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Apple as an example
“Everything we do, we believe is challenging the status
quo, we believe in thinking differently. The way we challenge
the status quo is by making our products beautifully
designed, simple to use, and user-friendly. We just happen to
make great computers. Want to buy one?”

challenging the
status quo

beautifully designed,
simple to use, and userfriendly

Why?
How?
What?

Source: Sinek (2009)

happen to make great
computers
The Golden Circle

WHY
“Everything we do, we believe is
challenging the status quo

We follow these who lead, not for
them, but for ourselves. –Simon Sinek

HOW

WHAT

SUMMARY (see example for inspiration)

Why?

“Everything we do, we believe is challenging the
status quo

How?

What?

__________________________________________
__________________________________________
__________________________________________

…synthesizing a
__________________________________________
common objective
Source: Sinek (2009)

2
3
4
Bartle: 4 standard gamer profiles that determine
a gamer’s social actions
ACTING
Win
Hack

Harass

Create
Challenge

Cheat

KILLERS

ACHIEVERS

Taunt

Show off

Heckle
Compare

Tease

PLAYERS

WORLD
Express
Explore

View

Like
Help

SOCIALIZERS
Comment

Share
Greet

EXPLORERS
Rate

Vote
Curate

Give
INTERACTING
5

Review
Achievers

“Are driven by in-game
goals, usually some form of
points gathering whether
experience points, levels or
money.”
6
Explorers

“Driven to find out as much as
they can about the virtual
construct including mapping its
geography and understanding
the game mechanics.”
7
Killers

Killers
use
the
virtual
construct to cause distress
on other players, and gain
satisfaction from inflicting
anxiety and pain on others.”

8
Socializers

“Use
the
virtual
construct to converse
and role-play with
their fellow gamers.”
9
Start

Describe Target Group
Add from 1-5 how much your
target group ar the different
personalities. Use this input when
selecting activitites.

Explorer
Achiever
Killer
Socializer

Awards are given by your
progress of collecting points.

Points, add activities and
achievements down below.

Achievements is
something accomplished

_______________________

_____________________

_______________________

_____________________

_______________________

_____________________

_______________________

_____________________

_______________________
_______________________

Progress bar show how
complete something are.

_______________________

_______________________

____________________

_______________________

_______________________

_______________________

Rules for the game

_______________________

____________________

_______________________

Levels reached from your
activities

____________________

_______________________

____________________

_______________________
_______________________
Motivational Design. Gabe Zichermann writes,
“Good gamification design seeks to understand and
align an organization’s objectives with a player’s
intrinsic motivation (an innate drive to do
something, or your pursuit of activities that are
rewarding in and of themselves). Then, through the
use of extrinsic rewards and intrinsically satisfying
design, move the player through their journey of
mastery. This journey requires elements such as
desire, incentive, challenge, reward and feedback to
create engagement.”

11
Points are a running numerical value given for
any single action or combination of actions.

12
Achievements are a virtual or physical representation
of having accomplished something. Achievements can
be easy, difficult, surprising, funny, accomplished
alone or as a group. Achievements are a way to give
players a way to brag about what they've done
indirectly as well as add challenge and character to a
game. Achievements are often considered "locked"
until you have met the series of tasks that are
required to "unlock" the Achievement.

13
Gifts are one of several types of mechanics used in
games to motivate users. While some games may
utilize real-world gifts in the form of money, gift cards,
etc., many games motivate players with virtual
gifts; e.g., flowers, badges.

14
Community and collaboration. The game
dynamic wherein an entire community is rallied
to work together to solve a riddle, a problem or a
challenge. Immensely viral and very fun.

15
Levels are a system, or "ramp", by which
players are rewarded an increasing value for a
cumulation of points. Often features or abilities
are unlocked as players progress to higher
levels. Leveling is one of the highest
components of motivation for gamers. There are
typically three types of leveling ramps: Flat,
Exponential and Wave Function

16
Leaderboards “A means by which users can track
their performance subjective to others. Leaderboards
visually display where a user stands in regards to
other users. They are implemented on sites to show
which players have unlocked the most achievements.
The desire to appear on the Leaderboards drives
players to earn more achievements, in turn fueling
deep engagement.”

17
Progress Bar Believe it or not, the profile
completeness bar on LinkedIn can be seen as an
example of game mechanics. By seeing how much
more complete the profile needs to be, many people
will be driven to take steps to 100% completion with
the promise of being able to take advantage of
LinkedIn’s more advanced features.

