With these steps, you can start gamifying a tool or process. It is important that you define the following points to have a base structure that helps generate interest and loyalty from your users/customers.
The first thing we need to do is have clarity on what we can and cannot do with our user. For this, we will define actions, objectives, and the user we want to target.
The DOs (Things we can do)
- Understand the principles of game psychology (e.g., extrinsic and intrinsic rewards).
- Always map and track the hard data generated by the dynamics you've designed (e.g., game time, achievements by user and team, progress, player dynamics, and others).
- Reward achievements and good practices, even if it's not always structured. You can admit random "badges" (incentives/badges/stamps).
- Set clear, measurable objectives that contribute to their daily work (e.g., users acquiring new knowledge that can be applied to their routine).
- Always verify legal aspects; also how you integrate the user. Ensure that the information is viable. Also, check the giveaways and how the user's information is displayed.
- Stay open to growth and allow your idea to evolve. If it succeeds, and the user wants more, give them more.
The DONTs (Things we cannot do)
- Do not neglect the work objective. It must be an integral part of the project.
- Do not forget the tool's objective. Ask yourself questions like: Why do they use it? How can we capture users' attention? Why do they like it?
- Lack of experience works against you. Avoid quick games, meaningless rewards, and above all, make sure the solution aligns with the goal. Avoid being diverted from the real objective.
- Do not make games too complex.
- Do not create games that are forgettable or fail to engage users deeply.
- Do not make games too serious or impose penalties that scare or expose the user.
Step 1: The User
This person is the most important for our tool. They are the ones who give us life, and we must know them in detail. How do we hook them to the game? How do we engage them? Let's explain:
1. Definition: User
Adjective/Noun (masculine or feminine)
[Person] One who habitually uses the service/tool
"the users of public transport"
Now, describe who your users are and create a list of all of them:
2. In gamification, the user is our greatest asset. Therefore, we start with them to gather the following information: What? How? When? and Where? Let's help and engage our user.
- What are they like?
- What do they like?
- When is the best time to use the tool?
- Where do they work?
3. We must understand and pamper our user. Therefore, we will give them what they expect from us. They will gift us their time in exchange for learning, understanding, and always being rewarded for their investment in time with the tool. This gratification starts with learning and leads to fun.
What would they like as a reward? What do they want most (learn, experience, or be part of...)?
4. Value: We value their time, we value their integration, we value teamwork, we value helping others, and we also value them recommending us.
How do you make them feel part of the tool?
How do you make them feel valued?
Step 2: Stories and Narratives
Your idea, your story, and how you ground it so that the user understands the goal and engages with the idea are the key points to getting them involved in the game.
What do we do?
We will follow a simple structure to create the perfect story for the user. It has to be a story that makes sense to them, motivates them, engages them, and helps them connect with the tool. This is usually our introduction, so we need to weigh all the details: how we present ourselves, how we involve them, and how we evolve it.
Step 3: Rules and Points
Every dynamic must be transparent. Therefore, we need to be very clear with the person: How do I achieve my goal? The "how" must be guided by clear guidelines, which we call rules. The rules, in turn, generate points.
Now is the time to define our points and rules:
- Define your objective, which should contain: 1 clear, concise, and measurable phrase (1 to 3).
- Define what cannot be done (list 10 specific, measurable, and clear rules).
- Define how to earn points (5 to 10 actions/objectives that give points).
- Define what your points are for. Can they be exchanged for something specific?
Step 4: Trophies and Incentives
This is one of the key points to engage users and generate healthy competition. We need structure and clear definitions on how we will deliver incentives, badges, or stamps to reward and identify user achievements.
Why is this important?
We must always incentivize and reward good user performance, whether for simple actions or more complex ones. This is fundamental to ensure consistent tool usage. It must be designed in a way that incentivizes all users. The best should not overshadow the less skilled, as these unreachable gaps generate apathy. So, we must avoid users reaching such emotional states.
Let's structure your trophies and incentives:
- What are the prizes from highest to lowest value?
- Remember that the prizes are the physical bonuses or rewards you will give.
- Define the objective to be achieved to win each prize or badge.
- What are your "badges," insignias, and/or trophies?
- Remember that these are not always physical in nature.
CONGRATULATIONS! You have successfully created a general gamification structure to implement your tool or dynamic idea for your team.
Once you decide to take this proposal to the next level, we will dive into more important terms such as:
- Levels.
- User or challenge status.
- Challenges.
- Library or materials of interest.
- Teamwork/sharing.
- Motivation.
- Results.
- Follow-up.
We are confident that you will be able to implement such a tool in your organization. Therefore, do not hesitate to contact us so we can explain the creation and implementation process in more detail.