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AmourGuo's Album得之我幸,失之我命。
May 20 2010年国庆新疆游开始筹备 http://sinkiang2010.blogbus.com2010国庆噺彊自驾游计划概要 现有两种方案,两种方案的费用相差应该只在千元以内,在第一次成员碰面会后最终确定: 具体计划正在商议之中,欢迎提供宝贵意见! * P.S.是否考虑找一下车身广告的赞助?嘿嘿~ 欢迎登录此次新疆游的官方Blog查看更多更详细的内容:http://sinkiang2010.blogbus.com(内容还在完善中)。 美食↓ April 15 [译]五大法宝让你的网站/产品更具趣味性又翻译了一篇关于SNS的文章:-) Top 5 Ways to Make Your Site More Fun | 原作:Gabe Zichermann是《游戏式营销》(Wiley出版社,已出版)和《趣味件(Funware)实战》(Manning出版社,预计2010年第三季度出版)的作者。同时他也是新兴的专业移动社区网络公司beamME的CEO,我们可以在http://funwareblog.com上看到很多他关于游戏和世界的想法的文章。 Just like sex, fun sells. The early proof of that can be seen in the amazing success of location-based networks such as Gowalla(), MyTown and Foursquare(), and in the breakthrough marketing efforts of major brands like Nike, Coke and Chase. Even finance made fun can be a winner — Mint.com’s meteoric rise was in no small part due to the fun, social engagement of its approach. Ever feel elated while using Quicken? I didn’t think so. The trend continues, with an ever-increasing number of startups looking to get an edge with consumers through fun. Their weapons of choice: Game Mechanics. When taken together, game mechanics such as points, leaderboards, badges, challenges and levels form part of what we call a Funware Loop. In my latest book I argue that the best and most compelling loyalty programs are built extensively around Funware and when applied creatively, can make any consumer web or mobile app experience more engaging. Whether you sell organic foods online, develop mobile application or run the world’s largest social network, you can benefit from applying the 5 simple strategies listed below to increase engagement. After all, who doesn’t like a little fun every once in a while? 1. Points | 积分 Points are an essential part of any Funware Loop, and a great starting point for “gameifying” your site or app. Points allow you to keep track of user activities and make it easy to shape user behavior. Start by listing all the actions that you’d want users to perform and assign relative values to each, taking care to get the balance right. In most cases, you’ll want to emphasize user growth and engagement, so be sure to offer healthy point slugs for referrals and activities that generate user interaction (adding friends/followers, for example). Keep your point denominations reasonable: if you begin by giving away millions of points for every activity, you’ll reduce your future room to grow. Also don’t over design to deal with cheaters on day one; you’ll have plenty of time to work on that later. Once you’ve begun to assign points for various activities, you’ll need to ensure that you’re giving users an easy way to see their score and how they compare against others. The easiest way to accomplish both is with a leaderboard.
2. Leaderboards | 排行榜 Like the scoreboard at a sporting event, leaderboards are a universal way to convey to your fans and customers that a “game” is being played. The key to being successful with a leaderboard mechanic is to ensure that users are motivated by friendly competition while simultaneously not de-motivated by users who are better, faster and have been playing longer than them. There is no better solution to this problem than Facebook Connect. The easiest option: show the points accumulated by your customers relative to their social graph, giving them a contextual ranking. Through callouts, illustrate how easily they can rise to the level of their next-highest performing friend (e.g. “invite two more people to beat Debbie’s score”). Of course, you should also show a global Top 10 and geo-located leaderboards if you can, but these should actually be somewhat buried in your design. Though points and leaderboards are quite powerful (and sufficient for most game-like experiences that target the achiever in us), they lack the ability to create social rewards for parallel or tangential activities. For that, there are badges. 3. Badges | 徽章 The best way to think about badges is as a demonstrable, fun reward for a specific activity that is easily socialized with others. Much as Boy and Girl Scouts receive merit badges for particular activities, you too can create an almost limitless set of attractive, visual objects that can be “sewn” onto a users’ social graph – typically their Facebook wall or Twitter stream. By giving your customers an easy thing to crow about, you maximize the likelihood that they will evangelize your site/product to others while also creating a positive association for them. Think of badges as rewards for ongoing contests that users are constantly engaged in – whether or not they are directly connected to point balances. In many applications, badges are issued without warning (see Foursquare), leveraging the power of operant conditioning – like slot machines – to keep users playing. Where possible, offer an auto-tweet/post option for your badges – braggarts are a great way to get the word out about your app. Where badges are frequently (though not always) given as a reward for a set of non-obvious activities, challenges are a direct way to engage users around a specific task – and are an essential part of the Funware Loop.