18
Awards “Status and virtual rewards are only as
valuable as the community in which they are awarded
and displayed. Smart gamification requires a deep
integration of a rewards program across a brand’s
entire user experience, whether that be on its main
homepage, mobile app, community, blog or any other
digital touchpoint with the brand.”

19

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Apple as an example: How challenging the status quo through beautiful, simple design

  • 1. Apple as an example “Everything we do, we believe is challenging the status quo, we believe in thinking differently. The way we challenge the status quo is by making our products beautifully designed, simple to use, and user-friendly. We just happen to make great computers. Want to buy one?” challenging the status quo beautifully designed, simple to use, and userfriendly Why? How? What? Source: Sinek (2009) happen to make great computers
  • 2. The Golden Circle WHY “Everything we do, we believe is challenging the status quo We follow these who lead, not for them, but for ourselves. –Simon Sinek HOW WHAT SUMMARY (see example for inspiration) Why? “Everything we do, we believe is challenging the status quo How? What? __________________________________________ __________________________________________ __________________________________________ …synthesizing a __________________________________________ common objective Source: Sinek (2009) 2
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  • 5. Bartle: 4 standard gamer profiles that determine a gamer’s social actions ACTING Win Hack Harass Create Challenge Cheat KILLERS ACHIEVERS Taunt Show off Heckle Compare Tease PLAYERS WORLD Express Explore View Like Help SOCIALIZERS Comment Share Greet EXPLORERS Rate Vote Curate Give INTERACTING 5 Review
  • 6. Achievers “Are driven by in-game goals, usually some form of points gathering whether experience points, levels or money.” 6
  • 7. Explorers “Driven to find out as much as they can about the virtual construct including mapping its geography and understanding the game mechanics.” 7
  • 8. Killers Killers use the virtual construct to cause distress on other players, and gain satisfaction from inflicting anxiety and pain on others.” 8
  • 9. Socializers “Use the virtual construct to converse and role-play with their fellow gamers.” 9
  • 10. Start Describe Target Group Add from 1-5 how much your target group ar the different personalities. Use this input when selecting activitites. Explorer Achiever Killer Socializer Awards are given by your progress of collecting points. Points, add activities and achievements down below. Achievements is something accomplished _______________________ _____________________ _______________________ _____________________ _______________________ _____________________ _______________________ _____________________ _______________________ _______________________ Progress bar show how complete something are. _______________________ _______________________ ____________________ _______________________ _______________________ _______________________ Rules for the game _______________________ ____________________ _______________________ Levels reached from your activities ____________________ _______________________ ____________________ _______________________ _______________________
  • 11. Motivational Design. Gabe Zichermann writes, “Good gamification design seeks to understand and align an organization’s objectives with a player’s intrinsic motivation (an innate drive to do something, or your pursuit of activities that are rewarding in and of themselves). Then, through the use of extrinsic rewards and intrinsically satisfying design, move the player through their journey of mastery. This journey requires elements such as desire, incentive, challenge, reward and feedback to create engagement.” 11
  • 12. Points are a running numerical value given for any single action or combination of actions. 12
  • 13. Achievements are a virtual or physical representation of having accomplished something. Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. Achievements are a way to give players a way to brag about what they've done indirectly as well as add challenge and character to a game. Achievements are often considered "locked" until you have met the series of tasks that are required to "unlock" the Achievement. 13
  • 14. Gifts are one of several types of mechanics used in games to motivate users. While some games may utilize real-world gifts in the form of money, gift cards, etc., many games motivate players with virtual gifts; e.g., flowers, badges. 14
  • 15. Community and collaboration. The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun. 15
  • 16. Levels are a system, or "ramp", by which players are rewarded an increasing value for a cumulation of points. Often features or abilities are unlocked as players progress to higher levels. Leveling is one of the highest components of motivation for gamers. There are typically three types of leveling ramps: Flat, Exponential and Wave Function 16
  • 17. Leaderboards “A means by which users can track their performance subjective to others. Leaderboards visually display where a user stands in regards to other users. They are implemented on sites to show which players have unlocked the most achievements. The desire to appear on the Leaderboards drives players to earn more achievements, in turn fueling deep engagement.” 17
  • 18. Progress Bar Believe it or not, the profile completeness bar on LinkedIn can be seen as an example of game mechanics. By seeing how much more complete the profile needs to be, many people will be driven to take steps to 100% completion with the promise of being able to take advantage of LinkedIn’s more advanced features. 18
  • 19. Awards “Status and virtual rewards are only as valuable as the community in which they are awarded and displayed. Smart gamification requires a deep integration of a rewards program across a brand’s entire user experience, whether that be on its main homepage, mobile app, community, blog or any other digital touchpoint with the brand.” 19