Course Description

Gamification, the process of adding game-like elements to real-world or productive activities, is a growing market. By making a product or service fit into the lives of users, and doing so in an engaging manner, gamification promises to create unique, competition-beating experiences that deliver immense value. In fact, Markets and Markets estimates that $11.1 billion will be spent on gamification efforts by 2020.

Venture capitalists, industry analysts, and academics alike see gamification as an industry with huge growth potential. It is transforming business models by creating new ways to ensure longer-term engagement, extending relationships, and driving customer and employee loyalty. As it’s a young industry, it should be easier to get a foot in the door with gamification companies. With demand for experienced designers far outstripping supply, businesses are going to be keen to take a chance on less-experienced but well-qualified designers.

This course is designed to give you the confidence and skills to undertake gamification design projects. It contains all you need to know about player-centered design and the skills that enable it. It has been developed by Janaki Kumar of SAP, one of the world’s foremost authorities on gamification in an enterprise context.

What you will learn

  • The difference between gamification and game design
  • How to use player-centered design processes for gamification
  • How to create player experiences that drive business missions
  • The management, monitoring, and measurement of the impact of gamification work
  • How to ensure that your gamification projects produce work which is legally compliant and ethically sound
  • Specific gamification projects that have been used in enterprise settings in order to help explain the benefits of gamification to corporate sponsors and decision makers

Who should take this course

This is an intermediate-level course recommended for anyone involved or interested in product design and development:

  • UX, UI, and web designers looking to incorporate gamification elements into their designs so as to increase user engagement
  • Project managers and marketers keen on understanding how gamification might help a product or service
  • Software engineers interested in rolling out game-like features in their products
  • Entrepreneurs looking to create apps or products that reward customer loyalty
  • Newcomers to design who are considering making a switch to UX, UI, or web design

Courses in the Interaction Design Foundation are designed to contain comprehensive, evidence-based content, while ensuring that the learning curve is never too steep. All participants will have the opportunity to share ideas, seek help with tests, and enjoy the social aspects afforded by our open and friendly forum.

Learn and work with a global team of designers

When you take part in this course, you will join a global multidisciplinary team working on the course and the exercises at the same time as you. You will work together to improve your skills and understanding. Your course group will be made up of an incredibly diverse group of professionals, all of whom have the same objective—to become successful designers. It’s your chance to learn, grow, and network with your peers across the planet.

Lessons in this course

Note: Lessons become available at a schedule of one lesson per week. Once a lesson becomes available, it is open for you forever — you can take all the time you want to go through each lesson. There is no time limit to finish a course, and you always have access to your classmates, course material, and your answers.

Lesson 0: Welcome and Introduction – Gamification – The Ultimate Guide

To be scheduled

  • 0.1: Welcome and Introduction
  • 0.2: Please check your information before continuing
  • 0.3: Meet your peers (online)
  • 0.4: Meet your peers (offline)
  • 0.5: The 3 Components of Courses from the Interaction Design Foundation
    • 0.6: A mix between Research-based Versus Example-based Learning
    • 0.7: Course Structure, Point System and Course Certificate
    • 0.8: The Didactics and Educational Choices for IDF’s Courses

Lesson 1: What is Gamification?

To be scheduled

  • 1.1: Welcome and Introduction to Gamification and the Elements of Making Addictive User Experiences
  • 1.2: A Brief History of Games
  • 1.3: Gamification Defined
  • 1.4: Myth-Busting – Some Home Truths about Games
  • 1.5: Gamification in Your Life Now
    • 1.6: How to Clarify Your Expectations of Gamification Projects
    • 1.7: Learning from Games
    • 1.8: End-of-Unit Discussion
    • 1.9: Congratualations and Recap

Lesson 2: What Makes a Game Fun?

To be scheduled

  • 2.1: Welcome and Introduction
  • 2.2: Defining the traits that make a game fun
  • 2.3: Obstacles and Their Importance in Games
  • 2.4: A Game Explained (an example of a single game and how it meets the rules of fun)
  • 2.5: Emotional Rewards
    • 2.6: Work in Games
    • 2.7: Pride
    • 2.8: Happiness in Gaming
    • 2.9: End-of-Unit Discussion
    • 2.10: Congratulations and Recap

Lesson 3: Player Centered Design

To be scheduled

  • 3.1: Welcome and Introduction
  • 3.2: User-centred Design in a Gamification Context
  • 3.3: Player-Centred Design: Moving Beyond User-Centred Design for Gamification
  • 3.4: Know Your Audience for Gamification
  • 3.5: Evaluation in Gamification: Keeping an Eye on Things
    • 3.6: Enterprise-level Player Centred Design
    • 3.7: End-of-Unit Discussion
    • 3.8: Congratulations and Recap

