June 7, 2011

Pixie Dust & The Mountain of Mediocrity

 

[NB: Today’s guest post is by the world’s most famous ex-blogger, the great Kathy Sie­rra.]

We’re always searching for that sec­ret for­mula, that magic pixie dust to sprin­kle over our pro­ducts, ser­vi­ces, books, cau­ses, brands, blogs to bring them to life and make them Super Suc­cess­ful. Most marketing-related buzz­words gain trac­tion by pro­mi­sing pixie dust results if applied to wha­te­ver it is we make, do, sell. “Add more Social!”. “Just need a Viral Video!” “It’s about the Story­te­lling!”. “Be Authentic!”

The rise of social net­wor­king and media ope­ned up a world of new pos­si­bi­li­ties, yet most Mar­ke­ting 2.0 is basically:

“If you can­not out-spend the com­pe­ti­tion, you can out-friend them!” He who has the most Face­book fans, Twit­ter follo­wers, and blog com­men­ters Wins! It’s all about Social Capi­tal now!

Sure, you can try that. You can work your ass off to be, as one mar­ke­ter put it, “the per­son your cus­to­mers want to party with.”

I never unders­tood how any of this made sense, given that very little of what I see “brands” (or their human spo­kest­wee­ters) do on social media is chan­ging the fun­da­men­tal nature of how users inte­ract with their pro­ducts. “But that is not the point! It is about being human!”. Nope, I still don’t get it. Why would anyone want to com­pete on *that*? It felt fra­gile to be in essen­tially a mar­ke­ting arms-race of who-is-the-most-engaging-social-media rock star. What does that really have to do with what users do with the product?

And I saw exam­ples over and over of social media rock stars with tons of follo­wers, yet they were not able to con­vert those follo­wers into Actual Paying Cus­to­mers unless the pro­duct was what peo­ple really wan­ted. Being super-friendly, “liked”, etc. has limits when it comes to *paying*. I will follow your blog, but no mat­ter how awe­some I think YOU are, I won’t be paying for your book unless I think it’ll make ME a little more awesome.

So, why are peo­ple still so con­vin­ced that social media and all rela­ted buzz­words are The Ans­wer? It has always appea­red that if the pro­duct is truly crap, “your social media stra­tegy won’t save you.” Even the social media gurus agree on that one. But it seems the oppo­site end is true as well… If the pro­duct makes the users awe­some (at wha­te­ver the pro­duct is hel­ping them do), no spe­cial sec­ret magic pixie dust sauce is nee­ded either.

Oh, social media does play a mas­sive role in the suc­cess of a pro­duct that peo­ple love, but it is not the product-to-users “enga­ge­ment” that mat­ters, it is users-to-users (and users-to-potential-users). If peo­ple love what a pro­duct, book, ser­vice let’s them *do*, they will not shut up about it. The ans­wer has always been there: to make the pro­duct, book, ser­vice that ena­bles, empo­wers, MAKES USERS AWESOME. The rest nearly always takes care of itself.

Which brings me back to, why are so many so con­vin­ced that [insert favo­rite buzz­word] is the ans­wer vs. just making a pro­duct that helps peo­ple kick ass in a way they find meaningful?

And then someone I trust said this: these [insert favo­rite new buzz­word] approaches are not about saving a crap pro­duct or mar­ke­ting an awe­some one… where these tools really DO make a dif­fe­rence for a brand is when the brand has little or no other com­pe­lling bene­fit over the com­pe­ti­tion. If the pro­duct is mediocre, or even really good but with too many equally good com­pe­ti­tors, these things can make a dif­fe­rence. If you have little else to com­pete on, then out-friending/out-viraling/out-gamifying can work.

At least until your com­pe­ti­tion out-hires a good social media stra­te­gist or com­pe­lling extro­ver­ted social media star and out-friends you.

You do not want to be That Brand. You do not want to be That Pro­duct. That Book. That Con­sul­tant. You do not want to be in that arms race because it is an exhaus­ting and fra­gile place to be. You want to use social media not because you *must* but because you can add even more value for your users by doing so. You do not want to be the guy that must ask cons­tantly, “how can I get more com­ments on my blog? how can I get more follo­wers and fans?”

The real pixie dust is when you ask your­self, “how can I help my users get more com­ments on THEIR blog?”. You want to be the guy who asks, “How can I help my users get more follo­wers and fans?” And that is why I have always been such a fan of Hugh and Gary V and Tim Ferris, for exam­ple. Not for the com­ments their follo­wers make about Hugh, Gary, and Tim… But for the com­ments their follo­wers make about them­sel­ves. In a nutshell: Hugh, Gary, and Tim might well be the peo­ple you want at a din­ner party, but what mat­ters is that they help peo­ple become more inte­res­ting at their OWN next din­ner party.

What promp­ted me to write this is the latest magic pixie dust buzz­word, one that I am pas­sio­na­tely against: gami­fi­ca­tion. Appl­ying prin­ci­ples of game design to non-game acti­vi­ties can be done care­fully, art­fully, and with won­der­ful results. We use prin­ci­ples of game design in our pro­gram­ming books, for exam­ple, and you may have heard me at SXSW talk about using aspects of game mecha­nics to help create pas­sio­nate users. But the current crop of “gami­fi­ca­tion” experts are doing nothing more than “pointsification/badgification”, taking the most super­fi­cial, sur­face mecha­nics of games and appl­ying them out of con­text to areas where they are, as I have refe­rred to it, “the high fruc­tose corn syrup of enga­ge­ment.” Once the sugar-rush novelty has worn off, there will be a subs­tan­tial crash from the high. And it may be one from a which a brand can­not recover.

