high-value contributors
Case Study: Stack Overflow
Who’s Playing? Why are they playing?
What’s their engagement style?
What’s the core activity & feedback system?
What can players learn and master?
How is progress made visible?
How is progress made visible?
How is progress made visible? VS
How do newbies learn the ropes?
How are enthusiasts recognized?
How are enthusiasts recognized?
How are enthusiasts recognized?
Enthusiasts like to contribute
How does Stack set the tone?
How does Stack empower the community?
How does progress lead to increased powers?
Newbie: Read, UpVote, Answer Pride, curiosity Vote an answer up Earn Pts, gain privileges Check out Q&A, features
Regular: Build Rep, Collect Badges Pride / Surprise / Delight Post a comment/message Take Actions Earn Badge
Enthusiast: Unlock Powers, Collect Rare Badges  Pride / Competition Get Special Privileges (e.g. moderator tools) Answer question Collect Rep pts
Core Activity: (high-quality) Q&A Case Study: Quora
Who’s Playing? What’s their style?
What’s motivating them to play?
What can players learn and master?
How is progress made visible?
Social Actions     Q&A Feedback Systems
Case Study: HuffingtonPost
Who’s engaging? What’s their motivation?
Core activity: reading & reacting to content
Lightweight interaction: Rate / React
Engaged Interaction: Comment
What does it mean to make progress?
Badges == earned, level-based titles Connected with people Commenting & sharing content  Moderating comments Making quality  comments
Some Badges unlock Spotlights & Status Members who comment and share earn Superuser Level 1 Members who comment and share LOTS and connect their FB & Twitter account earn Superuser Level 2 AND their comments are highlighted in Purple Members who have followers & friends earn Networker Level 1 Members who have LOTS of followers and friends and connect their FB & Twitter account earn Networker Level 2 AND their comments are highlighted in Red
Some Badges unlock Privileges & Powers Commenters earn a Pundit badge by consistently contributing insightful, informative, and engaging commentary. Over time, we’ll have a Pundit Badge for vertical (starting with Politics) Being a Pundit comes with privileges. Besides having their comments highlighted in the Highlights tab and the Community Pundits box, we also allow our Pundits to leave longer comments. Members earn Moderator badge by flagging 20 posts (Level 1) or 100 posts (Level 2) which eventually get removed. BOTH must have high good-to-mistaken flags ratio.  Level 1 Moderators’ flags carry 5X weight. Level 2 Moderators are trusted to remove inappropriate posts.
Collections provide utility, enhance identity
Collections provide utility, enhance identity
…  and provide hooks for status & UGC
Key Engagement Design Questions Who’s engaging – and why? What’s their engagement style? What are they learning & mastering? How is progress made visible? How does the experience evolve? How do newbies learn the ropes? What drives regulars to re-enage? How can enthusiasts contribute & have impact?
NYT Engagement Verbs Content Players Acting Explore Express Compete Collaborate Help Comment Like Share Greet Collect Rate Consume Review Vote Curate Win Challenge Showoff Compare Taunt create Design Customize Choose Decorate Build checkin interacting Follow Invite Annotate Search Update Purchase Discover Give
What implicit game(s) are your customers already playing? ,[object Object],[object Object],[object Object],[object Object],[object Object]
Customer Personae Goal: capture key customer insights into narrative descriptions of individuals Purpose: design an experience that’s engaging throughout the customer’s lifecycle create 2-3 Personae for a canonical early-adopters Description can include gender, age, socio-economic status, gaming experience, aspirations, fears, daily technology or shopping habits – whatever is most relevant for your product
Engagement Design Part 2 Progress Mechanics & Engagement Loops
Positive Emotion Fun / Delight / Trust / Pride / Curious (social) Call to Action Customize / Share / Help / Compete  Engaging Activity Task / Mission / Game / Quiz  / Gift Feedback & Progress  Stats / Challenges / Awards / Messages Today we’ll be building engagement loops To define visible progress, need to know the destination Emotion instigates action
Newbie Regular Enthusiast …  at each Lifecycle Stage
Newbie Regular Enthusiast But first: how do we track & define progress?
