About Mohan

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Bangalore, India
Mohan Krishnaraj has a proven track record of working with several Fortune 100 companies and optimizing customer interactions with the brand, offerings, and touch points by creating differentiated customer experience designs. As the Senior Director of User Experience at Aditi, he is responsible for leading enterprise-wide customer experience transformations and building a USP with the perfect blend of design and technology. His deep knowledge of the industry offers an ‘outside in’ approach that delivers great customer experience across sectors. Prior to joining Aditi, Mohan served as the Head of the User Experience Group at Wipro Technologies, where he has orchestrated multimillion dollar contracts, implemented innovative UX strategies and turned under-performing business units around.

Thursday, August 15, 2013

Gamification


The theory of Gamification stems from empathy

Duolingo is a free language learning website. It gamifies online learning by giving points, timed tests and level-ups to performers. With its gamified approach to language-learning, it’s proven to be one of the most popular education apps on the market.














So, what’s this new buzzword – Gamification?

Simply put, Gamification is the use of game-thinking and game mechanics in a non-game context.

For instance, a non e-commerce websites like Linked In has introduced the concept for profile completion. Nike has introduced Nike Fuel for miles run, distance covered and records broken. It’s a brilliant example for intersecting personal and community spaces through gamification.















Current trends have seen a great acquaintance to “Gamification”. In fact, a global research company Markets and Markets predicts the Gamification segment to be worth $5.5 billion by 2018, from the $421 million market it is today (Report). Gartner predicted that by 2014, 70% of the Global 2000 would have at least one ‘gamified’ application. Doing the math, that means 1400 large organizations over the next 36 months.

So let’s talk about a few paradigms that can make Gamification work. I would enlist these as Immersive experience, Micro & Macro focus, Instilling a sense of achievement, Registering progress in the user’s mind and clear Rewards and Recognitions.



  
 
 
 
 
 
 
 
 
 










In my experience, a few techniques, that have been applied on Gamification projects with tangible results, include :
  • Achievements / badges
  • Levels
  • Leaderboards
  • Progress bars
  • Activity feeds
  • Avatars
  • Real-time feedback
  • Virtual currency
  • Gifting
  • Challenges and quests
  • Trophy case
  • Embedding small mini games within other activities
While gamification can have very legitimate business application, I feel good design and user experience will be key to making it work. ‘Gamification as a panacea’ is a must-avoid trap. Consumers also can see through any forced-on game mechanics.
 

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