Don’t be that brand.

Don’t be that product.

Don’t be that book.

Be the one peo­ple talk about NOT because of your latest gami­fi­ca­tion and WOM cam­paign, but because it is obvious to your users and those they influence that your brand, pro­duct, book has made them bet­ter at something. Something they care about. Don’t be the slot machine of your industry. Give peo­ple an expe­rience that lea­ves them fee­ling a little bet­ter about their own capa­bi­li­ties, not bet­ter about the faux-status awards they know, in their heart, are not exam­ples of anything more awe­some than a marketer’s attempt to use them.

Just make peo­ple bet­ter at something they want to be bet­ter at. When your goals and your user’s goals are truly alig­ned, you don’t need pixie dust. Don’t out-spend, don’t out-friend, and please don’t out-badge. There is a world of dif­fe­rence bet­ween hel­ping someone *appear* more awe­some and hel­ping them actually BE more awesome.

–Kathy Sie­rra

"Hugh's Daily Cartoon" Newsletter. A new cartoon sent out every weekday morning to your inbox [RSS version here.]. A wee chuckle to start your day off right etc.

113 Responses to “Pixie Dust & The Mountain of Mediocrity”

  1. Hugh MacLeod says:

    Thanks for wri­ting that, Kathy,

    As always, you are awe­some!!! :)

  2. Rex Hammock says:

    I miss you, Kathy Sie­rra. Just last night, I was wor­king on something that cau­sed me to goo­gle up an old post of yours. I do that often as I have to remind myself and those I work with and the clients we serve what you’ve just sum­med up in a won­der­ful way: “Just make peo­ple bet­ter at something they want to be bet­ter at.”

    • Kathy sierra says:

      Thanks, Rex. I was about to say, “your clients are lucky to have you.” but then correc­ted it to, “your clients’ users are lucky to have you.” You have ins­pi­red me much over the years!

      • Rex Hammock says:

        Thanks, Kathy. You’re too kind. I remem­ber run­ning into you at SXSW a cou­ple of years ago and you saying something like that, to which I res­pon­ded something like, “Surely, you’re con­fu­sing me with someone else.” Not to make this a mutual-appreciation thread (but hey, I can think of worst threads I’ve expe­rien­ced in com­ments), you’ve always help me get bet­ter at something I want to be bet­ter at — hel­ping explain how rela­tionships bet­ween buyers and sellers (or all the other terms that desc­ribe the roles we play in mar­ket­pla­ces) are best when they are a jour­ney of gro­wing bet­ter together than as merely a series of transactions.

  3. Abso­lu­tely love it. Any­body who uses the words “pixie dust” is a favo­rite of mine. Bravo.

  4. Thank you! This was awesome!

  5. Joel Nelson says:

    Ham­mer meets nail straight on. Well said. Thanks.

  6. Clint Watson says:

    I, too, have resis­ted the idea of “gami­fi­ca­tion” of our web app. I haven’t been fully able to arti­cu­late why I was uncom­for­ta­ble with the idea. Thanks for saying what I couldn’t quite put into words. Like, Rex, I miss your blog.….maybe pos­ting here on gaping­void could be a semi-regular occu­rance? (hoping)

    Thanks again.

  7. mack collier says:

    Kathy thank you for wri­ting this and thank you Hugh for giving her the platform.

    I think sim­ple ego is the rea­son why most of the ‘social media rocks­tars’ want to put the focus on them­sel­ves, ver­sus focu­sing on others. Too many peo­ple buy into their own hype, and think that having 50K follo­wers on Twit­ter makes them ‘more awesome’.

    Social media is great at making things hap­pen indi­rectly. I think Hugh was making this point here a half a decade ago. This is what I loved about Crea­ting Pas­sio­nate Users, you taught others how to ‘be awe­some’, and they thought you were awe­some as a result. Somewhere along the way, the ‘gurus’ stop­ped teaching how to be awe­some, and just kept ban­ging over our heads that we just need to ‘be awe­some’. That the rest will take care of itself. Unfor­tu­na­tely, twee­ting ‘Just shut up and be awe­some’ will get you a lot of RTs, even though it won’t TEACH anyone how to actually ‘be awesome’.

    We need more teachers and fewer egos. And we need more posts from Kathy Sie­rra ;)

    • Kathy sierra says:

      Mack, since I stop­ped blog­ging in ’07, nobody has kept the spark alive for me more than you have. Can’t say it more clearly than that. Thanks for all that you do and say.

  8. I’m with Rex. I miss Kathy’s stuff…

  9. KatFrench says:

    Won­der­ful and true. And yes – there will pro­bably always be the cot­tage industry of pixie dust for those stuck in the fat middle. C’est la vie.

    If I had three hands, I would give this post 3 thumbs up. Con­si­der this two thumbs and both big toes up.

  10. HOLY CRAP this is good…with one caveat:

    Most of the peo­ple this is direc­ted toward live in the frea­king bub­ble. Hugh, Gary and Tim aren’t in the bub­ble — but there’s this whole cli­quey cul­ture of reci­pro­cal “you’re awe­some” no “YOU’RE AWESOME” attached to the ave­ra­ge­ness — that it’s gonna be tough to overcome.

    And this whole echo cham­ber of pseudo-awesomeness will read this and say…“Screw em, I have more fans! Awe­some! Buy my book!”

