Last week I had the pleasure of skyping with Taylor Reynolds and Brandon Rivera-Melo of fruitbuddi about gamification. fruitbuddi is a product to "enable children to make healthy decisions in the grocery store."
To direct the conversation we used the conceptual framework for gamification. It helped structure a critique of the fruitbuddi and exposed some gamification experience opportunities. The most interesting ones came out of considering the different levels of players and the social learning aspects of how different aged children and families might use the fruitbuddi and learn how to use it better as individual players moved from novice, to problem solvers, to masters.
We talked also about the behavioral onramps that exist in the kitchen or dinning areas that might reference and prime the anticipated use or recollections of using the fruitbuddi in the store. Taylor and Brandon asked about internal/external motivation. That isn't in the framework. I purposely left it out. In the framework there are "positive emotion" loops that come from players trying to move to the next player level through the challenges. The loops are explicit, but the resulting positive emotion concepts are not. That is a weakness of the current framework that I need to fix and clarify. The discussion about how to embed more positive emotions into any (even minor) action/activity the players take did yield some more possible enhancements.
Overall the conceptual framework was useful for looking at a experience and having a structured dialog about how it could be gamified.
Thank you to Sami Nerenberg, Director of Operations at Design for American for putting fruitbuddi in touch with me.