The Internet of Things (IOT) influence.

More devices continue to be added to the internet, the forecasts show billions of devices with variable levels of security and data transfer. Some of these devices could have the potential to interact and improve the gamification process and user experience for everyone. Imagine going to your fridge door and seeing a smiling face each time you take out a fruit juice instead of a beer! The power of big data may take this scenario further and understand that this is the first beer you consumed all week so the face gives you a wink and reminds you not to drive in the next 2 hours (the fridge knows you normally go out at 7pm and it is 5.15pm).

KEY TAKE AWAY:

Life: Understand the process and incentives been encouraged by new devices

Business: Invest in the correct IT infa-structure to maximize relevant new data available.

Gamification Principles

Short term motivation can be a struggle and this is the perfect scenario to introduce gamification. By having a design board that is broken down to smaller steps the progress and feeling of reward is felt by the user.

Your unique result is to generate a desired and positive behavior change. Therefore the motivation of some rewards is a short term motivator supported by the learning of a skill to create the new ability and a frequency or event trigger.

There should be an emotional and not pure logical reason to link for the user. Where possible provide the user the opportunity to identify key values and shared personal goals to the context of the task and output needed. This will support any reward system and help provide the inspiration needed.

KEY TAKE AWAY:

Life : Identify your core values and link them to shorter term goal steps

Business: Get to know the individual motivational factors for people, then highlight shared values.

Why gamification affects the user experience.

Imagine a party where the music is piped, the drinks are flowing; the food is great and the company pleasant. This becomes the norm and over time less memorable for their specific event experiences. We tend to recall the unique moments of a specific conversation. Now compare that to a similar party where there is a theme, a fancy dress or board game or even a drinking challenge. Now these parties are the ones we seem to have no problem in recollecting and seeking to plan for the next and gaining enough guests.

The full user experience should be designed and deeply integrated within the culture of actions. Gamification can start as an new step but over time can become a necessary part of the whole process and organizational design for internal and external customers.