    Actually, the peo­ple who really need to read this are too busy chec­king their Klout scores.

    • Great point — peo­ple who most need this are loo­king at something else that is totally mea­nin­gless and arbi­trary ins­tead of paying atten­tion to something that really matters.

      Although I believe that the way to pierce the bub­ble is to make what’s hap­pe­ning outside the bub­ble so inc­re­di­ble that peo­ple want to ven­ture outside it.

  11. DK says:

    Love the sound of the sig­nal brea­king through the mono­tony of noise out there once in a while — thank you Kathy / Hugh… this will become a go-to article for a long time to come!

    • Wendy Overton says:

      Same here. And now I love Gaping­void even more for sha­ring Kathy’s insight. Because she said what I have felt but until now couldn’t quite pin­point the source.

      Thanks Hugh!

  12. Hi Kathy,

    Nice rebe­llious piece! Like Damian above I too love “pixie dust.” My phi­lo­sophy has always been to encou­rage others to live juicy. What goes around comes around, always.

    Give others a leg up and they’ll give you one.

    Thanks, G.

  13. Lee White says:

    This mes­sage is more rela­vent now than ever. It is so easy to get lost in the “Pixie Dust”.

    Kathy — Been mis­sing this for a long time. Glad you are back wri­ting. Hope­fully more ahead!

  14. Robert says:

    Your post made me think of the folk tale stone soup. The cle­ver stran­ger crea­tes a social object to get the villa­gers coo­pe­ra­ting.
    You ins­pi­red me to write about it, thank you.

  15. John Santic says:

    Awe­some post! what stood out was the under­tone of how impor­tant being genuine and gene­rous is to the whole equa­tion. thanks for sharing!

  16. Alex Hillman says:

    I miss when Kathy wri­tes. So thank­ful for this.

  17. Kathy:

    Your words, “Just make peo­ple bet­ter at something they want to be bet­ter at” so per­fectly desc­ribe the task at hand that it’s hard to believe that so much focus is on the bana­lity of things such as “follow” and “like.”

    I appre­ciate your cla­rity of thought and deli­very. Good of you to write, and good of Hugh to post. Thanks to both of you.

    Susan

  18. Jesse Emery says:

    This is a really good post. We’re totally saying dif­fe­rent things, but our graphs jum­ped out:

    http://www.jemery.com/2011/06/01/how-to-keep-your-software-awesome/

    I guess great minds graph alike? :-)

  19. John Dodds says:

    Pes­cian logic rides again Kathy.

  20. Catherine Monahan says:

    Fan­tas­tic.. Haven’t read anything bet­ter in years… a joy to read a piece that REALLY makes one reflect, that you know is 100% spot on, and brings a call to action and change. Thank you for wri­ting such an open and ins­pi­ring post. Loved it all! x

  21. […] blog tit­led, Crea­ting Pas­sio­nate Users.  Today’s guest post at Hugh’s was tit­led, “Pixie Dust And The Moun­tain of Medioc­rity”. Look’s like Kathy has many of the same insights, but perhaps explai­ned in a […]

  22. Thanks Hugh for giving us a piece of Kathy when we really need her!
    Thanks Kathy for taking the time to write this. “pointsification/badgification” will be crac­king me up every time I hear ‘gami­fi­ca­tion’ now.
    I get unpo­pu­lar every time I ask “but why do your cus­to­mers want gami­fi­ca­tion?” ‘Why?’ doesn’t work well with ‘shiny’ and ‘pixie dust’ does it?

    Your voice is so nee­ded Kathy, thanks for step­ping back into the morass even just this once. I was all sad that Twit­ter had got­ten so noisy that I didn’t rea­lize you had step­ped off of there and it’s been more than a year since I saw anything about your belo­ved Ice­lan­dic hor­ses. I feel like an idiot for having mis­sed your exit there. :(

    This post made my day.

  23. Ric says:

    Kathy — great to hear your voice again — mis­sed it!

    Hugh — thanks for get­ting Kathy to guest here … more coming?

  24. […] on Gaping Void, Kathy Sie­rra had a sti­rring post, “Pixie Dust & the Moun­tain of Medioc­rity” to this effect: “If peo­ple love what a pro­duct, book, ser­vice let’s them *do*, they […]

  25. Ilona says:

    I’m a big Kathy Sie­rra fan, because of just this type of insight… and just love what Dave Van de Walle had to say, so I will simply ditto that.

  26. Virginia says:

    “magic pixie dust” is such great ana­logy because all your exam­ples (Social!, Viral Video!, Story­te­lling!, Gami­fi­ca­tion!) just sit on the sur­face making things sparkly. We can tell when the core pro­duct isn’t anything spe­cial underneath.

  27. Phillip Long says:

    Kathy: Your obser­va­tions ring equally true about the current craze to apply gaming prin­ci­ples to lear­ning acti­vi­ties. There is in fact much poten­tial value in making the lear­ning inte­rac­tion self-motivating, just rewar­ding enough to attract and just cha­llen­ging enough to keep the lear­ning enga­ged and motivated.

    We’re buil­ding phar­ma­co­logy simu­la­tion right now and there are legi­ti­mate inte­rests to make aspects of the inte­rac­tions pre­sen­ted more ‘game-like’ — to keep inte­rest up and more impor­tantly add ‘levels’ of inte­rac­tion that the more enthu­sias­tic lear­ner might be cha­llen­ged and rewar­ded with more oppor­tu­ni­ties to explore and gather icons of their success.

