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    # Gamification in Agile - 黃冠融 ###### tags: `taiwan-2020`, `taiwan`, `2020`, `Zoom` {%hackmd 0Beoe0QsRE-Y6BktVdzRuA %} > 從這開始共筆,可以分享任何您所聽到、學到的任何事物 想像如果世界所有事情都跟玩遊戲一樣會如何? 為什麼遊戲有那麼大的魅力? # 什麼是遊戲化? - 採用遊戲設計元素和遊戲機制 - 解決問題並增進當局者的貢獻力 # All starts with core drives - 人不管做什麼事情,都是來自內在動機 (core drives) - 把體驗加到行為中, 而不是單純的解決問題 # 八角框架 Octalysis (八角分析法) - CD1 Epic Meaning (使命與呼召): 讓參與者覺得有使命要完成工作 - CD2 Accomplishment (發展與成就):點數、排行榜或徽章。覺得有成長。 - CD3 Empowerment (創造力與回饋):創造自己的貢獻 - CD4 Ownership (所有權與佔有慾):受到某樣事物驅動而有的核心動力,產生想要「改進」、「保護」 等渴望 - CD5 Social Influence (社會影響力與同理心):對周遭的人有歸屬感。e.g. 師徒制。 - CD6 Scarcity (稀缺性與迫切):競爭稀缺的資源。e.g. 演唱會門票。通常與 Ownership 一起出現。 - CD7 Unpredictability (不確定性與好奇心):想了解自己不知道事物的動機。e.g. 抽獎、台灣的統一發票。 - CD8 Avoidance (損失與避免):源自於我們對失去的恐懼。e.g. FOMO 衝擊 (fear of missing out)。 - FOMO衝擊 https://www.thenewslens.com/article/142493 ## 外部動機 (左邊) - 為了想要獲得某樣事物而採取行動 - 目標導向 ## 內部動機 (右邊) - 為了自己的滿足感 - 體驗導向 " 要想辦法滿足內部動機,而不是只有滿足外部動機" ## 白帽與黑帽動機 - 白帽核心動力:讓我們覺得強大、圓滿、以及滿意的動機元素(覺得有使命感、沒有急迫感,比較長久) - 黑帽核心動力:讓我們覺得著迷、焦慮以及上癮 (拿槍指著團隊要求要做,創造急促而短暫的壓力,促使人們去做某件事) - 白帽黑帽沒有一定的好壞,可以混用。比方先用黑帽動力稍微讓人焦慮,使人投入,再轉成白帽動力,讓人有使命感,長久得做下去。 # 將八角框架與商業目標融合 ## 透過策略模板做到轉移 - 了解每個人的狀態,包含擔憂的部分有什麼。 - 盡力促成每個人能夠往自我增強的方向前進。 Business Metrics - 要能夠被量化、要能夠排序。 User types - 可以用二維矩陣分類使用者。分析人的性格和思考方式。 Agility vs. Growth # 團隊成員與探討 - 他們渴望什麼? ## Desire Actions - 有順序性。e.g. 角色升級。 - 人不是機器人,只會執行你或老闆期望的工作。 - Scrum Team 的期望 - 兩個步驟: - 同心協力 - 做好產品 - 注意的地方: - 設計的 win-state 不一定有獎勵 - 要注意會產生 anti-core drives - 有東西將我們往目標方向拉遠 - 如果碰到反抗,或許可以訪談這位成員為何不願嘗試改變作法,透過核心驅動力轉換心態、願意嘗試改變。 - 要搭配使用者的旅程來設計 - 探索 (Discovery) - 登入 (Onboarding): - 使用者初次進入的體驗 - 至少完成一次日常任務迴圈 e.g. 跑完一個sprint - 學到了什麼?為什麼要學這些? - 讓人覺得自己很聰明,更願意留在這個地方/流程 - 鷹架 (Scaffolding): - 讓使用者變成資深使用者 - 怎麼讓人持續 - 結束 (Endgame) - 如何讓人們保持能量持續投入 ## Team journey - Discovery (Day 1) - 加入團隊 - Onboarding (Week 1) - 認識合作對象 - 閱讀需求 - 熟悉產品 - Scaffolding (Week 1 - Year 1) - 分享經驗所見所聞 - 可以提出需求 - Endgame (> Year 1) https://island.octalysisprime.com

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