Trello vs Pivotal Tracker: How Potential Use Cases Attracts Users

This article was written by Contributing Writer Erik van Mechelen with input from Jun Loayza and Yu-kai Chou

A Wide versus Narrow Lens

Talk to anyone you know who uses a non-phone camera. She’ll likely talk about what she’s trying to accomplish first, then explain the type of camera, the lens, and other features helping her accomplish the goal.

The camera metaphor was useful in examining my own use of Trello and Pivotal Tracker. (A broader metaphor could be the decision between using Instagram and Snapchat to share a story with friends and customers.)

Pivotal Tracker can be used for anything–I use it to track progress on my novel writing–but Trello is arguably better for a wider set of use cases and has more users (over 16 million). In this post, we’ll discover why I chose Pivotal Tracker over Trello to push myself to novel completion.

As always, I’ll use the Core Drives of Octalysis throughout the analysis. Both Trello and Pivotal Tracker do well in Core Drive 2: Development & Accomplishment and Core Drive 3: Empowerment of Creativity & Feedback.

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5 Gamification Examples Changing the World of Learning

Why Epic Meaning and Calling Matters in Learning

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This article was written by Contributing Writer Erik van Mechelen with input from Yu-kai Chou and Jun Loayza. 

It’s easy to get behind products, projects, and people that are changing the world of learning. Previously, Yu-kai wrote about contemporary social gamification examples. This article will continue the ongoing discussion as it seems likely for human-focused design (and gamification) to continue driving world-changing products, projects, and people for some time to come.

Today’s examples will focus on knowledge and learning. Because education is a major part of maintaining and improving culture, these products and services have the potential to change the world.

Since products like Wikipedia, Quora, Edudemy, Skillshare, and Coursera are very well known, we won’t focus on them for this article. Instead, we’ll take a look at some products and services you might not have noticed (or that have made big strides).

As we move forward, consider the 8 Core Drives of Octalysis and this previous article by Yu-kai about intrinsic/extrinsic motivation in education. Recognize that in the first place, each of the following examples plays on Core Drive 1: Epic Meaning & Calling.

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27 Game Techniques Pokemon Go Used to Capture the World

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This article is written by Contributing Writer Erik van Mechelen with support from Yu-kai Chou

27 Game Techniques Based on the 8 Core Drives of Octalysis

Even if you think you know why you’re playing Pokemon Go, I’ll bet you’ll find more reasons in this article. Let’s face it, we don’t always know why we do things. So let’s have some fun and explore why we’re playing this seemingly great new game! (And touch on some obstacles Pokemon Go will have to overcome to keep our attention for the long-term.)

We’ll start with our baseline motivations, think about player types, and finish with a list of game techniques playing into those motivations. Let’s goooo!

For this post, I donned my Magikarp t-shirt bought at C2E2 in Chicago and trekked around Minneapolis, MN nearby the repurposed flour mill I live in. (The t-shirt reads: “Pool Rules: No Splashing”)

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Gamification Analysis of Audible: Octalysis Level II

In my last post, I commentated on why Scribd survived while Oyster was shut down.

This week, I’ll examine a Scribd competitor: Audible.

I’ll be sharing my experience with the audiobook subscription through the lens of Octalysis Level II, highlighting important gamification techniques and the 8 Core Drives of motivation at each of the Discovery, Onboarding, Scaffolding, and Endgame phases to get me to take Desired Actions.

I first used Audible to download Gary Vaynerchuk’s latest business book: #AskGaryVee.

As always, let’s use the following 8 Core Drives of Octalysis:

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Scribd vs Oyster Octalysis Analysis: Why Scribd Survived

Unlimited reading sounds nice, doesn’t it? It sure did to me, too. I started using two subscription-based services in 2015, Oyster and Scribd.

By September 2015, Oyster was shut down. But in July 2016, Scribd seems alive and well.

Why did Oyster shut down? How did Scribd survive? Let’s use Yu-kai Chou’s 8 Core Drives of Octalysis to pit these e-book reading subscription services side-by-side.

As we dive in, let’s keep in mind the following context:

  • Oyster and Scribd were both probably aware their business models were unsustainable from the outset. They would need to attract users and then convert those users to a slightly different value proposition.
  • The marketplace for reading and publishing and the character of subscription-based e-book services is very new in the online space (but subscription publishing is very old otherwise).
  • Kindle Unlimited is somewhat immune from this scrutiny since it is one of many Amazon companies, and, in the reading industry, it works well alongside Audible, Amazon’s Kindle marketplace, and Goodreads.

As always, let’s use the following 8 Core Drives of Octalysis:

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Gamification Analysis of Medium (Octalysis Level 1)

First Impression

I first used Medium when I noticed several writers I followed using it. In the beginning, I wrote a story about my journey to the 2014 USA Memory Championship. I also reposted stories I’d written elsewhere, like this one about role models. Later, I experimented with Publications to house related stories.

I’m excited about long-form written content. Some information, debates, and stories simply demand more space for thought, discussion, and reaction. This is the context I had arriving at Medium in April 2014. Over two years later (June 2016), I’m back to take a close look at Medium from a gamification lens.

Before we start: This Gamification Analysis of Medium (Octalysis Level I) will focus on the composition side, meaning the writing of stories and responses and letters. In a future post, I will 1) discuss the reading and consumption side of Medium, and 2) detail my Octalysis Level II journey through Discovery,Onboarding, Scaffolding, and Endgame.

As always: I’ll be referencing the 8 Core Drives of Octalysis throughout:

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Gamification Analysis of Slack (Octalysis Level I)

I first used Slack with friends in a mastermind. Later, I created my own group to give and receive one-on-one feedback with other writers.

In the mastermind case, I downloaded Slack thanks to Core Drive 5: Social Influence & Relatedness (my friend sending the invite) with the aim of improving our group’s ability to stay connected and help one another (also CD5).

On the writing side, I was primarily motivated by Core Drive 3: Empowerment of Creativity & Feedback, with a focus on consistent, fluid communication with partners and collaborators to enhance my creative freedom.

In this post, I’ll be examining the primary Core Drives Slack plays on with a focus on Core Drive 5: Social Influence & Relatedness. I’ll begin with a discussion of the Black Hat techniques and finish with White Hat techniques.

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