Points (AKA Keeping Score) Anytime you make numbers visible, you’ve enabled a game
Four Types of Points 1. Skill Points (AKA Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill:  skill rating/ranking of an individual Group Skill:  skill rating/ranking of a group
Redeemable Points  Personal Skill Points (Brain Buddies)
Four Types of Points 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill:  skill rating/ranking of an individual Group Skill:  skill rating/ranking of a group 2. Experience Points (XP)  uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP : reflects a customer’s actions & accomplishments Group XP:  reflects the actions & accomplishments of a group
Personal XP (World of Warcraft)
Group XP (Nike+)  it feels good to be part of something larger than yourself
Four Types of Points 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill:  skill rating/ranking of an individual Group Skill:  skill rating/ranking of a group 2. Experience Points (XP)  uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP : reflects a customer’s actions & accomplishments Group XP:  reflects the actions & accomplishments of a group 3. Currency (credits, coins, chips, tokens, bucks) bi-directional metric – goes up and down earned or bought within the system – can be redeemed within the system for goods or services Earned Currency:  earned via customer actions – used to track & reward certain activities Purchased Currency:  purchased with $$ to acquire exclusive goods and services
Earned + Purchased Currency (Cityville) Earned $$ Purchased $$ XP
Four Types of Points 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill:  skill rating/ranking of an individual Group Skill:  skill rating/ranking of a group 2. Experience Points (XP)  uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP : reflects a customer’s actions & accomplishments Group XP:  reflects the actions & accomplishments of a group 3. Currency (credits, coins, chips, tokens, bucks) bi-directional metric – goes up and down earned or bought within the system – can be redeemed within the system for goods or services Earned Currency:  earned via customer actions – used to track & reward certain activities Purchased Currency:  purchased with $$ to acquire exclusive goods and services 4. Social Points (AKA Reputation, Ratings, Likes) earned via the actions of OTHER players – can be a proxy for quality/reputation/influence  lets you track & reward socially valuable contributions & actions
Social Points (Amazon reviews)  Social Points (Amazon reviews)
Social Points (Flickr “interestingness”)  Social Points (Flickr interestingness)
Social Points (Flickr “interestingness”)  Social Points (Quora)
Social Points (Flickr “interestingness”)  Social Points (Stack Overflow Reputation)
Social Points: Klout
Highlight Changes – “gotta check my score”
Social Competition: 1:1 friend battles How do you compare to your friends/rivals?
Points are meaningless w/out context
Feedback, Rewards & Unlocks Give context and meaning to your customer experience
Levels give you Pacing, Status, Unlocks
Good Pacing leads to Flow The better you get, the harder you need to work to earn rewards
Global Leaderboards showcase your  most skilled and devoted players PRO TIP: offer velvet-rope leaderboards for enthusiasts
Social Leaderboards  enable Social Actions
Missions Guide & Motivate the Player
Badges show progress, trigger collecting. provide implicit goals PRO TIP: badges are especially useful during onboarding
Lifecycle Quests Purpose: gain a better understanding of how to use progress mechanics in your system Duration: 15-20 min Rules: create 2-3 quests/missions/tasks for each Lifecycle Stage Newbie Enthusiast Regular Onboarding Habit-Building Mastery
Lifecycle Quest Design Newbie (onboarding) Regular (habit-building) Enthusiast (mastery)
Earned Privileges Purpose: create a roadmap for the privileges and powers that your customers can earn Duration: 15-20 min Rules: 1) make an ordered list of customer actions, from simplest to most complex/demanding   2) group them into 3 groups: newbie powers, regular powers, enthusiast powers For example, here’s the list from Stack Overflow
NYTimes Value Ladder Strawman
In-game mechanics NYT Engagement Loops Metagame Systems Fan-created content
READERS consume content CURATORS Recommend/Share/Rate Content CONTRIBUTORS Upload/Create content EDITORS Filter & Highlight Content NYT Engagement Funnel
Readers Curators Contributors key engagement stages for a NYT customer?
Readers Curators Contributors Engagement Loops Purpose: identify the core re-engagement loops for readers, curators and contributors  Rules: Fill in the Engagement Loops for each stage of your player lifecycle.
