With these five categories we track the changes in consumer behavior.
If it is important that your users do something as often as possible regardless of time or place, then this is the metric for you! For example: checking up on safety protocols.
Attention spans and engagement times have shortened a great deal in recent years. But sometimes you need your users to pay attention just....a....little....longer.
When running a social media campaign, your primary behavioural goal should be to get your users to reshare your content.
Reviews have become extremely powerful for users when deciding to buy a new product or adopt a new process. Moreover, nobody will want to continue to perform a behaviour over a longer period if they do not get satisfaction out of it.
Getting users to consciously choose to perform a desired action is one thing, getting them to do something unconsciously at set times and situations needs a different design approach.
If it is important that your users do something as often as possible regardless of time or place, then this is the metric for you! For example: checking up on safety protocols.
Attention spans and engagement times have shortened a great deal in recent years. But sometimes you need your users to pay attention just....a....little....longer.
When running a social media campaign, your primary behavioural goal should be to get your users to reshare your content.
Reviews have become extremely powerful for users when deciding to buy a new product or adopt a new process. Aside from that, nobody will want to continue to perform a behaviour over a longer period if they do not get satisfaction out of it.
Getting users to consciously choose to perform a desired action is one thing, getting them to do something unconsciously at set times and situations needs a different design approach.
In order to achieve the best possible outcome, we have developed three paths that can be taken to improve enjoyment, participation, and outcome.
Most design processes focus on making a certain action possible and stop there, we call this functional design. When applying gamification design, we instead focus on increasing the user’s motivation to perform a certain action and make them enjoy the experience of performing the action so much that they look forward to doing it again.
When designing for behaviour there are two distinct types of behaviour to design for, the first time and the subsquent times. For the first time,ra it is ok to rely on extrinsic motivation drivers, but for subsequent times and routine behaviours the motivational drive needs to be intrinsic.
Through motivational design, we try to influence the perceptions, expectations and goals of users in order to increase their (extrinsic) motivation. Intrinsic motivation is more difficult to directly design for, as it comes from (the anticipation of) an enjoyable experience. Within gamification design we apply game design elements and methods to facilitate these gameful (enjoyable) experiences.
Our blog posts are the best way to keep up to date with our work and get a glimpse of our tools, the gamification techniques we employ and the tools we are developing.
Want to know more?
Look no further! Here are companies we have worked with.
Click on any to open a page with more information.
Our knowledge of gamification helped to create a new routine for a group of customers.
Sciencehub relied on us to create a gamified experience on the mysteries of the universe.
This project focused on increasing awareness on the safety protocols of construction workers.
Of the many projects we worked on for Madlogic, the Animo app is one that brings us pride.