What’s the BIG idea? Business Intelligence using Gamification - Evaluating the effects on user engagement
EclipseCon, Toulouse, France 24-25 June 2015 Stephen Miller
University of the West of Scotland
Whats the BIG idea? Business Intelligence using Gamification - - - PowerPoint PPT Presentation
EclipseCon, Toulouse, France 24-25 June 2015 Whats the BIG idea? Business Intelligence using Gamification - Evaluating the effects on user engagement Stephen Miller University of the West of Scotland Presentation aim 1. To outline the
University of the West of Scotland
Source: http://www.hr.com/en/app/blog/2012/10/inspirational-employee-engagement-quotes
improved productivity + performance (87%) increased customer/client satisfaction (66%)
Source: CBI + Harvey Nash/Accenture (Employment trends survey, 2012 / 2013)
(http://www.customer-insight.co.uk/sites/default/files/emp-engagement.pdf)
25% 24% 25%
24%
22%
42%
50%
2007 2009 2011 2012 2013 Mobile Potential use
%age of employees BI Adoption Rate (Howson, 2013) (BI Scorecard)
Gamification
Gamification (peak)
Gamification
Factor Question
FA1
When I was using ‘GamBIT’, I lost track of the world around me.
FA2
I blocked out things around me when I was using ‘GamBIT’.
FA3
The time I spent on ‘GamBIT’ just slipped away.
FA4
I was absorbed in my BI tasks on ‘GamBIT’.
FA5
I was so involved in my BI task that I lost track
FA6
During this gamification experience I let myself go.
FA7
I lost myself in ‘GamBIT’.
PU1
I felt discouraged while
the ‘GamBIT’ website.
PU2
I felt annoyed while visiting the ‘GamBIT’ website.
PU3
Using ‘GamBIT’ was mentally taxing.
PU4
I found ‘GamBIT’ confusing to use.
PU5
I felt frustrated while visiting the ‘GamBIT’ website.
PU6
I could not do some of the things I needed to do
EN1
This ‘GamBIT’ experience did not work out the way I had planned.
EN2
I would recommend ‘GamBIT’ to appropriate
EN3
Using ‘GamBIT’ was worthwhile.
EN4
My ‘GamBIT’ experience was rewarding.
AE1
I liked the graphics and images used on the ‘GamBIT’ website.
AE2
The ‘GamBIT’ website appealed to my visual senses.
AE3
The ‘GamBIT’ website was aesthetically appealing.
AE4
The screen layout of the ‘GamBIT’ website was visually pleasing.
AE5
The ‘GamBIT’ website was attractive.
NO1
The content of the ‘GamBIT’ website incited my curiosity.
NO2
I would continue to go to the ‘GamBIT’ website
NO3
I felt interested in my BI tasks on ‘GamBIT’.
FI1
I was really drawn into GamBIT’.
FI2
This ‘GamBIT’ experience was fun.
WWW BI User Input Web Platform Architectural Framework for Project GamBIT Transformational Process Output e n g a g e m e n t Measurement Measurement Evaluation process Outcome Business Benefits > Engaged employees > Increased business value > Better decision-making > Improved productivity > Motivated employees > Increased performance
No. Hypothesis H1a Focused attention (FA) has a positive effect on perceived usability (PU). H1b If FA is considerably higher in BI-2 than BI-1 AND hypothesis H1a is true, then PU is higher in BI-2 than in BI-1. H2a FA has a positive effect on felt involvement (FI). H2b If FA is considerably higher in BI-2 than BI-1 AND hypothesis H2a is true, then FI is higher in BI-2 than in BI-1. H3a Novelty (NO) has a direct positive effect on FI. H3b If NO is considerably higher in BI-2 than BI-1 AND hypothesis H3a is true, then FI is higher in BI-2 than in BI-1. H4a Aesthetics (AE) has an affirmative effect on FI. H4b AE will be greater in BI-2 than in BI-1. H5a NO has a positive effect on PU. H5b If NO is significantly higher in BI-2 than BI-1 AND hypothesis H5a is true, then PU is higher in BI-2 than in BI-1. H6a PU has a positive effect on FI. H6b PU will be greater in BI-2 than BI-1. H7a FI has a positive effect on endurability (EN). H7b If FI is significantly greater in BI-2 than in BI-1 AND hypothesis H7a is true, then the overall evaluation (EN) is higher in BI-2 than in BI-1.
