Learning Gamification Design - An Usability First Approach for the Enterprise Infoboard Experiment Michael Meder Till Plumbaum Sahin Albayrak DAI-Labor, TU Berlin DAI-Labor, TU Berlin DAI-Labor, TU Berlin Ernst-Reuter-Platz 7 Ernst-Reuter-Platz 7 Ernst-Reuter-Platz 7 10587 Berlin, Germany 10587 Berlin, Germany 10587 Berlin, Germany meder@dai-lab.de till@dai-lab.de sahin@dai-lab.de users with more space and LinkedIn3 is motivating users to complete their profiles by presenting progress Abstract bars. Coming along with the adaption of gamification in Gamification or gameful design attempts to di↵erent domains, new insights about advantages and raise participation through the application of problems about the right usage are gained. Finding game design patterns and principles in non- the right means to increase motivation is a non-trivial game environments. It has successfully been task since motivation is mainly driven by human- applied but in many cases gamification fails centric factors [Yee07]. Taking a deeper look into due to di↵erent kind of design phase pitfalls. e↵ects coming with the increased usage of gamifica- Several game and gamification design tax- tion becomes unavoidable in the enterprise domain. onomies and guides exists. But it is hard to As enterprises starting to adapt gamification to en- select the right one for a specific application hance employee engagement and participation, the of gamification. One of the causes is probably question arises what motivates people being on top of the fact that engineers try to implement what the leaderboard while others seem to completely ignor- experienced game designer should do. We pro- ing it? The goal of this research is to examine factors pose to apply data mining on user interaction motivating people to participate. We argue that gam- data of gamified applications to extract in- ification design must be user specific to successfully sights to support and adapt the application apply gamification. We also argue that especially in of gamification. Therefore we started the In- enterprises, it is even more important using the right foboard experiment – a two phase gamification mechanisms. While there are works about gamifica- study of a cutting-edge enterprise information tion design and which elements to apply when, we sharing system. believe that by using data mining methods to deter- mine the types of users existing in a company and to 1 Introduction learn what elements best suits them would be a major Gamification, the use of game-mechanics in non- leap in successfully introducing gamification. We will gaming contexts [DDKN11, HH12], has been widely not discuss questions regarding implications of di↵er- adapted by di↵erent services during the last years. We ent gamification methods, such as leaderboards, and see online services like Stackoverflow1 using a reputa- what a user’s position on the leaderboard says about tion leaderboard where users get points for helpful an- the work performance, for example. swers. Dropbox2 rewards users helping acquire new In this paper, we describe an experiment to col- lect data needed to learn user types and correspond- Copyright c by the paper’s authors. Copying permitted for ing mechanisms. We present an enterprise informa- private and academic purposes. tion system we build, the Infoboard application, and In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder the experiment design to collect the data needed for (eds.): Proceedings of the GamifIR 2016 Workshop, Pisa, Italy, the machine learning approach. The experiment is de- 21-July-2016, published at http://ceur-ws.org 1 http://stackoverflow.com/ 2 http://dropbox.com/ 3 http://linkedin.com/ signed to be conducted in di↵erent phases, and will ther, Farzan et al. [FD08] also studied if there is any be explained in detail in section 4. We also present noticeable e↵ect on the usage when the points sys- the needed basics and fundamentals to conduct enter- tem is explicitly explained to the users. Therefore, prise gamification research. Thus, we summarize the they provided further details via email and repeated contributions of this work as follows: the experiment. They conclude that points systems can successfully be employed to motivate users to con- 1. We give an overview of the current state of the tribute more in an enterprise social network system, art of enterprise gamification (section 2). especially if combined with email notifications. Fur- 2. We describe user-centric gamification design tak- ther, they conclude that the type of contribution can ing into account user types and cultures (section directly be controlled by the type of gamification ap- 3). plied, i.e., increasing the points for certain types of contributions will indeed result in an increase of contri- 3. We describe an experimental set-up to gather user butions of this type. In a follow-up experiment, Farzan data and outline machine learning approaches to et al. [FDB09] increase the social interaction and di- learn and match users and gamification elements versity of content even further by introducing a badge (section 4 and 4.2.3). based approach on promoting content. Although they observe an increased activity due to the introduction The goal of the experiment is to collect a dataset of gamification methods, the authors argue that they that can be used for the previously mentioned machine cannot make any statement about the quality of the learning approach to gamification. As to the best of contributions. Further studies are needed to examine our knowledge no dataset for this topic exists, we be- this in detail. Overall they show that points and sta- lieve that this work is an essential step to collect the tus levels motivates more activity by IBM employees data and enable further research. We therefore ex- within Beehive and this also inspires further activities plicitly invite others to give feedback regarding the by other users. It is also important that the incen- experimental setup to be able to collect the best data tive mechanisms incent continually to bring a return, possible. which was the weakness of their static points [FD08] system. 