Transcription Notes (I recommend you watch the video version of it. Consider this Closed Caption for the Hearing Impaired :P):
Hello Everyone, and welcome to the Beginner’s Guide to Gamification, Episode number 6! This is Yu-Kai Chou, and I’m excited to get the game started!
Today we’re going to go through an example of Octalysis.
We’re going to look at the Navigation App Waze
Waze takes an otherwise boring GPS concept, you know, you turn left and turn right and get to your destination, and turn it into something fun and engaging.
They did such a good job that they have a five-star average rating from thousands and thousands of people.
Lets check out how they did it!
Here we always start off with Octalysis, with Waze in the middle. We first think about the Discovery Phase, how do people find out about the app?
Generally people find out about the app because they are driving and they searched for a GPS/Navigation. Their friends might say how awesome it is, or through Tech Crunch.
First of all, Waze has the general appeal of any GPS, which is development and accomplishment – you feel good making progress towards your destination (like a progress bar), and you feel accomplished reaching the goal in time. If you can beat traffic when doing that, it makes you feel even smarter and accomplished.
On the flip side of that, it obviously literally appeals to the core drive of Loss and Avoidance. You don’t want to get lost.
Most people treat interacting with a product as one experience.
The product is good, bad, easy to use, funny.
You can look at your product as 4 different products
1st day of LinkedIn is very different from other days of linkedin
A good “human focused” designer needs to optimize one product to appeal to all these phases.
If a product attracts people at the beginning, but as time goes by becomes boring and uninspiring…
that’s not very useful.
Similarly, if a game offers an amazing experience after 20 hours of play, but before that its a grinding and boring experience…
that’s not very useful either.
Note that the 4 Phases in Octalysis is a little similar to Prof Werbatch’s theory, as I did have the honor to watch his online lectures in coursera. But I made a few changes based on my experience as a gamer.
This is the 4th Episode out of 90 on Gamification, and it introduces my core framework: Octalysis. For those who are following my work, you’ll see a lot of repeat information, but after this episode, we’ll start diving into new content that I haven’t covered yet (there’s a reason why I set it to 90 episodes).
In this episode, we cover:
What Octalysis is
Reason behind creating Octalysis
Review of the 8 Core Drives in Gamification
Basics of Octalysis
Left Brain and Right Brain Octalysis
White Hat and Black Hat Gamification
As I’m still doing a lot of new experiments in these videos, please leave as much feedback as possible (perhaps there is a way to gamify “brutal feedback”)
By the time I finished all 90 episodes, my video editing skills will most likely surpass my Gamification skills…if that is even possible!