Soccnx III - Measure, reward , enhance: leverage user adoption with gamification
The Power of Enterprise Social and Gamification to Boost User Adoption
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Transcript of The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and
Gamification to Boost User Adoption
Expert Webinar Series
Christian BuckleyOffice 365 MVP and Chief Marketing OfficerBeezy Inc.
www.Beezy.net
@buckleyplanet
• SharePoint MVP 2012, 2013, 2014 and Office 365 MVP in 2015
• Six-time author, blogging on social since 2004 at www.buckleyplanet.com
• Organizer of SharePoint events in California, Oregon, Washington, and Utah
• Host of CollabTalk on IT Unity
Jussi MoriSharePoint MVP and Managing DirectorPeaches Industries
www.peachesindustries.com@jussimori
• SharePoint MVP 2014 & 2015• Public Speaker & Author• Co-Organizer SharePoint Saturday Helsinki• Gamification Evangelist and Certified
Gamification designer (Octalysis framework)
• Big time Star Wars fan!
Why Enterprise Social?
Adoption is everything.
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You need the extra mile
User Experience
Adop
tion
The key to adoption is supporting People & Culture
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Microsoft is adding features, but relying on OOTB without
a strategy can be an uphill battle
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Content and signals across Office 365 auto-populating the Office Graph for teams.
Insights derived with machine learning to help YOU get the job done right NOW
Office Graph ExchangeSharePointYammerLync
Personalized search results and content curation made possible through Office Graph.
Find what is relevant more quickly and easily, and organize it your way.
Delve and Boards
YammerProvides a social newsfeed for teams, and a quick and easy platform for creating internal and external communities
Unlocks information silos from email and team sites, democratizes communication
GroupsUnifies People, Profiles, Conversations, Emails, Calendars, and Files across Office 365 and beyond.
Provides you with a rich and seamless collaboration experience across applications
How Gamification can boost user adoption
Social Layer -> Connection• Last decade• All about connection• Facebook’s open graph• Construction is over
Gamification is about influencing behavior
Game Layer -> Influence• Next decade• All about influence behavior• No set foundations• Construction has just begun
One could also call it behavior or motivation hacking…
A dynamic in which to succeed, one must return at a predefined time to a predetermined action.
Appointment dynamic
The ability of one placer to modify the behavior of another’s actions through social pressure.
Influence and status
A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks
Progression dynamic
Progression dynamic
A dynamic wherein an entire community is rallied to work together to solve a challenge
Communal discovery
People have fundamental desires for:• Status• Reward• Achievement• Self-Expression• Competition• Altruism
Why Gamification actually works
These desires are universal and across
cultures, genders, generations and demographics!
Why social tools alone will not do the trick?
The four phases of End User adoption
• S for Status: Bragging rights about a certain status.
• A for Access: Giving privileged access to users. For instance VIP lanes in nightclubs.
• P for Power: Giving “power” over other users in the system. For example forum moderation.
• S for Stuff: Tangible objects to win. Freebies, goodies, etc.
Extrinsic Motivation: The SAPS rewarding principle
• R for Relatedness: Social status, Social Connection, Relatedness
• A for Autonomy: Creativity, Choice, Freedom, Responsibility
• M for Mastery: Learning, Personal Development, Achievement
• P for Purpose: Altruism, Meaning, A reason why
Intrinsic Motivation: The RAMP rewarding principle
The 8 core motivation drives
Source: Octalysis Gamification Framework by Yu-Kai Chou
LEFT BRAIN RIGHT BRAIN
Meaning
Avoidance
Accomplishment
Empowerment
Ownership
Scarcity Unpredictability
Social Pressure
WHITE HAT GAMIFICATION
BLACK HAT GAMIFICATION
The Discovery phase
Key goals • Help the End User to discover
value as soon as possible• Learning the basics as fast as
possible and use the learned right away in a productive environment
The Onboarding phase
Key goals • Help the End User to find deeper
meaning of the system• Getting more routine in more
advanced functionalities – Through rich media and interactive learning content.
• Learn from other users who are in the same or higher phases the specialties about the system – Social learning and encouragement
The Productivity phase
Key goals • Reward users to be engaged and
creating engaging content• Give immediate feedback about
your, and the networks engagement status
• Missions become more business process focused
• Give users of the Productivity phase the power to create own missions (Player Based Content)
The Mastery phase
Key goals • Encourage Masters to be
Intranet ambassadors• Status of Master is visible to all
Where to begin?
• Start with a user-centric plan• Involve your end users early, and often• Map out your key workloads, and understand
what you’re building before you start building• Leverage out-of-the-box first• Pilot first, test, and iterate• Refine your operational improvement model• Monitor and measure
MS Enterprise Social Resource Center
Customer testimonials sharing success stories with Enterprise Social
Tailored guidance for line-of-business leads: Executives, HR, IT, Sales, Marketing, Customer Support
Educational content on the business value and benefits of Enterprise Social
www.enterprisesocial.com
Learn how social software can help your business
Vodafone Case Study75,000 employees have registered for Beezy in Vodafone(“Circle”)Every month 42,000 unique employees use Beezy (“Circle”)Double-digit adoption increase (month-over-month over last year’s data)
Real adoption
Award-wining user experience
Always available from any device
On premises, hybrid or cloud
Migration from other platforms
Request a demo today at www.beezy.net
www.Beezy.net
@buckleyplanet
www.PeachesIndustries.com
@JussiMori