4. Challenges | 挑战 Most walkathons and sales campaigns start with a challenge: “sign up ten walkers/new customers/friends and receive a reward.” Everyone has, at one time or another, taken up a challenge like this, and they are an essential part of an end-to-end system for customer loyalty. Once you have a sufficient group of users collecting and comparing their points, you can start offering them the option to compete for more points and virtual rewards. For example, you could offer users 10,000 bonus points for signing up 4 friends for your service. Automate the notifications, issue a congratulatory message, and immediately offer another pre-built challenge (e.g., 100,000 points for 20 signups). Consider offering a wide range of challenges tied to your evergreen and time-sensitive business objectives and allow users to access a list so that they can pick their own. With all the activity around points, badges and challenges, it seems obvious that users might need some easy way to track and reflect on their achievements within your app/site. Levels, a game mechanic from the earliest of video games, are the perfect solution for creating a constant sense of forward motion and the opportunity for reflection.
5. Levels | 等级 If there is a single mantra we could extract from the multi-billion-dollar casual games industry that has spawned Bejeweled, Diner Dash and Farmville, it’s “Reward Early, Reward Often (and don’t go negative).” While this is relatively easy to do, users in a more complex loyalty program or on Funware-based sites, frequently need levels to create a discrete sense of achievement. Levels allow users to feel like they’ve accomplished something by showing structured progression through the overall experience. Levels can be complex to design properly, so start with simple breakpoints and leave yourself room to expand. Use numbers or letters to denote your levels and set their breakpoints with increasing degrees of difficulty. A good rule of thumb is that it should be at least twice as hard to complete the fourth level as it is the first, and so on. Conclusion | 结论 With the breathtaking growth of game mechanics and Funware in the current crop of popular apps and sites, it’s easy to see why so many startups are interested in incorporating points, leaderboards, badges, challenges and levels in their designs. Whether you are building a healthcare app, forum discussion site or the next Mint.com, these simple game mechanics can make your consumer-facing mobile or web experience substantially more fun and engaging — all for far less than the cost of a traditional loyalty program, and with far greater satisfaction. April 14 [译]拥抱NoSQL数据库看了一篇Digg的一个负责技术的VP写的关于NoSQL的文章,顺便翻译了一下。 Saying Yes to NoSQL
原文地址:http://about.digg.com/node/564 April 13 About User eXperience(aka UX/UE)What UX stands for? What we do in a project. UX Definition Process. References: April 12 试用Google App Engine 最近刚好聊起一个有关Google的话题,突然想起Google App Engine的帐号申请下来之后除了一个Hello World就没再用过了,就决定试用一下,也不枉申请一回; March 26 爱丽丝梦游仙境早就在时光网的一次观影活动上订了一张《爱丽丝梦游仙境》在UME首映的票,爸爸妈妈对凌晨去看电影表示很难理解,说我是疯子,其实偶然做做疯子也提好的,只是晚上回家太晚估计会影响爸妈休息了,有些愧疚。 书归正传,说说电影。 我记得的一些人物列表: March 03 CGI Server Push(CGI Comet) studyLately we got a requirement about CGI Server Push implementation with plain CGI(aka: CGI Comet) from one of our clients, First, CGI Server Push is technically feasible, but it's quite a departure from standard HTTP usage, which leads to several problems: If we really need to do that, here are the 2 options we can choose(actually there are also some other solutions for comet, but do not fit our case, so ignored them): Also attach a snippet of a very simple POC on this subject:
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