Sikka is an app that allows its users to earn some money for completing small tasks. These tasks could range from filling out online surveys, playing games, installing and reviewing other apps, etc. A user receives virtual currency for completing offers that are specific to them. This currency can then be exchanged for gift cards or cash (via UPI) after reaching some predefined thresholds.
Introducing gamification elements into Sikka. These elements should make the app more engaging and encourage users to interact with it regularly. My focus is on creating a gamified experience that encourages users to interact with the app regularly and achieve specific goals. Some KPI’s my design should uplift :
The app is primarily targeted towards students in Tier1 and Tier2 cities only in India but has usage in different age groups too. The average time a user spends on the app is around 8 mins in a day and the retention values range from Day 1 at 40% to Day 7 at 7%.
I knew what was gamification but not enough to implement it. I knew big brands like duolingo and spotify were doing it but I did not pay attention to it much. So I started exploring until I found the IxDF article:
What is Gamification? — updated 2023
Now ofcourse this article in the end leads to buying their course if someone wants to know gamification in detail but it did give me a good idea of the key points to understand the importance of gamification and the way it’s done.
But this was not enough to implement it, and the IxDF article had this Ted talk video embedded about someone named Yu-Kai Chou talking about gamification. So I watched the video which leads us to the next topic.
Yu-kai Chou is an Author and International Keynote Speaker on Gamification and Behavioral Design. He is the Founding Partner and Chief Creation Officer of the premium consulting/design firm The Octalysis Group, as well as Co-Founder and Chief Experience of Metablox – an NFT platform powered by Real World Places and Real Life Memories.
Yu-kai is the Original Creator of the Octalysis Framework, and the author of Actionable Gamification: Beyond Points, Badges, and Leaderboards, which sold over 100,000 copies and is referenced by over 2500 Ph.D. Thesis and Academic Journals.
Octalysis is a gamification design framework. The framework comprises 8 Core Drives represented by an octagon shape, including CD1 - Epic Meaning & Calling CD2 - Development & Accomplishment CD3 - Empowerment of Creativity & Feedback CD4 - Ownership & Possession CD5 - Social Influence & Relatedness CD6 - Scarcity & Impatience CD7 - Unpredictability & Curiosity CD8 - Loss & Avoidance. I have mentioned numbers with CD because I’ll mention them again so it should be easier to find.