Analyze and
plan the transformation of an existing experience,
using gamification techniques while integrating inclusive, socio-emotional, entertainment, and universal design strategies.
Influencer Matrix helps to
Identify high leverage behaviors that lead to rapid and profound change
Apply strategies for changing both thoughts and actions
Marshal six sources of influence to make change inevitable
Motivation
Structural Motivation
Includes Bosses, People in Authority and Processes and Government and the way that things in space and time is managed
Personal Motivation
The things we can be in control of
Social Motivation
includes peer pressure
Outcome Goals: The goals that you want to achieve from the effort you put into the specific part of the project. You can work backwards from the outcome to build the experience.
Ability and Access: How are you giving your audience the ability to achieve your goal?
Timeline: a graphic representation of the passage of time as a line. For our projects it should include details about milestones and sprint goals and can move beyond the course timeline. The best way to hold yourself accountable is to include specific times that you can track. Go to the Timeline on Bonner's Pitch for Mental Health screening tool transformation. The timeline is on slides 26-29 and goes over sprint goals and long term goals.
Transformation: a thorough or dramatic change in form or appearance. To transform the existing experience into something that uses gamified and entertainment practices.
align challenges with business objectives
explore dynamic learning journeys that adapt to the needs of participants
making the collaboration fun
competition
gaining more success as time goes by
small daily goals
check points
emotionally connecting with the player
build community rewards
Level up
Throw Down
Challenge
Dare
Rise
Invent
Go
Mystery
Plot Thickens
Hot Seat
Rotate
Discover
Excited
Expectant
Pride
Adrenaline Rush
Disappointment
Stress
Tension
Envy