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The Power of
Enterprise Social and Gamification to
Boost User Adoption
Expert Webinar Series
Christian Buckley
Office 365 MVP and Chief Marketing Officer
Beezy Inc.
www.Beezy.net
@buckleyplanet
cbuck@Beezy.net
• SharePoint MVP 2012, 2013, 2014
and Office 365 MVP in 2015
• Six-time author, blogging on social since 2004
at www.buckleyplanet.com
• Organizer of SharePoint events in California,
Oregon, Washington, and Utah
• Host of CollabTalk on IT Unity
Jussi Mori
SharePoint MVP and Managing Director
Peaches Industries
www.peachesindustries.com
@jussimori
j.mori@peachesindustries.com
• SharePoint MVP 2014 & 2015
• Public Speaker & Author
• Co-Organizer SharePoint Saturday Helsinki
• Gamification Evangelist and Certified
Gamification designer (Octalysis framework)
• Big time Star Wars fan!
Why Enterprise Social?
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
Adoption is everything.
9
The Power of Enterprise Social and Gamification to Boost User Adoption
You need the
extra mile
User Experience
Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The key to adoption is
supporting People & Culture
17
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
Microsoft is adding features,
but relying on OOTB without
a strategy can be an uphill battle
21
Content and signals across Office 365 auto-populating the
Office Graph for teams.
Insights derived with machine learning to help YOU get the job done right NOW
Office Graph
Personalized search results and content curation made
possible through Office Graph.
Find what is relevant more quickly and easily, and organize it your way.
Delve and Boards
Yammer
Provides a social newsfeed for teams, and a quick and easy
platform for creating internal and external communities
Unlocks information silos from email and team sites, democratizes communication
Groups
Unifies People, Profiles, Conversations, Emails, Calendars,
and Files across Office 365 and beyond.
Provides you with a rich and seamless collaboration experience across applications
The Power of Enterprise Social and Gamification to Boost User Adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
How Gamification
can boost user adoption
The Power of Enterprise Social and Gamification to Boost User Adoption
Social Layer -> Connection
• Last decade
• All about connection
• Facebook’s open graph
• Construction is over
Gamification is about influencing behavior
Game Layer -> Influence
• Next decade
• All about influence behavior
• No set foundations
• Construction has just begun
One could also call it behavior or motivation hacking…
A dynamic in which to succeed, one must return at a
predefined time to a predetermined action.
Appointment dynamic
The ability of one placer to modify the behavior of
another’s actions through social pressure.
Influence and status
A dynamic in which success is granularly displayed and
measured through the process of completing itemized
tasks
Progression dynamic
Progression dynamic
A dynamic wherein an entire community is rallied to
work together to solve a challenge
Communal discovery
People have fundamental desires for:
• Status
• Reward
• Achievement
• Self-Expression
• Competition
• Altruism
Why Gamification actually works
These desires are universal
and across cultures, genders,
generations and
demographics!
Why social tools alone will not do the trick?
The four phases of End User adoption
• S for Status: Bragging rights about a certain status.
• A for Access: Giving privileged access to users. For instance
VIP lanes in nightclubs.
• P for Power: Giving “power” over other users in the system.
For example forum moderation.
• S for Stuff: Tangible objects to win. Freebies, goodies, etc.
Extrinsic Motivation: The SAPS rewarding principle
• R for Relatedness: Social status, Social Connection,
Relatedness
• A for Autonomy: Creativity, Choice, Freedom, Responsibility
• M for Mastery: Learning, Personal Development,
Achievement
• P for Purpose: Altruism, Meaning, A reason why
Intrinsic Motivation: The RAMP rewarding principle
The 8 core motivation drives
Source: Octalysis Gamification Framework by Yu-Kai Chou
LEFT BRAIN RIGHT BRAIN
Meaning
Avoidance
Accomplishment Empowerment
Ownership
Scarcity Unpredictability
Social
Pressure
WHITE HAT
GAMIFICATION
BLACK HAT
GAMIFICATION
The Discovery phase
Key goals
• Help the End User to discover value as
soon as possible
• Learning the basics as fast as possible
and use the learned right away in a
productive environment
The Onboarding phase
Key goals
• Help the End User to find deeper
meaning of the system
• Getting more routine in more advanced
functionalities – Through rich media and
interactive learning content.
• Learn from other users who are in the
same or higher phases the specialties
about the system – Social learning and
encouragement
The Productivity phase
Key goals
• Reward users to be engaged and creating
engaging content
• Give immediate feedback about your, and
the networks engagement status
• Missions become more business process
focused
• Give users of the Productivity phase
the power to create own missions
(Player Based Content)
The Mastery phase
Key goals
• Encourage Masters to be Intranet
ambassadors
• Status of Master is visible to all
Where to begin?