    This may be gra­tui­tous bad­gi­fi­ca­tion of the lear­ning story. We’ll find out more shortly when it goes into a test. Thanks for poin­ting out the cau­tions that we need to be atten­tive to in the lear­ning tech­no­logy deve­lop­ment space.

    Regards,
    Phil

    • Kathy sierra says:

      Phi­llip, appl­ying gami­fi­ca­tion to edu­ca­tion is the part that sca­res me the most. Stu­dies sug­gest we do not get a second chance at reco­ve­ring the moti­va­tion that (counter-intuitively) exter­nal rewards suck from a poten­tially intrin­si­cally rewar­ding area. The kids that begin dra­wing *less* once they are given rib­bons for their dra­wings, or even the mon­keys that solve fewer puzz­les and make errors once rewar­ded for sol­ving what they — pre-gamification — hap­pily did for the intrin­sic pleasure.

      But I am encou­ra­ged because you are already aware and taking care. The fact that you are doing a simu­la­tion already puts it in my default “poten­tially awe­some” cate­gory as a form of game (or today’s term, “serious games”, of which I am a fan). And the fact that you are tal­king about main­tai­ning the cha­llenge level is key. Have faith that flow alone (by balan­cing the cha­llenge and their abi­lity in a con­ti­nuous pro­gres­sion up and to the right) is usually ALL the moti­va­tion you need for enga­ge­ment.
      Sure, you might need a little encou­ra­ge­ment to get them star­ted, but that is usually more about making it inc­re­dibly easy to get star­ted, but then go deep, imme­dia­tely.
      The pro­blem with most gami­fi­ca­tion is it treats peo­ple like they just aren’t that smart (rats in a skin­ner box, or peo­ple who wouldn’t other­wise find something deep and com­pe­lling), when that is almost the polar oppo­site of good games. Actual games — the most popu­lar games of every form from chess to Sett­lers to nearly every digi­tal game — make the assump­tion that the user is quite smart and capa­ble. Most games ask you to figure out what is going on without being told, and expect you to work hard. When con­si­de­ring why we are borro­wing from “game mecha­nics” perhaps we should con­si­der the most impor­tant game attri­bute of all… that suc­cess­ful games leave peo­ple fee­ling smar­ter, in part because games ARE cha­llen­ging *for real*.
      Trust your users. Simu­la­tions are wonderful.

  28. […] don’t intend for this blog to sud­denly become all social media but this post by Kathy Sie­rra on gapingvoid.com seems too per­ti­nent to […]

  29. […] a plea­sure rea­ding Kathy Sierra’s post yes­ter­day at gapingvoid.com. One thing lead to another and the next thing you know, I’m […]

  30. […] PluginI’ve tried to stay off the soap­box for the most part here the past two years, but the first blog post from Kathy Sie­rra in 4 years has got my mind […]

  31. […] pas­sed along  the blog post “Pixie Dust & The Moun­tain of Medioc­rity” to me today and I thought it was worth sha­ring  for a few […]

  32. […] Pixie Dust & The Moun­tain of Medioc­rity | gapingvoid […]

  33. JD Morrison says:

    Excuse my cyni­cism. Of course, much of what Kathy said is true, but much is also mea­nin­gless. Be awe­some, yes, but can every pro­duct be awe­some? How many non-awesome pro­ducts have made millions? In Kathy’s world, how does that work?

    As a mar­ke­ter, I know that tra­di­tio­nal media aren’t wor­king enough to jus­tify the cost. I also know that con­su­mers don’t like to be told, they like to be infor­med, two-way con­ver­sa­tion ver­sus ‘broad­cas­ting’ a mes­sage. Now I’m told that social media doesn’t work, I’m making friends but not sales accor­ding to Kathy.

    So what’s left? I need to be seen and heard in a crow­ded mar­ket­place but neither tra­di­tio­nal nor social media works. OK, now what? Accor­ding to Kathy I should just inc­rease my awe­so­me­ness or my product’s awe­so­me­ness. Using what means?

    Please remem­ber, suc­cess­ful pro­ducts are rarely the best. All the awe­so­me­ness of Beta (still used by TV sta­tions everywhere) couldn’t beat crappy VHS.

    Explain that to me, would you Kathy? The con­cept of awe­so­me­ness is mea­nin­gless, is unde­fi­na­ble and is in its own way pixie dust.

    • Kathy sierra says:

      It is never about Pro­dict Qua­lity or which pro­duct is best, etc. I could not agree more. If you look at my chart again, you’ll see just how this works in (as you refe­rred to it) “Kathy’s World”– it is all and only about what makes the USER awe­some. On a venn dia­gram, the over­lap bet­ween Pro­dict Qua­lity and User Result Qua­lity is not always as large as we might imagine.

      In the extreme, it could be that in a crow­ded field the pro­duct that “wins” is poten­tially below-average in tra­di­tio­nal defi­ni­tions of “qua­lity” but exceeds because it does the best job of hel­ping users actually DO something won­der­ful. In a crow­ded field, I would use social media and every other pos­si­ble means (com­mu­nity dis­cus­sion forums, manuals, FAQs, etc.) to help teach, ena­ble, ins­pire users to do more.