Positive Emotion (social) Call to Action Engaging Activity  Feedback & Progress  Reader Engagement Loop
Positive Emotion (social) Call to Action Engaging Activity  Feedback & Progress  Curator Engagement Loop
Positive Emotion (social) Call to Action Engagement Task Visible Progress  Contributor Engagement Loop
Lifecycle Scenarios Goal: describe key stages of your customer’s lifecycle / journey Purpose: design an experience that will attract and support Newbies, Regulars AND Enthusiasts  Novice Regular Enthusiast Step 1: ceate a Persona for a canonical early-adopter Player  Step 2: fill in the boxes with “day in the life” scenarios for each key stage
RECAP Engagement Design Framework
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],7 Pillars of Engagement Design
4 Key Engagement Verbs Compete Collaborate Explore Express
Content Players Interacting Acting Prioritize Your Engagement Activities Explore Express Compete Collaborate Give Help Comment Like Share Greet Collect Rate View Review Vote Curate Win Challenge Showoff Compare Taunt Create Design Customize Choose Purchase Decorate Build
Know Your Customer Lifecycle Onboarding Habit-Building Mastery Newbie Regular Enthusiast
Build an engine that engages high-value customers
Create Lifecycle Engagement Loops Positive Emotions Fun / Delight / Trust / Pride / Curious (social) Call to Action Customize / Share / Help / Compete  Engagement Activity Task / Mission / Game / Quiz  / Gift Feedback & Progress  Stats / Challenges / Awards / Messages Customer Acquisition    Onboarding Customer Engagement    Habit-Building Customer Empowerment    Mastery
@amyjokim  on Twitter [email_address] http://about.me/amyjokim http://shufflebrain.com
ADDITIONAL RESOURCES Introductory Level Appendix 1: Design for Customization Drive ~ Daniel Pink Gamification: Too much of a Good Thing? ~ Richard Bartle The Science of Gamification ~ Michael Wu Fun Inc ~ Tom Chatfield Meaningful Play ~ Sebastian Detarding Art of Game Design ~ Jesse Schell Designing Effective Achievements (parts 1,2,3) ~
Virtual Goods let players customize their experience & payments Appendix 1 Design for Customization
Virtual Goods = Digital Items w/Contextual Meaning
Virtual Goods evoke real emotions
Virtual Economies drive ongoing use..
…  and require ongoing production & service
What can your players Customize?
Customize Your Page/Dashboard
Customize Your Avatar
Customize Your Location
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],http://bit.ly/mLTNAz http://bit.ly/bNBXUh
http://www.mud.co.uk/richard/Shoreditch.pdf
The Science of Gamification Michael Wu - Lithium  http://bit.ly/k1mrUt
Meaningful Play: Getting Gamification Right Sebastian Detarding  http://bit.ly/hxVvDL
7 Lesssons Learned From Games Tom Chatfield ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],http://bit.ly/lEUtU0
Jesse Schell Jesse Schell http://www.artofgamedesign.com/

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Engagement Design Framework for Driving Sustained Social Engagement

  • 1. NYT Engagement Design 1 Social Engagement & the Player Lifecycle Amy Jo Kim, Ph.D. © 2011 All Rights Reserved
  • 2. Shufflebrain works with top companies to create systems that drive sustained engagement
  • 3. a snapshot of my life as a social gamer
  • 5. Gamification? You know that word, That’s not what we’re doing here.
  • 6. Gamification? You know that word, That’s not what we’re doing here. We’re after the Larger Trend
  • 7. everyone’s a gamer Games are everywhere
  • 8. Will Wright We’re in a Gambrian Explosion – games are breaking through to new levels of diversity and ubiquity
  • 9. Games aren’t just about combat anymore fighting crafting voting running
  • 10. More and more people stay connected by playing social games
  • 11. Social Games pull from many different areas
  • 12. Q: How to navigate this fast-changing landscape? A: Engagement Design: a framework for driving sustained customer engagement
  • 13.
  • 14. Who’s participating? How do they like to engage?
  • 15. Killers Achievers Socializers Explorers Bartles Player Types (1996)
  • 16. Jane McGonigal Points, Badges, Levels, Leaderboards… appeal primarily to Achievers Richard Bartle
  • 17. Content Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete
  • 18. Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete Collaborate Interacting Acting
  • 19. Content Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete Collaborate Explore
  • 20. Content Players Interacting Acting Kim’s Social Engagement Verbs (2011) Compete Collaborate Explore Express
  • 21. Compete Win, Beat, Brag, Taunt, Challenge
  • 22. Compete Win, Beat, Brag, Taunt, Challenge
  • 23. Collaborate Share, Help, Gift, Greet, Exchange, Join, Trade
  • 24. Collaborate Share, Help, Gift, Greet, Exchange, Join, Trade
  • 25. Explore view, search, find, collect, complete, curate
  • 26. Explore view, search, find, collect, complete, curate
  • 27. Express choose, customize, write, layout, design, create
  • 28. Express choose, customize, write, layout, design, create
  • 29. Content Players Interacting Acting What are YOUR Social Engagement Verbs? Explore Express Compete Collaborate Give Help Comment Like Share Greet Collect Rate View Review Vote Curate Win Challenge Showoff Compare Taunt Create Design Customize Choose Purchase Decorate Build
  • 30.
