Productivity, Gamification, and SharePoint 2013

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Christian Buckley,
Director of Product Evangelism at Axceler
• Microsoft MVP for SharePoint Server
• Prior to Axceler, worked for Microsoft, part of the Microsoft
Managed Services team (now Office365-Dedicated) and worked
as a consultant in the areas of software, supply chain, grid
technology, and collaboration
• Co-founded and sold a software company to Rational Software.
At E2open, helped design, build, and deploy a SharePoint-like
collaboration platform (Collaboration Manager), onboarding
numerous high-tech manufacturing companies, including
Hitachi, Matsushita, Cisco, and Seagate
• Co-authored ‘Microsoft SharePoint 2010: Creating and
Implementing Real-World Projects’ link (MS Press, March 2012)
and 3 books on software configuration management.
•
Twitter: @buckleyplanet
Blog: buckleyplanet.com
Email: cbuck@axceler.com
Improving Collaboration since 2007
Mission: To enable enterprises to simplify, optimize, and
secure their collaborative platforms
Delivered award-winning administration and migration
software since 1994, for SharePoint since 2007
Over 3,000 global customers in 45+ countries
Dramatically improve the management
of SharePoint
Innovative products that improve security, scalability,
reliability, “deployability”
Making IT more effective and efficient and lower the total
cost of ownership
Focus on solving specific SharePoint
problems (Administration & Migration)
Coach enterprises on SharePoint best practices
Give administrators the most innovative tools available
Anticipate customers’ needs
Deliver best of breed offerings
Stay in lock step with SharePoint development and market trends
Business Problems
Adoption issues
Weak usage of taxonomy
and templates
Poor collaboration
Slow to realize
benefits of
SharePoint
investments
What is Productivity?
Encouraging
Collaborative
Loyalty
Motivating
Retention
Compelling
Satisfying
Fans
Advocating
Evangelism
The most challenging part of any
SharePoint deployment is figuring out
how to help users to be productive
once they are on the platform
(depth)
(loyalty)
(inspiration)
(value)
The App Model
The App Model
My Tasks (Content Aggregation)
http://www.khamis.net
The App Model
My Tasks (Content Aggregation)
Activity Feeds
The App Model
My Tasks (Content Aggregation)
Activity Feeds
Projects and Deadlines
The App Model
My Tasks (Content Aggregation)
Activity Feeds
Projects and Deadlines
Simplified Sharing
The App Model
My Tasks (Content Aggregation)
Activity Feeds
Projects and Deadlines
Simplified Sharing
Communities
Perceived
usefulness
External
variables
Personal
attitude
Intention
to use
Actual
system use
Simple
To use
The Gamification influence point!
Source:
@jussimori
user experiences
layer more compelling
satisfy basic
human desires
motivate users to take specific actions
return
BunchBall, Gamification 101: An Introduction to Game Dynamics
BunchBall, Gamification 101: An Introduction to Game Dynamics
“Gaming” the System:
The ugly side of statistics and KPIs
BunchBall, Gamification 101: An Introduction to Game Dynamics
BunchBall, Gamification 101: An Introduction to Game Dynamics
Business
Value of
Gamification
When more people participate
•
•
•
•
•
Improve collaboration
Improve individual motivation
Speed up learning process
Improve system/content analytics
Drives brand awareness
BunchBall, Gamification 101: An Introduction to Game Dynamics
AOL’s analysis showed what people cared about:
• style -- 7% (not very important)
• individual substance - 14% mildly important
• community involvement -- 19% somewhat important
• personal identity --- 19% somewhat important
• relationship to content - 42% very important
World class companies have introduced Gamification
imperatives and have measured the following improvements
on different user behavior levels:
• 500% increase in user comments and activity in the Intranet
• 140% increase time on site
• 600% gain in shop clicks
• 2000% surge in social sales
• 60% increase in Employee engagement
• 250% growth in training compliance
Source:
@jussimori
This shows that successful platforms need to drive that
first round of comments – engage the most passionate
people out there.
behaviors
prompt specific
drive participation and
engagement
Gamification 101: An Introduction to Game Dynamics
BunchBall, Gamification 101: An Introduction to Game Dynamics
The SAPS rewarding principle:
S = Status: Bragging rights about a certain status. Classic examples are
Badges and Leader boards.
A = Access: Giving privileged access to players. For example fast access lane
for the airport check in if you own a bonus card and gained a certain
amount of bonus points.
P = Power: Giving “power” over other players in the environment. For
example forum moderators.
S = Stuff: Tangible objects to win. Everyone likes freebies and giveaways.
However the “Stuff” rewards are the least important rewards of all.
@jussimori
Smooth on boarding processes:
Action
Rewards
Action
Action
Reward
Join / Engage/ Interact with the real world
Invite friends
@jussimori
• Create avatars for users who develop and earn XP by attending
courses, watching e-learning content and participate actively in
the community
• Create monthly challenges to improve your Intranet
•
For example, monthly challenges for End Users to create a list or
library templates which improves collaboration. Rewards such as
getting a day off or free dinner for two.
• Make your MySite profile like a Company Hero Avatar.
• Everything you do in the intranet will be rewarded by points
which develop your avatar further. You raise levels and with
higher levels you can get elevated privileges or recognition.
@jussimori
platforms
@jussimori
Beyond Social
Living and breathing the social workplace
Living and breathing the social workplace
 Christian Buckley
cbuck@axceler.com
+1 425-246-2823
@buckleyPLANET
www.buckleyPLANET.com
and http://info.axceler.com
Order your copy at http://oreil.ly/qC4loT
Beyond Social, Adis Jugo (dev presentation)
Living and breathing the social workplace by Daniel Kraft
http://bit.ly/YmDvlB
Download