  34. […] post by Kathy Sie­rra on gapingvoid.com, “Pixie Dust & The Moun­tain of Medioc­rity.” If you’re in mar­ke­ting, then you […]

  35. Chad Elliott says:

    Social media ser­ves 2 fun­da­men­tal pur­po­ses in busi­ness: amplif­ying your mes­sage (by incen­ti­vi­zing users to dis­se­mi­nate your mes­sage through their own chan­nels) and, in the case of a star­tup, hel­ping you to keep in touch with a com­mu­nity that sup­ports you. No com­pany gets their pro­duct right out of the gate but kee­ping in touch with users that back you (and not just the pro­duct) and ite­ra­ting on the feed­back you receive is inva­lua­ble. Or so I think ;-P With that said, I really appre­ciate your insight, and you defi­ni­tely iden­ti­fied the BS that ever­yone else is step­ping in =P

  36. Jay Cordary says:

    As a posi­ti­vely ancient guy we used to call “pixie dust” snake oil. “Social Media” used to be the PTA, Rotary, Lions, Etc. Amplif­ying your mes­sage was called adver­ti­sing, and incen­ti­vi­zing users was simply giving someone a good deal and asking them to recom­mend you to their friends. Kathy’s mes­sage was great and something I sorely nee­ded hear howe­ver and I thank her. The sound and the fury will abate and this years “Rock Star” will yield to next years, busi­nes­ses will adjust and things will even back out. “Social Net­wor­king”, “bran­ding” “gami­fi­ca­tion” and all the rest are just the same old break­fast cereal in a brand new and impro­ved box. The main rea­son for the per­va­si­ve­ness of the current hucks­ters is the boom/bust cycle of the eco­nomy. As things slowly improve and reach a period of equi­li­brium there will be a return to a more mains­tream busi­ness pro­po­si­tion called “Value”.

  37. Lee Hopkins says:

    Kathy’s back (if only tem­po­ra­rily) = tears of joy + happy dance

  38. Thanks Kathy for being back!

  39. […] mys­tery, anti­ci­pa­tion, and fever around the release of your next pro­duct by buil­ding something that does so much for cus­to­mers that they can’t wait to get their hands on […]

  40. […] mys­tery, anti­ci­pa­tion, and fever around the release of your next pro­duct by buil­ding something that does so much for cus­to­mers that they can’t wait to get their hands on […]

  41. […] online this week about how evil and bad gami­fi­ca­tion is. Really? Here we go again. While the recent anti-gamification blog post rai­ses some inte­res­ting points most of it sounds like same old same […]

  42. […] Pixie Dust & The Moun­tain of Medioc­rity – This may be my new favo­rite ana­logy for social media. In gene­ral there is no amount of magic or spin that can make you rock or be suc­cess­ful in the space it is all about hard work and making mea­ning­ful con­nec­tions that trans­late into action. This post calls that out in some lovely terms. […]

  43. Mehraj Khan says:

    Per­fect, I was loo­king for simi­lar infor­ma­tion. I have book­mar­ked your blog. Please post more about.

    Thanks

    Meh­raj

  44. Nice to read something that vali­da­tes my own scat­te­red thoughts. I’m not a Rock Star and I don’t want to be.
    I want to be recom­men­ded to others because I did a great job hel­ping someone buy or sell a home. Social Media just helps the mes­sage pass along more quickly and on to the exten­sion of everyone’s hand, their smartphone.

  45. […] pic­ked this up via a tweet from David Jakes yes­ter­day — a post on Hugh MacLeod’s blog that, from the pers­pec­tive of someone who works for a com­pany that deve­lops tech­no­logy for […]

  46. Tom Hopkins says:

    Great to read you again Cathy. Agree totally about gami­fi­ca­tion, and also that hope­less idea of socia­li­sa­tion or viralisation.

    As I’m sure has been said before, viral was never a tac­tic, it was a mea­sure of popu­la­rity; it’s not something you could do or add to a pro­duct but something that hap­pe­ned if your pro­duct was good.

    Simi­larly, the cha­rac­te­ris­tics of suc­cess­ful games that need to be copied are that they are bri­lliant, not just that they award points.

  47. Anne Marie says:

    Kathy Sie­rra is awe­some. That is all. Hel­ping users to *be* more awe­some makes total sense to me.

  48. […] mys­tery, anti­ci­pa­tion, and fever around the release of your next pro­duct by buil­ding something that does so much for cus­to­mers that they can’t wait to get their hands on […]

  49. […] Pixie Dust & The Moun­tain of Medioc­rity: This one hits home with me because it con­tends that making users more awe­some is something you should be paying atten­tion to. And… you know… I agree. […]

  50. steve says:

    Read the whole thing. Liked it. What do I win?

  51. Lee Gillette says:

    Kathy. Haven’t read any of your posts before this one. I got one ques­tion: where did you go and why?

    P.S. do you have an archive?

  52. […] what they really want: rat pellets! Or, er, something else maybe. Then this mor­ning I saw a link to this article by Kathy Sie­rra and knew I nee­ded to link to it here. Kathy gives some cogent argu­ments about why the latest […]

  53. Lee Gillette says:

    Oh! THAT Kathy Sierra!

    Sorry, Kathy. Been on the other side of the Pla­net most of my life.

    I’ll be loo­king for­ward to your next guest post.

  54. […] Pixie Dust & The Moun­tain of Medioc­rity | gaping­void – I’ve got some notes in various pla­ces that I should pull together for a semi-related post. […]

  55. pb says:

    Is there a cer­tain meta to this post, oh guest blog­ger? ;-)

  56. Great read, totally agree, but can we all move on please? The hype cycle will even­tually run its course.

    Howe­ver let us ack­now­ledge that “gami­fi­ca­tion” has hel­ped to raise awa­re­ness of the awe­so­me­ness of games and game dyna­mics to strengthen mea­ning­ful engagement.