  • 31. To drive sustained engagement, design for three key lifecycle stages Onboarding Habit-Building Mastery Newbie Regular Enthusiast
  • 32. Regulars need fresh content/activities/challenges Newbies need to learn the ropes (welcome + goals + progress + achievable rewards)
  • 33. Regulars need fresh content/activities/challenges
  • 34. Enthusiasts need exclusivity, recognition, impact
  • 35.
  • 36. P ositive Emotions experiencing joy, pleasure, fun, safety, etc E ngagement / Flow being consciously involved in our activities R elationships enjoyable/supportive interactions w/others M eaning creating a purposeful narrative A ccomplishment Completing goals + following core values Martin Seligman What is PERMA? Key Findings From Positive Psychology
  • 37. Harvesting crops  visual pleasure, self-expression
  • 38. FS recommendations  curiousity, delight, satisfaction
  • 39. Netflix recommendations  invoke curiosity
  • 40. Netflix recommendations  understanding, satisfaction
  • 41. What is an Engagement Loop? Meaningful Activity Task / Mission / Game / Quiz / Gift
  • 42. What is an Engagement Loop? Feedback + Progress Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift
  • 43. What is an Engagement Loop? Feedback + Progress Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift Positive Emotion Delight, Trust, Pride, Curiousity, Power, Smart
  • 44. What is an Engagement Loop? Feedback + Progress Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift Positive Emotion Delight, Trust, Pride, Curiousity, Power, Smart (social) Call to Action Customize / Share / Help / Compete / Gift
  • 45. Newbie Enthusiast Regular Engagement changes during a player’s lifecycle
  • 46. Feedback + Progress Stats / Achievements / Roles / Powers Meaningful Activity Task / Mission / Game / Quiz / Gift Positive Emotion Delight, Trust, Pride, Curiousity, Power, Smart (social) Call to Action Customize / Share / Help / Compete / Gift Onboard Newbies Re-Engage Regulars Leverage Enthusiasts Design Engagement Loops for each Lifecycle Stage
  • 47.
  • 48. Dynamics Mechanics Aesthetics Engaging Experience What makes an engaging experience?
  • 49. Progressive Unlocks Appointments Dynamics Dynamics are patterns over time Dynamic Systems Reward Schedules Pacing
  • 50. Patterns can be programmed into systems Reward Schedules  Habits, Surprise, Addiction
  • 51. Mechanics offer feedback and show progress Levels Points Leaderboards Badges Missions Mechanics Virtual Goods
  • 52. Good mechanics “light the way” to success & mastery
  • 53. Fun Delight Envy Pride Aesthetics Aesthetics evoke emotion Surprise Satisfaction Trust Connection Curiosity
  • 54. Emotion drives action & engagement A good game takes the player on an emotional journey over time VS
  • 55.
  • 56. Sustained Engagement (AKA Flow) is driven by having something to master
  • 57. What skills can I master? How do I see my progress? What powers can I earn by mastering these skills? To drive sustained engagement, offer progressive challenges
  • 58.
  • 59. Autonomy – the desire to direct our own lives. Mastery — the urge to get better at something that matters. Purpose — AKA belonging, desire to be part of something bigger than ourselves
  • 60. Autonomy Belonging Fun Self-Knowledge Mastery Power Love Prizes Points Levels Leaderboards Badges Learning Quests Intrinsic value > Extrinsic Rewards Sex Meaning Gold Stars Progress Bar Money
  • 61. Extrinsic Rewards GOOD for completing simple tasks (AKA assembly line work)
  • 62. Intrinsic Rewards NEEDED for sustained engagement Satisfying an aspirational desire for playing dress-up in beautiful clothes Intrinsic Rewards NEEDED for sustained engagement
  • 63. Intrinsic Rewards NEEDED for sustained engagement Satisfying an desire for thoughtful, intelligent, moderated discourse
  • 65. PRO TIP: use extrinsic feedback to support intrinsically rewarding activity
  • 66. PRO TIP: use feedback & stats to make customers feel part of a larger cause
  • 67.
