4. Rules
1. Contestant will complete an Octalysis Strategy Dashboard for the
challenge product
2. Contestant will analyze the challenge product and evaluate what is
weak or strong in their engagement design
3. Contestant will brainstorm additional concepts to improve
engagement for the challenge product
4. Contestant will draw up simple concepts to illustrate an improved
design for the product
5. Contestant will send the submission of their work before the
deadline. An optional video explanation can be included.
6. A selected few contestants will become finalists and present their
work to Yu-kai Chou
7. The winner will qualify to become a full-time or part-time Trainee
for the Octalysis Group with proper compensation
8. Quality submissions will also receive a Level I Octalysis Certificate
5. Challenge
• Habitica is a lifestyle gamification app that aims to build
habits through RPG (Role-Playing-Game) Design
• Habitica has seen relative success with decent brand
awareness
• However, long-tern engagement is still a problem. Many
users leave once the freshness wears off
• It also has a difficult time breaking into the mainstream as a
productivity app
• Your challenge is to study the app and offer improvements
6. Step 1
Strategy Dashboard
After viewing the Business Metrics,
Complete the Player Type Analysis,
Desired Actions, Feedback Mechanics/
Triggers, and Incentives/Rewards
8. BUSINESS METRICS
1. END RESULTS OF WHAT YOU WANT TO
IMPROVE
2.IN ORDER OF IMPORTANCE
3.NEEDS TO BE QUANTIFIABLE
4.LEADS TO GAME OBJECTIVE
9. Business Metrics -> Game Objectives
Daily Active Users
Weekly returning user after 6 months
Weekly tasks completed per active user
Onboarding Completion
Social Activities and Outreach within App
10. DEFINE USERS
1. DEMOGRAPHICS
2.WHAT CORE DRIVES MOTIVATE THEM
3.WHY CDs ARE EMBEDDED WITHIN THE
CURRENT APP
4.ARE THERE ANTI-CORE DRIVES? (REASONS
WHY THEY DON’T DO THE DESIRED
ACTIONS)
12. DEFINE DESIRED
ACTIONS
1. ALL THE LITTLE ACTIONS USERS SHOULD DO
2.LISTED IN CHRONOLOGICAL ORDER
3.POTENTIALLY BREAKING INTO 4 PHASES
UNTIL ACTIVITY LOOP IS FULFILLED
4.LEADS INTO WIN-STATES
14. DEFINE Feedback
Mechanics
1. WHAT USERS USE TO KEEP TRACK OF THEIR
PROGRESS TOWARDS WIN-STATE
2.GAME ELEMENT SUCH AS POINTS, LEVELS,
STAGES, TROPHIES, AVATARS
3.SHOULD REEMPHASIZE ON THE CORE
DRIVES
16. DEFINE INCENTIVES
1. What are potential rewards that could be
given to users?
2.Rewards are powered by 8 Core Drives
3.Think about Content and Context of Reward
4.Strategically place them in different Win-
States
21. Step 2
Ideation
What new features can you think of
that would drive user motivation
towards the Desired Actions and hence
improve Business Metrics?
23. Step 3
Core Activity Loop
Describe how the Core Activity “game” Loop
would function.
What pulls the user back to Habitica in
your design on a daily basis? Why would
they come back in the long-run? How do
you engage people in Endgame?
25. Step 4
Design sample slides
Using screenshots and simple visual tools,
showcase how your ideas would interface
with the user through the mobile app (or
other facilitating mediums).
Evaluation will be based on flow, behavioral
design, and user experience - not aesthetics.
26. Submission
Send your submission to
joris@octalysisgroup.com
Due to volume of submissions, we may not provide feedback
to your work unless you are selected as a finalist