    If the two warring camps focus their efforts here, then maybe together we can fix bro­ken sys­tems in health, edu­ca­tion and com­mu­nity building.

    • Kathy Sierra says:

      Marigo, I appre­ciate the com­ment and I have seen your posts in the past making the good case in the same way Amy Jo does… for smart/good approaches using gamification.

      But can we “all move on”? No, I don’t think so. When mar­ke­ting con­sul­tants who are con­si­de­red the “thought lea­ders” and “experts” in gami­fi­ca­tion are spea­king at con­fe­ren­ces for parents, edu­ca­tors, health, and sus­tai­na­ble busi­ness prac­ti­ces, we are in trou­ble. Because as awe­some as *games* are, the misap­pli­ca­tion of ope­rant con­di­tio­ning to areas where we need more than sim­ple rein­for­ced beha­viors can be devastating.

      When mar­ke­ting folks can­not or will not make dis­tinc­tions bet­ween chores/tasks and, say, *rea­ding*, that’s a pro­blem. When peer-reviewed, robust research shows a counter-intuitive but dra­ma­tic poten­tial for extrin­sic rewards to DE-motivate other­wise intrin­si­cally moti­va­ting acti­vi­ties, that’s a pro­blem. When mar­ke­ters can­not accu­ra­tely define the dif­fe­rence bet­ween rewards and beha­viors that *are* them­sel­ves rewar­ding, there’s a pro­blem. When marketers/gamification gurus do not appre­ciate the stu­dies of Ryan/Deci or even those men­tio­ned at the begin­ning of Drive, that’s a serious problem.

      Because as fun-sounding as gami­fi­ca­tion is, we’re dea­ling with the most mani­pu­la­tive forms of beha­vio­rial psych, and the mar­ke­ting peo­ple cer­tainly KNOW that. I assume you’ve read, for exam­ple, “Game-based Mar­ke­ting” by the per­son now currently refe­rred to as “The Expert in Gami­fi­cai­ton”. He is quo­ted in seve­ral pla­ces, inc­lu­ding his own book, as pro­mo­ting the “exploi­ta­tion of psycho­lo­gi­cal con­di­tions” to cause peo­ple to take action for a brand against their own best inte­rest. He pretty glee­fully desc­ri­bes loyalty pro­grams that have been so power­fully imple­men­ted that they cause peo­ple to des­troy their own rela­tionships in favor of what’s good for the brand.

      To claim that it’s OK to use these exploi­ta­tion tech­ni­ques as long as they for the “grea­ter good”, is a slightly sepa­rate topic, because even if one is in favor of that, the tech­ni­ques them­sel­ves can have the OPPOSITE effect in some cases, lea­ding peo­ple to per­ma­nently have LESS inte­rest in the thing we’re trying to “reward” (e.g. rea­ding, recyc­ling, civic enga­ge­ment, etc.)

      Skin­ner taught us that we can make extre­mely power­ful, extre­mely robust beha­vior chan­ges using ope­rant con­di­tio­ning. Slot machi­nes and some of the dar­lings of gami­fi­ca­tion are good exam­ples. Howe­ver, while Skin­ner pro­du­ced beha­viors that *appea­red* quite com­plex, they were nothing more than a long series of very sim­ple beha­viors chai­ned together.

      The one thing Skin­ner never ASKED of these ani­mals was to be truly crea­tive or inno­vate or, for exam­ple, to actually CARE about what they were doing. Had he done that, there’d have been a lot more awa­re­ness of the counter-intuitive pro­blem of ope­rant con­di­tio­ning lea­ding to “phoned-in” beha­viors or, worse, de-motivation for the very thing being rewar­ded. Edu­ca­tion has enough pro­blems without ham­me­ring in the final nail.

      Until I hear the gami­fi­ca­tion pushers acti­vely and with inte­llec­tual honesty desc­ri­bing the ribbons-for-drawings-inhibits-kids-from-drawing stu­dies or the monkeys-rewarded-for-puzzle-solving-make-more-errors-than-those-NOT-rewarded research that kic­ked off Dan Pink’s book, we can­not even begin to have a con­ver­sa­tion, let alone work together in a mea­ning­ful way. The “other side” is either una­ware of the dee­per impli­ca­tions of this work, or just not willing to put their current suc­cess at risk to ack­now­ledge it. Either way, trouble.

      I will say, this has dis­tur­bed me enough to write for the first time in four years. So, there’s that. And on this topic, I am only just get­ting war­med up.

      • Hugh MacLeod says:

        Hey Kathy, Thanks for that…

        The Inter­net has the same pro­blem as TV does IMHO: peo­ple (usually pro­fes­sio­nal mar­ke­ters) pre­ten­ding that what they’re offe­ring is a mea­ning­ful way to send time and energy.

        The only way to fight it IMHO is to create mea­ning­ful work one­self, WITHOUT having rel­ying on some­body else’s “con­tent” in order to do so.

        Every­body is born crea­tive. The trick is not let­ting the world take that away from you.