  • 68. Leverage the talents & energy of your enthusiasts
  • 69. build an engine that engages high-value contributors
  • 70. Case Study: Stack Overflow
  • 71. Who’s Playing? Why are they playing?
  • 73. What’s the core activity & feedback system?
  • 74. What can players learn and master?
  • 75. How is progress made visible?
  • 76. How is progress made visible?
  • 77. How is progress made visible? VS
  • 78. How do newbies learn the ropes?
  • 79. How are enthusiasts recognized?
  • 80. How are enthusiasts recognized?
  • 81. How are enthusiasts recognized?
  • 82. Enthusiasts like to contribute
  • 83. How does Stack set the tone?
  • 84. How does Stack empower the community?
  • 85. How does progress lead to increased powers?
  • 86. Newbie: Read, UpVote, Answer Pride, curiosity Vote an answer up Earn Pts, gain privileges Check out Q&A, features
  • 87. Regular: Build Rep, Collect Badges Pride / Surprise / Delight Post a comment/message Take Actions Earn Badge
  • 88. Enthusiast: Unlock Powers, Collect Rare Badges Pride / Competition Get Special Privileges (e.g. moderator tools) Answer question Collect Rep pts
  • 89. Core Activity: (high-quality) Q&A Case Study: Quora
  • 92. What can players learn and master?
  • 93. How is progress made visible?
  • 94. Social Actions  Q&A Feedback Systems
  • 96. Who’s engaging? What’s their motivation?
  • 97. Core activity: reading & reacting to content
  • 100. What does it mean to make progress?
  • 101. Badges == earned, level-based titles Connected with people Commenting & sharing content Moderating comments Making quality comments
  • 102. Some Badges unlock Spotlights & Status Members who comment and share earn Superuser Level 1 Members who comment and share LOTS and connect their FB & Twitter account earn Superuser Level 2 AND their comments are highlighted in Purple Members who have followers & friends earn Networker Level 1 Members who have LOTS of followers and friends and connect their FB & Twitter account earn Networker Level 2 AND their comments are highlighted in Red
  • 103. Some Badges unlock Privileges & Powers Commenters earn a Pundit badge by consistently contributing insightful, informative, and engaging commentary. Over time, we’ll have a Pundit Badge for vertical (starting with Politics) Being a Pundit comes with privileges. Besides having their comments highlighted in the Highlights tab and the Community Pundits box, we also allow our Pundits to leave longer comments. Members earn Moderator badge by flagging 20 posts (Level 1) or 100 posts (Level 2) which eventually get removed. BOTH must have high good-to-mistaken flags ratio. Level 1 Moderators’ flags carry 5X weight. Level 2 Moderators are trusted to remove inappropriate posts.
  • 104. Collections provide utility, enhance identity
  • 105. Collections provide utility, enhance identity
  • 106. … and provide hooks for status & UGC
  • 107. Key Engagement Design Questions Who’s engaging – and why? What’s their engagement style? What are they learning & mastering? How is progress made visible? How does the experience evolve? How do newbies learn the ropes? What drives regulars to re-enage? How can enthusiasts contribute & have impact?
  • 108. NYT Engagement Verbs Content Players Acting Explore Express Compete Collaborate Help Comment Like Share Greet Collect Rate Consume Review Vote Curate Win Challenge Showoff Compare Taunt create Design Customize Choose Decorate Build checkin interacting Follow Invite Annotate Search Update Purchase Discover Give
  • 109.
  • 110. Customer Personae Goal: capture key customer insights into narrative descriptions of individuals Purpose: design an experience that’s engaging throughout the customer’s lifecycle create 2-3 Personae for a canonical early-adopters Description can include gender, age, socio-economic status, gaming experience, aspirations, fears, daily technology or shopping habits – whatever is most relevant for your product
  • 111. Engagement Design Part 2 Progress Mechanics & Engagement Loops
  • 112. Positive Emotion Fun / Delight / Trust / Pride / Curious (social) Call to Action Customize / Share / Help / Compete Engaging Activity Task / Mission / Game / Quiz / Gift Feedback & Progress Stats / Challenges / Awards / Messages Today we’ll be building engagement loops To define visible progress, need to know the destination Emotion instigates action
  • 113. Newbie Regular Enthusiast … at each Lifecycle Stage
  • 114. Newbie Regular Enthusiast But first: how do we track & define progress?
