Design Sprint & the Minimum Viable Design

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We have undertaken a scientific review of the enterprise gamification field and have developed a design framework focussed on human-centred and collaborative design for enterprise applications. Our design methodology is called a Design Sprint as it offers a creative, fast paced and engaging method to help your team produce a Minimum Viable Design. Our method is a problem-solving methodology that generates a range ideas, prototypes and optimal solutions.

Our design sprints commence with a diagnostic on the business problem, and manage the potential value destroying risks of gamification, or the Seven Deadly Sins, at each point in the design process. Our research shows that there are six key types of gamification strategies, and each requires a different approach to ensure the most appropriate solution is tailored to your business challenge.

The Design Sprint focuses on strategic gamification design

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Each one of these steps is tailored to your unique situation and the key components of great design are:

1. Setting project objectives, ethics and values (tied to your overarching business strategy);
2. Mapping project motivations, methods and outcomes;
3. Mapping stakeholders and user personas;
4. Creative problem solving through participatory design;
5. Exploring suitable technology platforms;
6. Selecting appropriate gameplay and game mechanics; and
7. Prototype, pilot, test and launch the gamified application.

Each step includes exercises at key intervals to ‘check-in’ on how the process is tracking with agreed values and ethics principles that are set up at the beginning of the process.

Our unique design process is designed to create value through great design and avoiding the pitfalls of the seven value destruction traps that we call the seven deadly sins of gamification. Gamification and other digital applications face several hidden issues when deployed in the enterprise to improve productivity, organisational transformation or innovation. It’s true that gamification can create value; however, there are significant limitations within gamification design practices that can actually destroy value with careless design.

How are you balancing value creation vs value destruction in your designs?


If you would more on the detailed peer-reviewed research we have published, you can follow this link from our resources page. Otherwise please contact us if we can help you with a diagnostic on your current applications.

 For a no obligation conversation on how we may help you contact Marigo Raftopoulos on or fill in the form below.


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