Users interacting with ‘GamBIT’ Users interacting with ‘GamBIT’
Focused Attention (FA) Aesthetics (AE) Novelty (NO) Perceived Usability (PU) Felt Involvement (FI) Endurability (EN)
H2 H1 H5 H4 H6 H7 Transforming users Input Output Outcome H3
Select a BIT + Gam-f/work and design architecture
Learn BIRT- Learn Java/SQL- Gm frameworks Set obj’s/game rules Develop the architecture – BI tool + gamification strategy Finalise all testing + ‘Go- live’ via web + monitor activity Establish appropriate evaluation techniques Continue building + testing prototype Strip/rebuild BIRT + create ‘GamBIT’ site (rewards/levels/ widgets etc..) Reiterate the process until it meets project
Select random groups for A/B testing (UWS computing students) Apply UES + system analytics + Conduct SS interviews
Gamification Eclipse BIRT
Data
Report Designer
Report Design Engine Data XML Report Design Eclipse Report Designer Eclipse DTP ODA Chart Designer Custom Designer Report Document
HTML PDF WORD EXCEL P/POINT
Report Engine
Presentation Services Charting Engine Generation Services Data Transf. Services
Data
Report Designer
Report Design Engine Data XML Report Design Eclipse Report Designer Eclipse DTP ODA Chart Designer Custom Designer Report Document
HTML PDF WORD EXCEL P/POINT
Report Engine
Presentation Services Charting Engine Generation Services Data Transf. Services
Mount ‘GamBIT’
Well done Stephen
becoming a BI Master!
Steps
Aim
Step 1 Random assignment for the control group – group A Random assignment for the experimental group – group B To control the subject characteristics threat to internal validity Step 2 No treatment (use of the simplified BIRT tool) Treatment (application of project ‘GamBIT’) To observe any possible change
dependent variable (user engagement) Step 3 Post-test (using the UES) Post-test (using the UES) To measure the degree of change (and difference)
Steps
Aim
Step 1 Random assignment for the control group Random assignment for the experimental group To control the subject characteristics threat to internal validity Step 2 No treatment Treatment To observe any possible change on dependent variable Step 3 Post-test Post-test To measure the degree of change
RESEARCH DESIGN for PROJECT ‘GamBIT’ Subjects: Gamification, BI and user engagement Objectives, RQ’s and hypotheses identified Problem: Lack of user engagement in BI Literature Review: Conducted to confirm problem Strategy: True Experimental Design Class/Purpose: Experimental + Developmental Process: Deductive Paradigm: Methodological Positivism Approach: Mostly quantitative Validation: Methodological triangulation
is crucial – it’s called coherence (Maxwell, 2004)
ID
Task Name
Start Finish Time
Nov 2015 Jan 2015
Feb 2015
Dec 2015
Sep 2015 May 2015 Apr 2015 Dec 2014
Mar 2015
Jul 2015 Jun 2015
5/4 8/2 1/2 6/9 3/5 1/3 9/8 5/7 4/1 2/8 7/6 8/3
1
23d 31/12/ 2014 01/12/ 2014
Learn Java + Eclipse BIRT + gamification techniques/frameworks
2
18d 30/01/ 2015 07/01/ 2015
Understand what each Java file does + its function within BIRT
20d 27/02/ 2015 02/02/ 2015
Strip BIRT of complex processes/Java files + simplify BIRT
20d 27/03/ 2015 02/03/ 2015
Test/reiterate the process as above until satisfied that it meets needs
5
10d 10/04/ 2015 30/03/ 2015
Establish gamification strategy suitable for BIRT + create project plan
6
25d 15/05/ 2015 13/04/ 2015
Progress the ‘design and development’ stages of gamification strategy
7
20d 12/06/ 2015 18/05/ 2015
Create web platform for BIRT + gamification platform interfaces
8
34d 31/07/ 2015 16/06/ 2015
Define all the elements, behaviours, rewards, levels, widgets & apply
9
10d 14/08/ 2015 03/08/ 2015
Holiday
10
24d 18/09/ 2015 18/08/ 2015
Apply the gamification strategy on new platform + make final changes
4
3 11 12
13
14
Oct 2015 15d 09/10/ 2015 21/09/ 2015
Begin the group A/B testing on UWS computing students studying BI
25d 13/11/ 2015 12/10/ 2015
Evaluate the gamification process for quantative data
24d 13/11/ 2015 13/10/ 2015
Interview students for qualitative data
24d 18/12/ 2015 17/11/ 2015
Write up evaluation chapter
Project ‘GamBit’ - Gamification of a Business Intelligence Tool
Aug 2015