  • 115. Points (AKA Keeping Score) Anytime you make numbers visible, you’ve enabled a game
  • 116. Four Types of Points 1. Skill Points (AKA Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group
  • 117. Redeemable Points Personal Skill Points (Brain Buddies)
  • 118. Four Types of Points 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group 2. Experience Points (XP) uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP : reflects a customer’s actions & accomplishments Group XP: reflects the actions & accomplishments of a group
  • 119. Personal XP (World of Warcraft)
  • 120. Group XP (Nike+) it feels good to be part of something larger than yourself
  • 121. Four Types of Points 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group 2. Experience Points (XP) uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP : reflects a customer’s actions & accomplishments Group XP: reflects the actions & accomplishments of a group 3. Currency (credits, coins, chips, tokens, bucks) bi-directional metric – goes up and down earned or bought within the system – can be redeemed within the system for goods or services Earned Currency: earned via customer actions – used to track & reward certain activities Purchased Currency: purchased with $$ to acquire exclusive goods and services
  • 122. Earned + Purchased Currency (Cityville) Earned $$ Purchased $$ XP
  • 123. Four Types of Points 1. Skill Points (Score, Rank) earned via interacting with the system – reflects mastery of the activity or game PersonalSkill: skill rating/ranking of an individual Group Skill: skill rating/ranking of a group 2. Experience Points (XP) uni-directional metric – only goes UP (reflects persistence + skill) earned directly via customers’ actions - used to track & reward certain activities Personal XP : reflects a customer’s actions & accomplishments Group XP: reflects the actions & accomplishments of a group 3. Currency (credits, coins, chips, tokens, bucks) bi-directional metric – goes up and down earned or bought within the system – can be redeemed within the system for goods or services Earned Currency: earned via customer actions – used to track & reward certain activities Purchased Currency: purchased with $$ to acquire exclusive goods and services 4. Social Points (AKA Reputation, Ratings, Likes) earned via the actions of OTHER players – can be a proxy for quality/reputation/influence lets you track & reward socially valuable contributions & actions
  • 124. Social Points (Amazon reviews) Social Points (Amazon reviews)
  • 125. Social Points (Flickr “interestingness”) Social Points (Flickr interestingness)
  • 126. Social Points (Flickr “interestingness”) Social Points (Quora)
  • 127. Social Points (Flickr “interestingness”) Social Points (Stack Overflow Reputation)
  • 129. Highlight Changes – “gotta check my score”
  • 130. Social Competition: 1:1 friend battles How do you compare to your friends/rivals?
  • 131. Points are meaningless w/out context
  • 132. Feedback, Rewards & Unlocks Give context and meaning to your customer experience
  • 133. Levels give you Pacing, Status, Unlocks
  • 134. Good Pacing leads to Flow The better you get, the harder you need to work to earn rewards
  • 135. Global Leaderboards showcase your most skilled and devoted players PRO TIP: offer velvet-rope leaderboards for enthusiasts
  • 136. Social Leaderboards enable Social Actions
  • 137. Missions Guide & Motivate the Player
  • 138. Badges show progress, trigger collecting. provide implicit goals PRO TIP: badges are especially useful during onboarding
  • 139. Lifecycle Quests Purpose: gain a better understanding of how to use progress mechanics in your system Duration: 15-20 min Rules: create 2-3 quests/missions/tasks for each Lifecycle Stage Newbie Enthusiast Regular Onboarding Habit-Building Mastery
  • 140. Lifecycle Quest Design Newbie (onboarding) Regular (habit-building) Enthusiast (mastery)
  • 141. Earned Privileges Purpose: create a roadmap for the privileges and powers that your customers can earn Duration: 15-20 min Rules: 1) make an ordered list of customer actions, from simplest to most complex/demanding 2) group them into 3 groups: newbie powers, regular powers, enthusiast powers For example, here’s the list from Stack Overflow
  • 142. NYTimes Value Ladder Strawman
  • 143. In-game mechanics NYT Engagement Loops Metagame Systems Fan-created content
  • 144. READERS consume content CURATORS Recommend/Share/Rate Content CONTRIBUTORS Upload/Create content EDITORS Filter & Highlight Content NYT Engagement Funnel
  • 145. Readers Curators Contributors key engagement stages for a NYT customer?
  • 146. Readers Curators Contributors Engagement Loops Purpose: identify the core re-engagement loops for readers, curators and contributors Rules: Fill in the Engagement Loops for each stage of your player lifecycle.