  57. […] a good thing when I’m remin­ded that my pro­jects need a little more Kathy Sie­rra, and she dis­mant­les unnee­ded social net­wor­king and gami­fi­ca­tion in a blog post this week. The takea­way is that you don’t want to be the kind of product […]

  58. […] hard to actually do is build a great pro­duct or ser­vice. Until you actually have a pro­duct or ser­vice that beats the day­lights out of the competing […]

  59. […] Last week, Kathy Sie­rra wrote a guest post for Hugh McLeod’s “gaping void” blog ab.… (FYI, Hugh McLeod is famous for some outra­geous mar­ke­ting ideas for wine and tweed as well as dra­wing insight­ful car­toons which he also uses in his best-selling book Ignore Every­body.) In her guest post, Kathy Sie­rra asks, “why are peo­ple still so con­vin­ced that social media and all rela­ted buzz­words are The Ans­wer?” when, if the pro­duct is truly crap, “your social media stra­tegy won’t save you.” […]

  60. 1. There is no magic pixie dust.

    2. Mar­ke­ting is about influen­cing behavior.

    3. Com­pa­nies com­pe­ting on “Likes”, etc. are mis­sing the point. It’s only use­ful if it’s a proxy for reve­nue. This article is a good case in point:
    http://adage.com/article/news/gatorade-s-g-campaign-a-sales-success/138368/

    4. Making a Great Pro­duct and Making Users Awe­some are two dif­fe­rent things. You can only Make Users Awe­some or “make peo­ple bet­ter at something they want to be bet­ter at” if your pro­duct is an ena­bler, but that’s a very small class of pro­ducts, like your books. You’re loo­king at the world through a very narrow lens.

    5. Not all pro­ducts can be made “great” enough to stand out. Which is one of the rea­sons mar­ke­ting exists. To add an intan­gi­ble to the tan­gi­ble, that makes you want the pro­duct. Coke is car­bo­na­ted sugar water. It can’t stand out on that metric. And as a busi­ness, they have no choice but to com­pete on the intangible.

    6. Game mecha­nics divor­ced from any core con­tent or intrin­sic value have no lon­ge­vity. We tell our cus­to­mers that all the time.
    http://gamification.com/post/5793012729/how-gaming-fails-foursquare-pcmag-com-gamification

    7. Plenty of peo­ple have read Deci, Pink, etc. It’s naive to think that intrin­sic moti­va­tors are enough. If they were, we’d all be skinny, healthy and smart. To quote Roland Fryer Jr. from Har­vard: “Kids should learn for the love of lear­ning,” he says. “But they’re not. So what shall we do?” He’s doing stu­dies that show that incen­ti­ves can work in edu­ca­tion:
    http://www.time.com/time/nation/article/0,8599,1978589,00.html

    8. Incen­ti­ves can also work in health. Hope­Lab has shown a 30% inc­rease in tween phy­si­cal acti­vity with their Zam­zee pro­duct, the equi­va­lent of run­ning an extra marathon a month.
    http://www.hopelab.org/innovative-solutions/zamzee/

    9. Impli­cit in your argu­ments, and that of most gami­fi­ca­tion cri­tics, is a belief that peo­ple are dumb and easily mani­pu­la­ted into doing things that are coun­ter to their best inte­rests. I disa­gree. I think peo­ple figure out pretty quickly if they’re not get­ting value, and they disen­gage. So you need to pro­vide them mea­ning­ful value. We wrote about this here:
    http://mashable.com/2011/05/28/gamify-your-startup/

    10. You have a pro­blem with one person’s point of view on gami­fi­ca­tion, and you’re attac­king the whole con­cept because of it. And doing it in a simi­larly hyper­bo­lic man­ner. None of which seems productive.

    - rajat
    Foun­der, Chief Pro­duct Offi­cer
    http://www.bunchball.com

    • Kathy Sierra says:

      Rajat, you make some good points, but we are both falling into the pro­blem I have with gami­fi­ca­tion in the first place: the issues around it are subtle and com­plex, and can’t BE explo­red deeply in posts, com­ments, slide decks, etc. There are just too many con­di­tions that *matter*.

      I will address a cou­ple things you said, though:
      “You can only Make Users Awe­some or “make peo­ple bet­ter at something they want to be bet­ter at” if your pro­duct is an ena­bler, but that’s a very small class of pro­ducts, like your books. You’re loo­king at the world through a very narrow lens.”

      Wow, really? A “very small class of products”?

      Wow.

      I am trying to ima­gine how this makes sense… a world full of peo­ple crea­ting pro­ducts and ser­vi­ces that do not ena­ble ANYTHING?

      To quote Hugh, year’s ago, when this SAME point came up: “If you think this, then you’re not being crea­tive.” As I’ve said in the past, ANY brand can become an ena­bling “tool” even if the pro­duct itself isn’t. It requi­res asking, as I lear­ned from Tim O’Reilly, “What is your pro­duct, or the solu­tion you’re giving, a SUBSET of?” In other words, what is the bigger/cooler thing your tool, pro­duct, solu­tion exists within? And you can expand that sphere as far as needed.

      Start-ups are always asked, “What pro­blem do you solve?” And while I agree that this ques­tion alone does not imme­dia­tely get you to the “ena­bling” part, a very sim­ple *follow-up* does: “What would having that solu­tion mean to your users?” In other words, what WOULD be ena­bled if the user had that solu­tion? Any start-up that can­not make that sim­ple next link may already be in trouble.

      As for everything else you said, I will add these three points:

      1) Gami­fi­ca­tion claims to be using “game mecha­nics” but vir­tually all con­cepts in the gami­fi­ca­tion sphere were used *FIRST* by sports/performance. So yes, we DO see very effec­tive use-cases within sports and fit­ness, and of course these things can work. I never said they weren’t effec­tive. I said that gami­fi­ca­tion mar­ke­ters were not making the appro­priate and subtle (but power­ful and cru­cial) distinctions.

