Gamification in 2017: Event at Dojo Co-working

This week, I was fortunate enough to be able to speak at an event hosted by Dojo Bali Coworking. I spoke about Gamification, a buzz-word from 2011 that I believe still is an important consideration when designing the UX of modern apps.

You can find the link to the slides on Slideshare here:


The talk can be summarized with these key takeaways:

Key Takeaway #1: Think about your product as multiple experiences, treating users and players differently depending on where they are in their lifecycle.

What we mean here is that a user who discovers your app on day 1, will be using the application an a completely different way 7, 30, 90 days later. It’s important to keep that in mind to craft an experience that evolves with the user.

Key Takeaway #2: Identify the behavior you want to drive is. Then incentivize that reward consistently and make sure the user feels they are progressing. This is the core of gamification — ensuring that players can feel accomplishment for engaging in the core loop.

Key Takeaway #3: User crave to be smart. Have them decide how to spend their time and resources which will bestow on them a sense of agency. Examples of this are the limited swipes and super likes in Tinder.

Key Takeaway #4: Give the user something that they can love and cherish, so that will be more likely to stay with your product rather than move to a competitor. Empower their creativity with avatars, and give them something to feel invested in so that the switching costs to a competitor are high.

Key Takeaway #5: Integrate a social element for your most engaged users, so they can gain a sense of belonging to your app, website, or service.

Some additional resources for those who are interested in learning more:

Yu-kai Chou, one of the more experienced gamification consultants:

Joe Traverso, a blog post about loops (references Kim Kardashian’s mobile game).

Game dynamics and loops:

Thanks for coming to the talk, and feel free to reach out to me with questions or comments.