  • 147. Positive Emotion (social) Call to Action Engaging Activity Feedback & Progress Reader Engagement Loop
  • 148. Positive Emotion (social) Call to Action Engaging Activity Feedback & Progress Curator Engagement Loop
  • 149. Positive Emotion (social) Call to Action Engagement Task Visible Progress Contributor Engagement Loop
  • 150. Lifecycle Scenarios Goal: describe key stages of your customer’s lifecycle / journey Purpose: design an experience that will attract and support Newbies, Regulars AND Enthusiasts Novice Regular Enthusiast Step 1: ceate a Persona for a canonical early-adopter Player Step 2: fill in the boxes with “day in the life” scenarios for each key stage
  • 152.
  • 153. 4 Key Engagement Verbs Compete Collaborate Explore Express
  • 154. Content Players Interacting Acting Prioritize Your Engagement Activities Explore Express Compete Collaborate Give Help Comment Like Share Greet Collect Rate View Review Vote Curate Win Challenge Showoff Compare Taunt Create Design Customize Choose Purchase Decorate Build
  • 155. Know Your Customer Lifecycle Onboarding Habit-Building Mastery Newbie Regular Enthusiast
  • 156. Build an engine that engages high-value customers
  • 157. Create Lifecycle Engagement Loops Positive Emotions Fun / Delight / Trust / Pride / Curious (social) Call to Action Customize / Share / Help / Compete Engagement Activity Task / Mission / Game / Quiz / Gift Feedback & Progress Stats / Challenges / Awards / Messages Customer Acquisition  Onboarding Customer Engagement  Habit-Building Customer Empowerment  Mastery
  • 158. @amyjokim on Twitter [email_address] http://about.me/amyjokim http://shufflebrain.com
  • 159. ADDITIONAL RESOURCES Introductory Level Appendix 1: Design for Customization Drive ~ Daniel Pink Gamification: Too much of a Good Thing? ~ Richard Bartle The Science of Gamification ~ Michael Wu Fun Inc ~ Tom Chatfield Meaningful Play ~ Sebastian Detarding Art of Game Design ~ Jesse Schell Designing Effective Achievements (parts 1,2,3) ~
  • 160. Virtual Goods let players customize their experience & payments Appendix 1 Design for Customization
  • 161. Virtual Goods = Digital Items w/Contextual Meaning
  • 162. Virtual Goods evoke real emotions
  • 163. Virtual Economies drive ongoing use..
  • 164. … and require ongoing production & service
  • 165. What can your players Customize?
  • 169.
  • 171. The Science of Gamification Michael Wu - Lithium http://bit.ly/k1mrUt
  • 172. Meaningful Play: Getting Gamification Right Sebastian Detarding http://bit.ly/hxVvDL
  • 173.
  • 174. Jesse Schell Jesse Schell http://www.artofgamedesign.com/

Editor's Notes

  1. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
  2. A less obvious - but even more interesting - social rating system is Flickr’s measure of “interestingness” -- this is a cumulative measure of people’s viewing and tagging and commenting behavior within the site. This is an “emergent” form of social points - and it allows Flickr to identity and reward photographers who create art that Flickr users collectively find interesting. What’s exciting about this rating system is that it INFERS points, based on existing behavior. So ask yourself - is there something similar in the applications that I’m currently working on?
  3. A less obvious - but even more interesting - social rating system is Flickr’s measure of “interestingness” -- this is a cumulative measure of people’s viewing and tagging and commenting behavior within the site. This is an “emergent” form of social points - and it allows Flickr to identity and reward photographers who create art that Flickr users collectively find interesting. What’s exciting about this rating system is that it INFERS points, based on existing behavior. So ask yourself - is there something similar in the applications that I’m currently working on?
  4. A less obvious - but even more interesting - social rating system is Flickr’s measure of “interestingness” -- this is a cumulative measure of people’s viewing and tagging and commenting behavior within the site. This is an “emergent” form of social points - and it allows Flickr to identity and reward photographers who create art that Flickr users collectively find interesting. What’s exciting about this rating system is that it INFERS points, based on existing behavior. So ask yourself - is there something similar in the applications that I’m currently working on?
  5. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.
  6. Back when I studied Psychology, the most memorable and useful thing I learned was the “one-armed bandit” schedule of reinforcement. Which you can see here, in red. The essence is this: if you give random, sizeable rewards for user actions (e.g. how a slot machine works), you will get an addictive behavior pattern - in mice, in pigeons, or in humans.