— Gamifying an enterprise product suite, drive performance KPIs.
Team
UX Designer (me) UX Architect Engineer
Role
UX Research Concept Development Wireframe & Prototype Usability Test
Tools
Figma FigJam Jira
Overview
Identify opportunities in existing Unifocus mobile application and redesign the app to incorporate gamification idea. The goal is to increase user interactions with our core applications and drive client's core performance KPIs. The focused platform for this project is mobile first-design since our initiative was to launch it out to employee's level who constantly use Unifocus's mobile app.
The Challenge
The team was tasked on coming up with a system to increase user interactions with our core applications and drive positive changes in client's core performance KPIs. Our tasks were to identify a set of features with consulting partners and implement those utilizing company's design patterns.
I partnered closely with PMs and other stakeholders to really understand the purpose of the products, brainstorm, and define strategy. I also prepared documentation on Confluence, which helps the team imagine what future outcomes of the project could (and should) be, as well as captures open questions to help move us forward. We spent a good amount of time analyzing existing customer research, investigating best practices across the industry, as well as planning for new research that would help us answer more specific questions about customer behavior and expectations.
Targeted Users
Our main users were hotel managers. Their position within their companies make them critical drivers of business success. We also targeted operation employees including housekeepers, room attendant, servers, front desk agent, and front desk supervisor. Their positions are crucial in driving core performance KPIs.
Hotel managers
1. General managers 2. Regional managers 3. System/ Product Administrators
Operation employees
1. Housekeeper, Room Attendant 2. Servers 3. Front office users
The Pros & Cons
Before diving deep into the design, I wanted to take an amount of time to understand how gamification can elevate the user experience but at the same time, I wanted to ensure that I’m not overlooking any negative impacts of gamification on users. These findings also help drive my design decisions.
Pros
Increase engagement and morale: One of the biggest values of gamification is increased employee engagement. Hospitality tasks by nature are repetitive which can lead to boredom and burnout. Gamification adds excitement and fun to routine tasks and motivates associates with competition. Improving employee engagement will result in lower employee turnover which is good for the bottom line.
Boost productivity: Gamification allows you to set concrete goals for activities and enables you to determine if the goals are being met. It offers employees visibility into their personal performance and helps them benchmark against their peers. These capabilities fuel higher productivity which will ultimately reduce labor expenses.
Improve recruiting efforts: Each generation is motivated by different things. Today’s younger workforce is geared to gamified processes. Implementing and integrating the gamification concept into your workplace will make your operations more attractive to younger, game-wise people.
Cons
Cost: A successful gamification system needs intensive planning, time, and resources to be well designed and implemented. Some operations will find this impossible within their financial constraints.
Sustainability: When a new game is released, even if it is very good and engaging, associates will eventually tired of it. Because gamification in the workplace is relatively new, its ability to motivate users for long periods is yet to be proven.
Ethical issues: Perspectives of managers involved in gamification indicate concerns with cheating, neglecting health and safety procedures, extreme risk-taking, and other unethical actions aimed at taking individuals quickly to the top of a leader board. Gamification systems need to be fair for all employees and designed in a way that takes their mental health and well-being into account. A competitive culture can be problematic when implemented without proper attention to detail.
Solution Ideation
Our solution involved creating a multi-part awards system that allowed us to incentivize behaviors that would lead to positive outcomes. Below are many of the core features we implemented: 1. Points system 2. Level system 3. Badges & other awards 4. Notable achievements 5. Leaderboards 6. Sharing with community
We created a new user profile page so users would have a single place for all of their points, levels, and other engagement-related updates. This allowed us to deliver a highly-personalized experience to every user and show off their progress and growth within our system. By using points, we could reward our users for taking actions that we considered to be beneficial to the growth and success of their business.
Early concept for the awards system
App Flow
Hi-Fidelity Mockups
I also began to develop high level flows and mocks that helped facilitate discussion and project planning. One of the most interesting challenges I encountered was how to allow users to realize value from the program and drive them to participate in, so I mapped out this experience and how employees can earn attendance points so that they can level up in their rankings.
Hi-Fidelity Screens
Usability Test
We tested the initial prototypes on 4 people, with all of our targeted users represented. Users responded positively to most of our proposed features, like the profile, leaderboards, newsfeeds, and achievements. However, our testing revealed to us that some features were likely not going to be worth the cost to Implement, or would have a specifically negative effect on our user engagement.
For Instance, many of our clients already have Internal messaging systems implemented alongside our software. Therefore, our messaging-related features received little interest and we got feedback suggesting that our clients would want to specifically disable It within our app so as not to Interfere with their other, more established solutions already In place.
Additionally, some of our proposed features, such as awarding temporary “negative” badges when a user takes an action we hope to discourage, were not perceived by our users in the fun, lighthearted way that we were hoping they would be. Many felt that getting a negative badge would discourage them from attempting certain actions at all, so as to avoid the risk that they might perform poorly and thus receive a negative mark on their profile in front of their coworkers or manager. As a result, we opted not to Include them In our first launch of the product, so that we could get additional information.
Testing also helped us to discover that many of the managers would like to use our system of points and awards to reward their employees based upon their own success criteria. This would allow them to incentivize actions based upon their expertise, using the knowledge they have about their own properties, employees, and business strategies. We are looking into this and hope to roll out a comprehensive feature set that meets their needs and delights them as well.
"I don't like the idea of negative badge when someone perform poorly. This could discourage the users more in performing their works."
Chloe P.
Conclusion
In conclusion, the team was assigned the crucial responsibility of developing a system to enhance user interactions with our core applications and drive positive changes in the client's core performance KPIs. The project involved collaborating with consulting partners to identify a set of features and implementing them utilizing the company's design patterns. While the project has been put on pause, significant progress has been made in terms of conceptualizing the solution and establishing a framework for future development. The team's efforts have laid a solid foundation for the project to be resumed and continued when the timing is appropriate, with the potential to deliver significant improvements in user engagement and client performance.