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Productivity, Gamification, and SharePoint 2013

Productivity, Gamification, and SharePoint 2013. Christian Buckley Evangelist and SharePoint MVP, Axceler. Productivity, Gamification, and SharePoint 2013. What we’ll cover today: What is Gamification ? Why focus on Productivity? Key productivity features in SharePoint 2013

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Productivity, Gamification, and SharePoint 2013

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  1. Productivity, Gamification, and SharePoint 2013 Christian BuckleyEvangelist and SharePoint MVP, Axceler

  2. Productivity, Gamification, and SharePoint 2013 What we’ll cover today: • What is Gamification? • Why focus on Productivity? • Key productivity features in SharePoint 2013 • Why SharePoint should be expanded to include Gamification as a way of improving productivity

  3. About Christian • 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

  4. About Axceler 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

  5. Business Problems • Adoption issues • Weak usage of taxonomy and templates • Poor collaboration • Slow to realize benefits of SharePoint investments

  6. Why Focus on Productivity?

  7. What is Productivity? • Engagement • Encouraging • Collaborative • Loyalty • Motivating • Retention • Compelling • Satisfying • Fans • Advocating • Evangelism

  8. Why focus on Productivity? • To simplify the interface into SharePoint • To better align end user activities with the needs of the business • To better streamline business processes • To get more out of SharePoint

  9. The result? • Faster employee on-boarding and training • More business output • More usage of the platform • Faster realization of the financial investments you’ve made in SharePoint

  10. The most challenging part of any SharePoint deployment is figuring out how to help users to be productive once they are on the platform

  11. Productivity Goals • Engagement • Retention • Motivation • Innovation (depth) (loyalty) (inspiration) (value)

  12. The Four Facets of Productivity

  13. 6 Key SharePoint 2013 Productivity Features

  14. Making end users more productive The App Model

  15. Making end users more productive The App Model My Tasks (Content Aggregation)

  16. These images courtesy of Liam Cleary (@helloitsliam) and http://www.khamis.net

  17. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds

  18. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds Projects and Deadlines

  19. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds Projects and Deadlines Simplified Sharing

  20. Making end users more productive The App Model My Tasks (Content Aggregation) Activity Feeds Projects and Deadlines Simplified Sharing Communities

  21. Image borrowed from the SharePoint 911 team at Rackspace

  22. The Yammer Question

  23. The Yammer Question • Reasons why some organizations are looking at Yammer rather than SharePoint: • Current users may ignore SP2013 or O365 advances because their current systems are “good enough” • Prospective users may be overwhelmed by all of the new features and options, and just don’t know where to begin • Yammer is just an easier model to understand

  24. The Challenge of End User Engagement

  25. Technology acceptance model Perceived usefulness External variables Personal attitude Intention to use Actual system use Simple To use The Gamification influence point! Source: Technology Acceptance Model (TAM) by Fred Davis 1985, as presented by Jussi Mori, Peaches (@jussimori)

  26. “The addition of game mechanics to a site or application allows you to layer more compelling user experiences into existing activities. “These gamified activities address and satisfy basic human desires, creating the addictive experiences that motivate users to take specific actions, and to return more frequently.” • BunchBall, Gamification 101: An Introduction to Game Dynamics

  27. People have fundamental desires for reward, status, achievement, self-expression, competition, and altruism, among others. These desires are universal, and across generations, demographics, cultures, and genders. By wrapping the appropriate set of game mechanics around your website, application, or community, you can create an experience that drives behavior by satisfying one or more of the following human desires: • BunchBall, Gamification 101: An Introduction to Game Dynamics

  28. “Gaming” the System: The ugly side of statistics and KPIs

  29. Implementing Gamification Principles in SharePoint

  30. Adam Sarner, a Gartner analyst, has projected that over 75 percent of Fortune 1000 companies will undertake some kind of online social-networking initiative for marketing or customer relations purposes by 2014. • BunchBall, Gamification 101: An Introduction to Game Dynamics

  31. Gamification influences behavior through the use of key concepts • Game design • Customer Loyalty programs • Behavioral economics • Community management • Can be used across a broad spectrum of situations where individuals need to be motivated or incentivized • BunchBall, Gamification 101: An Introduction to Game Dynamics

  32. Business Value of Gamification • When more people participate • Improve collaboration • Improve individual motivation • Speed up learning process • Improve system/content analytics • Drives brand awareness

  33. Case Study • A global computer manufacturer launched a Facebook campaign to build out a community for tech-focused college students, with the goal of promoting their educational computing site. They created a gamified Facebook app that offered a chance to win a $5,000 scholarship and free laptop. Students received points for registering, by inviting friends, creating groups, and by posting on their Facebook wall. Six weeks after launch, they increased participation by 1000%. • Other metrics included: • 1 in 3 checked out their product reviews • 1 in 3 promoted the Facebook app • 1 in 3 posted their award to a new level • 1 in 3 visited the educational computing site • 1 in 4 recruited friends to help them • 1 in 5 made the laptop their Facebook profile picture for a day • 1 in 6 participants wrote and submitted an essay • BunchBall, Gamification 101: An Introduction to Game Dynamics

  34. AOL took a conjoint approach to understand the DNA of comments within their sites. They looked at: • fact based comments • clarity of thought • original article criticism • name (full name, nicknames, anonymous) • icon (author picture, avatar) • adherence to party lines • grammar • 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 Richard Heseltine, AOL, from January 2013 Emerging Media Conference (EmMeCon)

  35. Does this really work? • 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: Five Key engagement imperatives whitepaper from Badgeville, as presented by Jussi Mori, Peaches (@jussimori)

  36. Interesting stat: 70% of commenters are replying to other people This shows that successful platforms need to drive that first round of comments – engage the most passionate people out there.

  37. Gamification principles

  38. The overall goal of gamification is to reach business goals by • driving engagement • improving collaboration • instilling a sense of community

  39. “At its core, gamification applies game mechanics to non-game activities to prompt specific behaviors. In a business context, gamification is the process of integrating game mechanics and dynamics into a website, business service, online community, content portal, marketing campaign, or even internal business processes, in order to drive participation and engagement by target audiences.” BunchBall, Gamification 101: An Introduction to Game Dynamics

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