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Gamification Lens for Big Data Quantified Self Internet of Things Sharing Economy
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Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

Jul 14, 2015

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Page 1: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

Gamification Lens forBig Data

Quantified Self

Internet of Things

Sharing Economy

Page 2: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy
Page 3: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

Gamification Applied to Future

7:49

Page 4: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy
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2:30

Gamification of Feasting

Page 10: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy
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Page 15: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

What if………

Page 16: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy
Page 17: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Business Objectives

• Corporate values• Promotes the social benefits of sustainable

“collaborative consumption.”

• Support a mobile platform

• Leases under-utilized durable goods

Page 18: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Business Objectives

• Provides trusted rental transactions

• Provide players with timely access or an immediate demand for durable goods who cannot afford the expense of making a capital investment

• Respect players • Owners aka Brayers

• Rentors aka Burrowers

Page 19: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Target Behaviors

• Benefits• Brayers recoup some of the investment expense

associated with purchase, maintaining, and storing a durable good.

• Burrowers have temporary access or “renting” in order to use goods that are out of their financial reach.

• ShareAll benefits through living its corporate values and charges a small transaction fee from both stakeholder player groups.

Page 20: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Onboarding

• Registration• Video training on platform = 500 Shares

• Primary email address = 500 Shares

• Complete Profile = 500 Shares

• Provide phone number = 500 Shares

• Provide financial information = 1000 Shares

• Set an alert = 2000

Page 21: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Onboarding

• First challenge• Brayers

• List item to rent = 5000 Shares

• Burrowers • Make first request = 5000 Shares

• 10,000 total Shares at end of onboarding• Shares are only redeemable on the ShareAll platform

Page 22: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Game Play

• Bids by Burrowers and Listings by Brayers cost Shares to make similar to the use of blinds in Texas Hold’em Poker creating “skin in the game” dynamic and earnest bidding and listing by players. The strategy is to create a constant and predicable Share burn rate and facilitate a cash transaction between ShareAll and players resulting in the purchase of Shares.

Page 23: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Game Play

• A Brayer’s bid listing provides data on number of bidding Burrowers and corresponding leading bid amounts.

Page 24: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Game Play

• Brayers are entered into weekly, monthly and quarterly listing contests where quality of their listed goods are competing with the quality of listings from other Brayers in ShareAll. Badges, Shares, and free listings are prizes in these mini-events.

Page 25: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Game Play

• Brayers receive alerts when they are able to convert Shares into cash deposits on their credit/debit cards. They can monitor the popularity of their listed goods with frequency of rental, duration of rental, and data that compares their listings to similar listings of other Brayers. Using this data, the system can present durable goods from other Brayers for “rent” and urge them to use Shares accumulated from their listings to bid on luxury items for rent are deemed disposable goods by Brayers.

Page 26: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Brayers and Burrowers

• Examples of player use:

• Sarah, Socializer, is bidding Shares on Brayer Adrian’s listing of jewels to wear while attending a charity ball.

• Rajest, Explorer, is bidding on using the home of Adrian, Killer, while he is in the US and she is off on a business trip to Africa for a month.

• Casey, Achiever, bids on a listing from Rajest, Explorer, to work as a field intern in Borneo.

Page 27: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

ShareAll Disrupts

• Economies of Scale • Retail

• Manufacturing

• eBay and Amazon

Page 28: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

Indian Creek

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Pirates of Indian Creek PIC

• March 10th, 2014 is the date for the long anticipated closing of the Huntsville’s Indian Creek Bridge on Old Madison.

• The project anticipates approximately 16,000 cars/day re-routed into longer commute times and congested traffic for an estimate of 15 months.

• Many of these cars are occupied by a solo driver.

• The region historically does not support car pool.

Page 31: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

Pirates of Indian Creek

• Business Objectives

• Peak hours of 7-9 a.m. and 3-5 p.m.,

• Optimal goal• 300 cars serve as car pool carriers

• 900 riders or approximately 3 riders/per car

• 75% cars on the road in peak traffic hours

Page 32: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

PIC Player Types Personas

• Killer: Pirate Captain Sam, is male member of the C-suite in a defense contractor company with 350 employees. Sam is an engineer with a wife, a son and a daughter each with their own car. Sam captains a two-seat Mercedes SL550, christened the Black Hind, for a daily commute of 30 minutes with intermittent business and personal calls.

• Achiever: Pirate Captain Sarah, a rising star at her company, still working on her MBA in Finance. She is divorced with no children and drives a 4-door Honda Accord, christened Queen Sarah’s Rampage, for her daily commute of 45 minutes with her Sirius FM blaring out hair band power ballads and her singing along as she drives into work.

Page 33: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

PIC Player Type Personas

• Socializer: Pirate Captain Ethel, is a single mom with pre-teen twin sons. She works at a local mall department store. She drives a Subaru Outback, christened the Sea Kite, as she navigates between home, school and work with her cell phone glued to her ear on her daily commute that takes about an hour.

• Explorer: Pirate Captain Mario, is a happily married dad of 25 years with two girls in college. He drives a Dodge Ram pickup, christened Ram’s Horn, on his commute of 70 minutes. On occasion, he takes a different route to the office for variety and to find a shorter route when it comes to time spent on the way to work. He uses his commute time to ponder an invention to save toilet paper use.

Page 34: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

PIC Disrupts

• Commute times

• Gasoline consumption

• Isolation

• Bore-doom

Page 35: Gamification for Big Data: Quantifed Self, Internet of Things, & Sharing Economy

SynergyInternet of Things

Quantified Self

Collaborative Consumption

Gamification

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