2 Current State of Evaluating the e↵ect of gamification methods from Enterprise Gamification a di↵erent perspective, Thom et al. [TMD12] study Various studies indicate that gamification has a posi- whether the removal of gamification features from an tive e↵ect on the use of enterprise systems. In [Cas07], enterprise social media system has any measurable ef- Dugan et al. describe the transformation of an enter- fect on user activity. They report a significant decline prise bookmarking system into a guessing game called of user activities after removing gamification features. Dogear. In this game, bookmarks and their tags are Interestingly, the authors also noticed some relation displayed on screen and the players have to guess, between user activity and their geographical location. who created this bookmark. If they guess the correct Further the authors conclude that the organizational creator of the bookmark, the players can gain points culture and the local culture should play a role in gam- which is inspired by von Ahn’s ESP game [vAD04]. ification design. They report that within the first month of the release Hamari [Ham13] evaluates the use of badges in a of the system, they had 87 active players from 10 dif- peer-to-peer trading service. He observes that the in- ferent countries. A detailed analysis is missing though. troduction of gamification mechanisms does not auto- Farzan et al. [FDM08] examine the impact of game matically result in an increased use of the system by all mechanics, more precisely the introduction of a points users, but that those users, who actively inspect their system, on a social enterprise network system (Bee- own badges become more active. This supports our hive, IBM). They evaluate the impact of this points assumption that individual behavior plays an impor- system by performing A/B testing, i.e., one half of all tant role in the successful application of gamification users are made aware of the points system, while the methods in an office scenario. other half (i.e., the control group) cannot see this fea- Stanculescu et al. [SBSH16] examined which game ture. They observe that overall, the introduction of design element is more e↵ective for a predefined goal. the points system increased the activity level of users They applied points, badges and leaderboard to an within the system. However, they also report that 72% enterprise learning and social interaction Web appli- of the users in the experimental group never visited cation. In total they compared four treatment groups the page which describes how to earn points. More- with either enabled a leaderboard or badges or both over, they argue that a large portion did not even no- or none of them. Whereas points were enabled for all tice the existence of points. Addressing this issue fur- groups. The results of the study indicates that there is no di↵erence if only the leaderboard or only badges nition the goal is rather geared towards the (improved) are visible to the user. Whereas the combination of user experience itself, in Huotari and Hamari’s defini- both, leaderboard and badges visible, will result in an tion it is the outcome driven by the user experience. even greater e↵ect. We agree more with Deterding’s definition aiming on Summarizing, previous research reports an increase the “improvement of the user experience” achieved by of users’ activity in an enterprise due to diverse game gamification. design elements. But only for some users and for a short period of time [FDM08]. Remarkable is that 3.1 Player Types we could not find statements about the usability or Game designers take advantage of player types [HT14] user experience of the systems before or without the or play-personas [CD09] to set some boundaries for application of gamification. We think to understand the game design element selection process towards a gamification we should aim to measure the pure e↵ect user centered game design. Designing gamification is of gamification by minimizing disruptive factors such also always a user-oriented process. This is due to the as bad usability of the system itself. We also notice fact that users are all individuals driven by di↵erent that the existing work is hardly comparable as stud- input factors like age, gender, education, social skills ies are usually conducted in closed systems, and no and cross-cultural influences [HK13, Kha11, YMT+ 11, data is publicly available. However, these studies also Yee07, YDN12]. In the game world this is considered indicate that individual behavior has a significant in- by several player typologies developed on user obser- fluence on the success of gamification. Up to now most vations and in-game behavior. The evolution seems to studies recommend an examination beyond question- went from Bartles 4 and later 8 player types to Yee’s naires to understand users’ or employees’ actual behav- 3 motivation components or 10 motivation subcompo- ior with gamified application. Therefore, we attempt nents [Yee07]. Hamari et al. [HT14] list existing game to better understand employees’ behavior in more de- player typologies and state that player types have their tail by gathering users’ interaction data and applying legitimation because of the di↵erent behavior and mo- machine learning techniques. The interaction dataset tivation of players. It is a wide-spread assumption that should meet demands regarding reproducibility of re- also for the gamification scenario such types of players sults and the collected data should also be ’clean’, e.g. or users can be applied. Although many player typolo- the influence of a bad user experience should be mini- gies exist we argue that it is hard to map them to one mized. Thus, the experiment we conduct has the goal or more specific game design elements. Beyond that, to produce ’clean’ data and the data should also be such types could change over time which seems to be available for research. a central criticism on player typologies [HT14]. 