•
•
•
•
•
•
•
Customer testimonials sharing success
stories with Enterprise Social
Tailored guidance for line-of-business
leads: Executives, HR, IT, Sales,
Marketing, Customer Support
Educational content on the business
value and benefits of Enterprise Social
www.enterprisesocial.com
Learn how social software can help
your business
Vodafone Case Study
75,000 employees have
registered for Beezy in
Vodafone(“Circle”)
Every month 42,000 unique
employees use Beezy (“Circle”)
Double-digit adoption
increase (month-over-month
over last year’s data)
Real adoption
Award-wining
user experience
Always
available
from any
device
On premises,
hybrid or cloud
Migration from
other platforms
Request a demo today at
www.beezy.net
www.Beezy.net
@buckleyplanet
cbuck@Beezy.net
www.PeachesIndustries.com
@JussiMori
j.mori@peachesindustries.com
The Power of Enterprise Social and Gamification to Boost User Adoption

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The Power of Enterprise Social and Gamification to Boost User Adoption

  • 1. The Power of Enterprise Social and Gamification to Boost User Adoption
  • 3. Christian Buckley Office 365 MVP and Chief Marketing Officer Beezy Inc. www.Beezy.net @buckleyplanet [email protected] • SharePoint MVP 2012, 2013, 2014 and Office 365 MVP in 2015 • Six-time author, blogging on social since 2004 at www.buckleyplanet.com • Organizer of SharePoint events in California, Oregon, Washington, and Utah • Host of CollabTalk on IT Unity
  • 4. Jussi Mori SharePoint MVP and Managing Director Peaches Industries www.peachesindustries.com @jussimori [email protected] • SharePoint MVP 2014 & 2015 • Public Speaker & Author • Co-Organizer SharePoint Saturday Helsinki • Gamification Evangelist and Certified Gamification designer (Octalysis framework) • Big time Star Wars fan!
  • 11. You need the extra mile User Experience Adoption
  • 17. The key to adoption is supporting People & Culture 17
  • 21. Microsoft is adding features, but relying on OOTB without a strategy can be an uphill battle 21
  • 22. Content and signals across Office 365 auto-populating the Office Graph for teams. Insights derived with machine learning to help YOU get the job done right NOW Office Graph
  • 23. Personalized search results and content curation made possible through Office Graph. Find what is relevant more quickly and easily, and organize it your way. Delve and Boards
  • 24. Yammer Provides a social newsfeed for teams, and a quick and easy platform for creating internal and external communities Unlocks information silos from email and team sites, democratizes communication
  • 25. Groups Unifies People, Profiles, Conversations, Emails, Calendars, and Files across Office 365 and beyond. Provides you with a rich and seamless collaboration experience across applications
  • 28. How Gamification can boost user adoption
  • 30. Social Layer -> Connection • Last decade • All about connection • Facebook’s open graph • Construction is over Gamification is about influencing behavior Game Layer -> Influence • Next decade • All about influence behavior • No set foundations • Construction has just begun One could also call it behavior or motivation hacking…
  • 31. A dynamic in which to succeed, one must return at a predefined time to a predetermined action. Appointment dynamic
  • 32. The ability of one placer to modify the behavior of another’s actions through social pressure. Influence and status
  • 33. A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks Progression dynamic
  • 35. A dynamic wherein an entire community is rallied to work together to solve a challenge Communal discovery
  • 36. People have fundamental desires for: • Status • Reward • Achievement • Self-Expression • Competition • Altruism Why Gamification actually works These desires are universal and across cultures, genders, generations and demographics!
  • 37. Why social tools alone will not do the trick? The four phases of End User adoption
  • 38. • S for Status: Bragging rights about a certain status. • A for Access: Giving privileged access to users. For instance VIP lanes in nightclubs. • P for Power: Giving “power” over other users in the system. For example forum moderation. • S for Stuff: Tangible objects to win. Freebies, goodies, etc. Extrinsic Motivation: The SAPS rewarding principle
  • 39. • R for Relatedness: Social status, Social Connection, Relatedness • A for Autonomy: Creativity, Choice, Freedom, Responsibility • M for Mastery: Learning, Personal Development, Achievement • P for Purpose: Altruism, Meaning, A reason why Intrinsic Motivation: The RAMP rewarding principle
  • 40. The 8 core motivation drives Source: Octalysis Gamification Framework by Yu-Kai Chou LEFT BRAIN RIGHT BRAIN Meaning Avoidance Accomplishment Empowerment Ownership Scarcity Unpredictability Social Pressure WHITE HAT GAMIFICATION BLACK HAT GAMIFICATION
  • 41. The Discovery phase Key goals • Help the End User to discover value as soon as possible • Learning the basics as fast as possible and use the learned right away in a productive environment
  • 42. The Onboarding phase Key goals • Help the End User to find deeper meaning of the system • Getting more routine in more advanced functionalities – Through rich media and interactive learning content. • Learn from other users who are in the same or higher phases the specialties about the system – Social learning and encouragement
  • 43. The Productivity phase Key goals • Reward users to be engaged and creating engaging content • Give immediate feedback about your, and the networks engagement status • Missions become more business process focused • Give users of the Productivity phase the power to create own missions (Player Based Content)
  • 44. The Mastery phase Key goals • Encourage Masters to be Intranet ambassadors • Status of Master is visible to all
  • 47. Customer testimonials sharing success stories with Enterprise Social Tailored guidance for line-of-business leads: Executives, HR, IT, Sales, Marketing, Customer Support Educational content on the business value and benefits of Enterprise Social www.enterprisesocial.com Learn how social software can help your business
  • 48. Vodafone Case Study 75,000 employees have registered for Beezy in Vodafone(“Circle”) Every month 42,000 unique employees use Beezy (“Circle”) Double-digit adoption increase (month-over-month over last year’s data) Real adoption
  • 53. Request a demo today at www.beezy.net

Editor's Notes

  • #8: Microsoft tells us to:
  • #9: There are two main user need when it comes to social collaboration: transparency and discovery. Transparency is all about seeing what is happening with the people with whom you work. That’s what a newsfeed is all about. You browse you stream of activities and you get a perfect sense of what is going on within your projects, your team, your department activities and so on. But the second one is about discovery: how do you expand your knowledge horizons, your day-to-day reach? How do you find that this other colleague in another location is someone you should talk to? Because you work on similar things and can have a valuable exchange of information and experience. The problem is getting people to interact.
