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Behaviour Design & Game Thinking
     New Frontiers for Business Transformation




Creative Performance Exchange
                    Melbourne
                  17 April 2012
Transformation by influencing behaviour




             Behaviour Design Solution




         Observable, measurable action
A                                                             B
         Not about cognition (thoughts, feelings, emotions)
What we can learn from
         Angry BirdsTM




story. mission. task. measure
What we can learn from Angry BirdsTM
     story           mission           task




                 measure




story. mission. task. measure
Let’s play!
Why Angry Birds?

700 million downloads since 2009

30 million active daily users

Most successful mobile app to date




         Compelling gameplay
    through persuasive design
Why is behaviour design important?

        Workplace                       Project & Change
       Engagement                         Management


        Engaged 20%
                                          Success 30%


        Not Committed
             40%

                                           Failure 70%

       Disengaged 40%
                        Towers Perrin                    Gartner




The current game isn’t fun or compelling anymore
As we change, our models (& games) need to change...
Average human attention span in gameplay


       2000                          2012




      12 minutes
As we change, our models need to change...
Average human attention span in gameplay


       2000                          2012




      12 minutes                  5 seconds
Fogg Behaviour Model provides a framework


                       X
+ Ability

+ Motivation

+ Trigger
Ability: birds, slingshot
Motivation: revenge on pigs
Trigger: game mechanics
        (score, audio, visual, timing)




 Angry Birds Behaviour Model
The game layer enables the flow zone
(behaviour design can’t take you there for higher order tasks)




 Autonomy     +   Competency    +    Relatedness   = 46% higher
                                                     retention




     Fun          = 16% higher retention
Ability factors (simplicity is key)


Time
Mental effort
Social
Money
Physical effort
Non routine
Motivation


Pleasure/pain
Hope/fear
Acceptance/Rejection
Epiphany*


* Can’t design for this!
Steps in behaviour design*



             Behaviour Design Solution




         Quest       Starfish                  Trials



                       * Modified from the original BJ Fogg Bootcamp which has 7 steps
1. Select desired ‘crisp’ action, goal or behaviour



           Quest          Starfish         Trials




Abstract: Assert the pre-eminence of birds
Maybe: Build skills & capability of birds to defeat the pigs
Best: Destroy the pigs’ structures by catapulting each bird


Group Exercise: design a quest for improving health
2. Map different paths to achieve the quest



          Quest         Starfish         Trials



Brainstorm a set of possible sequential pathways that could
be introduced to reach the quest


Group Exercise: each person in each team to design a
sequential path of 3-5 ‘crisp’ steps
Starfish example:
                   BJ Fogg Bootcamp March 2012
 paths & options
3. Don’t argue, test it!



            Quest         Starfish         Trials



Put the ideas out there fast
Run trials, test & measure, then run some more
Fail fast & often
Iterate along the way


Many fast trials (behaviour) beats deep thinking (cognitive)
In game design, this is called rapid prototyping

Set up. Design. Implement. Playtest. Evaluate. Iterate. Restart (or end).
In science, it’s much the same

Observation. Hypothesis. Experiment. Interpret. Develop (or restart).
Game thinking & behaviour design combined can
produce more focussed business outcomes

                    Assess Where You Are



                   Game Design to Engage


       Autonomy
                  +    Competency
                                     +        Relatedness
                                                               +     Fun




                  Behaviour Design to Activate


                   Quest            Starfish                 Trials
Thank you!




Marigo Raftopoulos | marigo@strategicgameslab.com | www.strategicgameslab.com

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How Angry Birds teaches behaviour design

  • 1. Behaviour Design & Game Thinking New Frontiers for Business Transformation Creative Performance Exchange Melbourne 17 April 2012
  • 2. Transformation by influencing behaviour Behaviour Design Solution Observable, measurable action A B Not about cognition (thoughts, feelings, emotions)
  • 3. What we can learn from Angry BirdsTM story. mission. task. measure
  • 4. What we can learn from Angry BirdsTM story mission task measure story. mission. task. measure
  • 6. Why Angry Birds? 700 million downloads since 2009 30 million active daily users Most successful mobile app to date Compelling gameplay through persuasive design
  • 7. Why is behaviour design important? Workplace Project & Change Engagement Management Engaged 20% Success 30% Not Committed 40% Failure 70% Disengaged 40% Towers Perrin Gartner The current game isn’t fun or compelling anymore
  • 8. As we change, our models (& games) need to change... Average human attention span in gameplay 2000 2012 12 minutes
  • 9. As we change, our models need to change... Average human attention span in gameplay 2000 2012 12 minutes 5 seconds
  • 10. Fogg Behaviour Model provides a framework X + Ability + Motivation + Trigger
  • 11. Ability: birds, slingshot Motivation: revenge on pigs Trigger: game mechanics (score, audio, visual, timing) Angry Birds Behaviour Model
  • 12. The game layer enables the flow zone (behaviour design can’t take you there for higher order tasks) Autonomy + Competency + Relatedness = 46% higher retention Fun = 16% higher retention
  • 13. Ability factors (simplicity is key) Time Mental effort Social Money Physical effort Non routine
  • 15. Steps in behaviour design* Behaviour Design Solution Quest Starfish Trials * Modified from the original BJ Fogg Bootcamp which has 7 steps
  • 16. 1. Select desired ‘crisp’ action, goal or behaviour Quest Starfish Trials Abstract: Assert the pre-eminence of birds Maybe: Build skills & capability of birds to defeat the pigs Best: Destroy the pigs’ structures by catapulting each bird Group Exercise: design a quest for improving health
  • 17. 2. Map different paths to achieve the quest Quest Starfish Trials Brainstorm a set of possible sequential pathways that could be introduced to reach the quest Group Exercise: each person in each team to design a sequential path of 3-5 ‘crisp’ steps
  • 18. Starfish example: BJ Fogg Bootcamp March 2012 paths & options
  • 19. 3. Don’t argue, test it! Quest Starfish Trials Put the ideas out there fast Run trials, test & measure, then run some more Fail fast & often Iterate along the way Many fast trials (behaviour) beats deep thinking (cognitive)
  • 20. In game design, this is called rapid prototyping Set up. Design. Implement. Playtest. Evaluate. Iterate. Restart (or end).
  • 21. In science, it’s much the same Observation. Hypothesis. Experiment. Interpret. Develop (or restart).
  • 22. Game thinking & behaviour design combined can produce more focussed business outcomes Assess Where You Are Game Design to Engage Autonomy + Competency + Relatedness + Fun Behaviour Design to Activate Quest Starfish Trials
  • 23. Thank you! Marigo Raftopoulos | marigo@strategicgameslab.com | www.strategicgameslab.com

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