3 Gamification Design 3.2 Game Design Elements Before explaining the experiment itself, we will intro- An important aspect of successful gamification is the duce the game design elements and approaches that selection of game design elements. Game design el- mainly influenced our Infoboard approach. ements determine what type of gameful experiences In 2011, two definitions of gamification were pub- are generated for the users. In [DDKN11], Deterd- lished. Deterding et al. [DDKN11] define gamification ing et al. provide five levels of game design elements. as “the use of game design elements in non-game con- They distinguish between game interface design pat- texts”. Huotari and Hamari [HH12] define it as “a pro- terns, game design patterns and mechanics, game de- cess of enhancing a service with a↵ordances for game- sign principles and heuristics, game models and game ful experiences in order to support user’s overall value design methods. Robinson et al. [Rob13] propose a creation”. Hamari et al. summarized in [HKS14] both taxonomy built on levels of expected engagement and definitions “as a process of enhancing services with the required commitment of the user. This taxonomy (motivational) a↵ordances in order to invoke gameful has been conceived as a decision support for game el- experiences and further behavioral outcomes.” We in- ement selection. terpret both definitions as implying a goal as the utility Motivational a↵ordances, interface design patterns of gamification. Both describe elements of the game with a stimuli to action or “properties of an object design world which could change a user’s experience that determine whether and how it can support one’s in a di↵erent context (non-game [DDKN11], service motivational needs” [Zha08], were found by Hamari et [HH12]). Interestingly, for Deterding [DDKN11] “[...] al. [HKS14] in 10 di↵erent forms in 24 examined stud- the term ‘gameful design’ – design for gameful experi- ies on gamification. Jia et al. [JXKV16] examined the ences – was also introduced as a potential alternative relation between the Big Five collections of personality to ’gamification’.” Summarizing, in Deterding’s defi- traits and motivational a↵ordances through a survey which, among other things, asked for opinions to ex- allows us to test and compare results. With this in ample interactions shown with videos. The results of mind, and the knowledge from the previous section, their survey (N=248, mostly AMT4 ) indicate that con- about the various game design aspects, we have build sidering personality traits helps to make gamification an application and designed an experiment to start design choices. They plan to analyze the interaction solving those problems. The path taken, starting with with motivational a↵ordances on a real application. this experiment, will allow us to apply di↵erent gam- Previous studies have shown that an improvement ification elements to di↵erent users within the same towards user activity and user experience is possible application, resulting in an overall increase of motiva- [HKS14]. Those studies also showed that the constel- tion and participation. lation of users (player motivations [Yee07] and player types [Bar96, Bar03, HT14]) and motivational a↵or- 4.1 Infoboard Application dances (interface design patterns) and game design el- The Infoboard application is a modern enterprise in- ements seems to be important for a successful appli- formation system. The main goal of the system is cation of gamification. to provide users with relevant information and to en- able knowledge exchange across enterprise department 3.3 Gamification Design Problem borders. It is build upon a distributed search engine We argue that it is critical to measure challenges and which provides information in the form of di↵erent risks that occur due to di↵erent types of users before kind of items from indexed data of enterprise sources introducing gamification methods. Applying the right (enterprise wiki, internal file server) and public sources gamification element to the right user will increase the (news articles, websites, scientific publications, confer- motivation and participation while applying the wrong ence calls and funding calls). element can on the other hand have negative e↵ects. Users can define own topics of interest and the In- More importantly, due to the usually diverse set of foboard will continuously search for new information employees, and the accompanying set of diverse char- and present results ordered by date allowing users to acters coming from di↵erent cultures, finding the one quickly find the latest information. All items found are gamification element satisfying them all is almost im- arranged as tiles with topic specific background colors. possible. Whenever a new item has been found the tiles on the Finding an optimal user and game design elements board will be updated and re-arranged. Fig. 1 shows relation implies a goal or outcome we want to achieve an exemplary tile. The tile itself contains information with that