  • #11: Why is adoption important? Social Networks require a critical mass of users to unleash its real power and trigger a virtuous cycle of knowledge sharing. Remember how boring Facebook was before your old friends showed up? Those old fiends? You had your "aha" moment by then  My Mom now  joined Facebook because my brother and me we are sharing their grand child pictures in it. She finds great value because we all joined. In order for employees to have their "Aha moment" you need people there sharing and helping each other. You get your Aha moment  when you look for some specific answer that would take you a long time to get and then a coworker pops-up form the other side of the world and says: "I had the very same problem last month and this is how I solved it" The value of a network and the experiences it generates highly depends on its adoption.
  • #12: User Experience is critical to effective sustainable adoption of ESN
  • #13: Everyone is familiar with the plain old Team Site template – and yet most organizations do not stray too far from this template. Humans are visual creatures. We need stimulation. We need a variety of methods to connect and engage with each other, depending on the type of engagement, the kind of collaboration, the purpose of the team or project.
  • #14: There are add-ins like Beezy to go the extra mile and get massive adoption
  • #15: Similarly, the out of the box content creation tools are dry, boring, and uninspiring.
  • #16: There are add-ins like Beezy to go the extra mile and get massive adoption
  • #17: There are add-ins like Beezy to go the extra mile and get massive adoption
  • #18: Gamification / Praises / Social Recognition
  • #19: Facilitate top down & bottom up adoption. Training and advocacy are mandatory. Beezy offers TownHalls and AskMeAnything features to promote this.
  • #20: One of the most appreciated feature os Beezy is the Townhall because it's Top Management showing the example of the cultural path (transparency, open, real-time, close, non-hierarchical, etc)
  • #27: Email is not dead. Zero-email policies have failed. You should not take email out of the equation in collaboration at all and this is where Office Groups comes in. Office Groups are today an advanced email distribution list feature . Distribution lists are quite old style but they have the benefit of its simplicity. You don’t need to think about who’s in the loop, set permissions or any advanced settings. You hit send and you are done.
  • #28: But even with the latest and greatest social tools, many organizations struggle to keep their end users engaged. Why is that? What can be done to increase adoption, and thereby improve productivity within your organization?
  • #32: Vordefinierter Ort und Zeit. Ein bisschen druck. Happy hour ist das beste Besipiel für ‘appintment dynamic’ Farmville hat mehr User als Twitter – Die ändern ihr Leben um die Gemüse zu wässern. Wenn Zinga die Produktivität der Welt stoppen wollte müssten sie das nur einen 30min cycle machen und es wäre vorbei. Glow Cap
  • #33: Wenn man jemand sieht mit einer ‘Black Card’ dann denkt man ich will auch so sein/haben Modern warefare Schul ist ein Spiel. Es ist einfachn nicht gut genug designed. Da sind Levels und Status Der Klassenbester ist ein Level 6 Warrior
  • #34: Wenn man jemand sieht mit einer ‘Black Card’ dann denkt man ich will auch so sein/haben Modern warefare Schul ist ein Spiel. Es ist einfachn nicht gut genug designed. Da sind Levels und Status Der Klassenbester ist ein Level 6 Warrior
  • #35: Works even in the real world SCVNGR = scavenger hunt
  • #36: Swiss Re – Fitbit-One Die Idee innerhalb eines Monats auf den Mount Everest und zurück laufen… 90% der Mitarbeiter machten mit
  • #44: Gamify time and task reporting for project members Give rewards for completed tasks / user stories / whole projects Visualize project progress Past, present, Future My progress, team progress Use the hyper available feedback loop principle to boost project performance
  • #45: Track and visualize earned skills of employees Use hyper available feedback loop principle to visualize and bring transparency to progress Use leader boards for status and badges for reward Give access to “advanced” content after reaching a certain level Create tutorials for newbies, to learn about company related information Use avatars to express progress and allow individualization
  • #49: Think about Dropbox. We are to enterprise social collaboration what Dropbox was to File Sharing
  • #52: Think about Dropbox. We are to enterprise social collaboration what Dropbox was to File Sharing
  • #53: Think about Dropbox. We are to enterprise social collaboration what Dropbox was to File Sharing