Lesson 4: It's all About the Player

To be scheduled

  • 4.1: Welcome and Introduction
  • 4.2: Get to Know Your Players for Your Gamification Project
  • 4.3: Understanding the Person in Terms of Gamification Design
  • 4.4: Demographics and the Player Persona in Gamification
  • 4.5: Professional Information and the Player Persona in Gamification
    • 4.6: Work Cultures and Gamification
    • 4.7: Bartle’s Player Types for Gamification
    • 4.8: The Persona Template for Gamification
    • 4.9: End-of-Unit Discussion
    • 4.10: Congratulations and Recap

Lesson 5: The Mission Possible

To be scheduled

  • 5.1: Welcome and Introduction
  • 5.2: The Building Blocks of Great Missions for Gamification
  • 5.3: Analysis for a Gamification Mission
  • 5.4: Business Outcomes and Gamification
  • 5.5: SMART Missions in Gamification
    • 5.6: Tips for Mission Selection in Gamification Projects
    • 5.7: Examples of Great Missions in Real-Life Gamification
    • 5.8: End-of-Unit Discussion
    • 5.9: Congratulations and Recap

Lesson 6: Motivating Your Players

To be scheduled

  • 6.1: Welcome and Introduction
  • 6.2: The Platinum Rule of Gaming for Gamification
  • 6.3: Sources of Player Motivation for Gamification (Intrinsic and Extrinsic)
  • 6.4: Types of Fun and Gamification
  • 6.5: The Fogg Model of Behaviour and Gamification
    • 6.6: Motivational Drivers and Gamification
    • 6.7: End-of-Unit Discussion
    • 6.8: Congratulations and Recap

Lesson 7: Game Mechanics - Reasons to Play

To be scheduled

  • 7.1: Introduction - Game Mechanics: Reasons to Play
  • 7.2: Introducing Game Mechanics for Gamification
  • 7.3: Points, Badges and Leaderboards in Gamification
  • 7.4: Relationships and Gamification
  • 7.5: Epic Challenges and the use of Gamification - A Case Study
    • 7.6: Constraints in Gamification – Urgency and Optimism
    • 7.7: The Journey of Gamification Projects
    • 7.8: The Use of Story and Emotions in Gamification
    • 7.9: The Gamification Game Plan – Economy, Rules and Engagement
    • 7.10: End-of-Unit Discussion
    • 7.11: Congratulations and Recap

Lesson 8: Getting It Right' - Managing, Monitoring and Measuring

To be scheduled

  • 8.1: Welcome and Introduction
  • 8.2: Sustainability in Gamification
  • 8.3: Managing Missions in Gamification Projects
  • 8.4: Monitoring Player Motivation for Gamification
  • 8.5: Measuring the Mechanics in Gamification
    • 8.6: Preparing Gamification for Success in an Enterprise Setting
    • 8.7: Rollout Strategies for Gamification
    • 8.8: Technical Support for Gamification Projects
    • 8.9: End-of-Unit Discussion
    • 8.10: Congratulations and Recap

Lesson 9: The Law and Ethics of Gamification

To be scheduled

  • 9.1: Welcome and Introduction
  • 9.2: Labour Laws and Gamification
  • 9.3: Data Protection Laws and Gamification
  • 9.4: Virtual Currencies and Gamification
  • 9.5: Ethics – Grey Areas of Gamification – Manipulation and Nudging
    • 9.6: Cheats! How to Handle them in Gamification
    • 9.7: End-of-Unit Discussion
    • 9.8: Congratulations and Recap

Lesson 10: Gamification and the Enterprise (Real World Examples)

To be scheduled

  • 10.1: Welcome and Introduction
  • 10.2: Vampire Hunter – A Gamification Case-Study
  • 10.3: SAP Roadwarrior – A Gamification Case Study
  • 10.4: Time Recording – A Gamification Case Study
  • 10.5: SmartGate (A Gamification Case Study)
    • 10.6: Compliance Training – A Gamification Case Study
    • 10.7: End-of-Unit Discussion
    • 10.8: Congratulations and Recap

Lesson 11: Course Certificate, Final Networking, and Course Wrap-up

To be scheduled

  • 11.1: Course Evaluation

Industry-trusted UX Course Certificate

You earn an industry-trusted Course Certificate once you complete the course - even if you finish the course after the official end date. In other words, as long as you have enrolled in the course you will always be able to finish it and to get a course certificate. You will also have permanent access to the course material, your answers and the discussions.

Course Certificates from the IDF are verifiable and trusted by industry leaders. You can highlight them on your resume, CV, LinkedIn profile or your website.

Course Certificate

Our courses and Course Certificates are trusted by these industry leaders, who have taken up company memberships with the IDF:

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