relation. Thus, regarding the predefined goal about the topic it belongs to (see upper right corner), of a gamification implementation extends the user and the source of information and date found (bottom right game design element relation to a goal, user and game corner above and under the line). The knowledge shar- design elements relation. In this relation the right se- ing is supported by the elements one can find in the lection of game design elements is crucial to reach the upper left corner and the bottom right corner. Users goal. can up or down vote an information item. This vote Under the assumptions that (i) gamification targets information a↵ects the ordering of the Infoboard of various types of users that experience game design el- the user who voted, but may also influence boards of ements di↵erently; and (ii) gamification is deployed other users with the same item on their board. In the in order to achieve some goal in the broadest sense: end, users sharing the same interests, will see the most We consider the gamification design problem interesting items. The tile also shows who voted the as the problem of assigning each user (at least) tile last, so that users can see and connect with others one game design element that maximizes their sharing the same interest. expected contribution to achieve some goal. Fig. 2a shows an Infoboard of a user with di↵erent topics, marked by the di↵erent colors. As explained, 4 Infoboard Experiment users can vote items and also read the information. Therefore, we included a reader view for usability rea- Summarizing the previous sections, we have seen that sons, see 2b, allowing users to read and then to vote gamification in enterprises is a hot topic but comes the article directly, without forcing users to switch be- with several aspects that needs more research. We tween di↵erent browser tabs. have also seen that current research only analyzes cer- tain gamification aspects and not a set of di↵erent 4.2 Experiment setup methods for di↵erent users. And, especially from a machine learning perspective, there is no dataset that Our goal is not to compare a non-gamified with a gamified version of an enterprise application simulta- 4 Amazon Mechanical Turk neously. This has been done before and results have (a) The Infoboard showing information for di↵erent topics. (b) The reader view of the Infoboard allowing users to easily Each topic gets a unique color assigned allowing users to easily read and interact with information items. distinguish between the topics. Figure 2: Experiment phase I: Gamification is disabled. Only the Infoboard, the Reader, Settings and a FAQ page is available. No game design elements are visibile to the users. shown that gamification has positive e↵ects at least on announcement email to all 120 employees at our lab, some users for a short time [FDM08, FD08, FDB09, we received a number of questions and feedback. Most TMD12]. As explained in Section 3.3 our main goal of them concerning the underlying data sources, the is to understand which game design elements are pre- sorting rules or how to change the topics. Surprisingly ferred by which kind of user. a number of users also asked how to change the colors To be able to measure pure e↵ect of gamification, assigned to each topic. Privacy was also a big issue, of di↵erent gamification elements, we designed the ex- because we show an Infoboard with general topics of periment to minimize disruptive factors such as low the enterprise on a screen inside the enterprises’ co↵ee usability of the system itself, explained in Phase I. To kitchen. And people wanted to know if we consider ac- measure gamification e↵ects, users need to get di↵erent cess rights restriction (of course we do). Based on this gamification elements at di↵erent times. A/B tests, feedback, we fixed some issues and decided to add a usually a good choice to test such e↵ects are rather page containing the frequently asked questions (FAQ) difficult to realize in the enterprise because a random with detailed answers one week after the application assignment of treatment groups also bears a lot of start. risks due to discussions among participants [SBSH16] Another week later we launched a first survey to or “During the experiment, a few users in the control measure the usability of the application. As a usability group asked us why they couldn’t see their points and metric we used the widely accepted and rather simple submitted bugs [...]” [FDM08]. For those reasons we System Usability Scale (SUS) [Bro96]. The score is cal- designed a two phase experiment with an usability first culated from 5 point Likert scale answers given on 10 approach, to make the system has a good usability and standardized questions. A SUS score below 50 is not users are less a↵ected by usability problems. acceptable, between 50 and 70 is marginal and above The Infoboard application itself logs all user inter- 70 indicates that the usability is good or even excel- actions with the system. This allows us to later process lent [BKM09]. The Infoboard application achieved a a dataset where we can learn interaction patterns of score of 62.96 (N=16) which is rather lower marginal users and the game design elements they correspond usability. Unfortunately, this confirms our presump- to. tion, that the usability of the application needs to be improved. 4.2.1 Phase I: Warmup 4.2.2 Phase II: Gamification enabled We started with a basic version of the Infoboard with- out any gamification elements. In this warmup phase In the second phase of our experiment we will enable we want to make sure that the core functionality is gamification which results in visible game design el- usable, understandable and free from major bugs. Be- ements for the users. The current Infoboard system cause we do not want to apply gamification to dis- already contains a set of di↵erent game design ele- tract from deficiencies of a useless or faulty applica- ments. They were carefully selected to ensure coverage tion. This allows us to better analyze the a↵ects on of Yee’s three main components of player motivations di↵erent users achieved with gamification. [Yee07], Achievement, Social and Immersion, in order After we started the Infoboard experiment with an to address the broad range of user types which allows would exactly look like this to the users (same user be- havior assumed) except for the booster bar (red) which is zero because gamification is disabled users can not redeem points for boosters until now. As we are currently in the first phase and trying to maximize the usability score, the second phase has not yet started. We are currently discussing to fur- ther split the second phase into more sub-phases. In each sub-phase, only game design elements for a cer- tain player type will be enabled. We currently review this approach to see if this is necessary or if it intro- duces negative side e↵ects. 4.2.3 Interaction Data Mining Very similar to the future work stated by Jia et al. [JXKV16], we plan to analyze the collected user inter- action data with motivational a↵ordances represented by interface design elements on the Infoboard appli- cation. We aim to find similar behaving user groups based on their interactions. In [MJ14] we provide fur- ther details on how to select (learn) a model to predict appropriate game design elements. One approach is based on the application of a support vector machine. Figure 1: An Infoboard tile showing information about As we assume sparse user behavior data we treat this the item, the topic and knowledge sharing supporting as a problem of regression learning for which a plethora elements. of powerful mathematical methods are available. Fur- ther we regard the gamification design problem as a us to later detect and learn typical interaction patterns special case of a recommendation problem for which of these user types. Currently the following game de- matrix factorization constitutes a state-of-the-art so- sign elements are implemented and are ready to be lution. activated: Achievement: points; badges; leaderboard; progress 5 Conclusion bar; levels Research on enterprise gamification is still in the early stages. Especially given the influence and e↵ects of di- Social: feedback messages; user activities stream; verse personnel, regarding character and culture. We group achievements (total points) think that machine learning approaches can help us Immersion: customization (color themes); re- determine the best game design element for a user, deemable points to buy a booster (a points based on the users’ interaction patterns. Unfortu- multiplier, positive feedback loop) nately, there is currently no dataset available that al- lows us to apply machine learning methods. In this pa- Fig. 3 shows a few examples of these game design ele- per, we introduced the Infoboard and an experiment, ments which are currently not visible for the users. On which is an essential step to collect the data and en- the left side of Fig. 3a one can see the leaderboards able further research. The experiment is subdivided (overall and monthly), in the middle the achieved into di↵erent phases, where users interact with di↵er- points of all users and on the right the latest user activ- ent functional characteristics. In the first phase, which ities. Fig. 3a shows the points detail view of a specific is currently running, users only interact with a non- user with information about the current level status. gamified version to detect and fix influences of errors We already count points and badges in the background and usability flaws. In the following phases, we will on the currently deployed application were gamifica- enable gamification to see which user respond to what tion is disabled yet. This give us similar insights to element. The game design elements we used in the In- A/B testing because we can compare e.g. the achieved foboard were selected based on research about user points and badges of both phases. The illustrations and player types and previous gamification studies. in Fig. 3 reflect the actual status and numbers after We present these works and discuss the current state two weeks. If gamification would have been enabled it of the art to provide a comprehensive overview about (a) Gamification statistics over all users of the system (leader- (b) Points and level information view of a specific user. boards, points and recent activities). Figure 3: Experiment phase II: Example game design elements of the application with gamification enabled. the domain of enterprise gamification and game design [CD09] Alessandro Canossa and Anders Drachen. research. As explained, the work presented in this pa- Patterns of Play : Play-Personas in User- per is work in progress. Nevertheless, it is a needed Centred Game Development. In DiGRA step to advance gamification research. An experiment, ’09. Brunel University, 2009. particularly in the domain of enterprise gamification, [DDKN11] Sebastian Deterding, Dan Dixon, needs to be carefully conducted to minimize negative R Khaled, and L Nacke. From game influences and unforeseen e↵ects. design elements to gamefulness: defining gamification. Proceeding of the 15th Inter- 6 Acknowledgment national Academic MindTrek Conference, The authors would like to thank Tom Nick5 for pro- pages 9–15, 2011. gramming and interface design support. The re- [FD08] Rosta Farzan and JM DiMicco. 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