      Like the stun­ningly bad Saatchi and Saatchi “study” that asked emplo­yees a ques­tion about “games” and then spar­ked a head­line heard ’round the blog/tweet-sphere that peo­ple wan­ted “gami­fi­ca­tion”. Games != gami­fi­ca­tion, and if the Big Guys can­not get that straight, we can­not expect them to get any of the rest of it straight.

      2) Your com­pany mar­kets, sells, lives and breathes a gami­fi­ca­tion solu­tion. Your future depends on peo­ple *not* lis­te­ning to peo­ple like me, and I believe you’re safe there. I’m not even a real blog­ger. Further, I asked Dan Pink why he hasn’t really spo­ken out on this, and his res­ponse was that these are subtle issues and, “once greed is invol­ved”, subt­lety disappears.

      I find it even more dis­tur­bing that the moment the gami­fi­ca­tion mar­ke­ters are pushed about poten­tially ethi­cal ques­tions, they bring up health. But in mar­ke­ting sphe­res, they bring up Playboy’s gami­fi­ca­tion suc­cess in get­ting more college girls com­pe­ting for Play­boy spreads, and Miller get­ting more peo­ple to buy beer.

      Just be honest about it. It’s about exploi­ta­tion which, by the way, I am often in FAVOR of. If I thought I could get kids to actually “get” math by using a world of brain hacks, nothing would stop me.

      But if those same hacks would even­tually lead to LESS inte­rest in the actual beha­vior, then we must tread very care­fully. I’m asking for cau­tion. A big fat PAUSE but­ton, not a NEVER GO THERE.

      3. As for kid’s/education:
      “Kids should learn for the love of lear­ning,” he says. “But they’re not. So what shall we do?”

      Wow. Again, really? I can­not ima­gine anyone even remo­tely con­nec­ted to edu­ca­tion who would frame this with such sim­pli­city. Those two sen­ten­ces are so far off the rails I can barely ima­gine how anyone could take that seriously. If you have stu­died the deep impli­ca­tions around theo­ries of self-determination, then to frame it in this way makes no sense at all. Of COURSE we are not trying to ins­pire a “for the love of LEARNING”. But as for the “so what shall we do?” there are about a thou­sand other ans­wers that have NOTHING to do with gami­fi­ca­tion in *any* form.

      For just one example:

      Ques­tion: what do Jimmy Wales, Jeff Bezos, Will Wright (game desig­ner god), Google’s Larry and Ser­gey have in com­mon?
      Ans­wer: they all got their start in schools that did *not* use any form of extrin­sic reward for per­for­mance… no gra­des, no tests. no home­work, and sure as hell no gami­fi­ca­tion. Yes, yes, correlation/causation and all that.

      I agree that incen­ti­ves will work *extre­mely* well if it’s about get­ting kids to “learn” enough to pass more tests. Of COURSE it’s easy to find ways in which incen­ti­ves seem to work. Just stroll down any gaming hall and look at the slot machi­nes. My point is NEVER that reward incen­ti­ves do not *work* for inc­rea­sing beha­vior. My point is that they DO. The issue is that not enough peo­ple are asking the dee­per ques­tion of whether the rewarded/reinforced/strengthened beha­vior is the beha­vior we actually want, in the long-run. And in the mean­time, the dan­ger of des­tro­ying the dee­per beha­vior we really DO want is clear. (“wri­ters rewar­ded for their poetry begin wri­ting lower-quality poems”, etc.)

      Anyone who can so easily dis­miss deca­des of research by mul­ti­ple scien­tists on mul­ti­ple fronts does not appear to have much res­pect for science. Whole ‘nother issue…

      • Thanks for enga­ging in con­ver­sa­tion Kathy. I’ll make a few final clarifications/responses and then stop, because you’re right that this isn’t a good forum to explore the depth and subt­lety involved.

        There are a class of pro­ducts that intrin­si­cally are enabling/empowering, like edu­ca­tio­nal books. There are large clas­ses of pro­ducts don’t fit in this cate­gory. Coke, The Real Hou­se­wi­ves of Atlanta, Twi­light. Or that are ena­blers but undif­fe­ren­tia­ted from every other pro­duct in their class: cre­dit cards, air­li­nes, lawn­mo­wers. Your post talks about pro­ducts, not about brands: “If the pro­duct makes the users awe­some (at wha­te­ver the pro­duct is hel­ping them do), no spe­cial sec­ret magic pixie dust sauce is nee­ded either.” All the pro­ducts above by them­sel­ves can’t make users awesome.

        “ANY brand can become an ena­bling “tool” even if the pro­duct itself isn’t.” — abso­lu­tely. Coke can help peo­ple make their way through law school, run marathons, and speak a foreign lan­guage. This is all mar­ke­ting, crea­ting the intan­gi­ble, and has nothing to do with the pro­duct, which could be sugar water, makeup, or chic­kens. The pro­duct is irre­le­vant if you expand the sphere enough, and every brand can make peo­ple awe­some, even if the pro­duct can’t. And that is an arms race — that you can win until someone does you one better.

        I loved “Drive”.
         – Dan Pink did offer an opi­nion on gami­fi­ca­tion here: http://gametuned.com/2011/05/gamification-and-motivation-3 – 0/

        “Gami­fi­ca­tion could go either way — towards 2.0 if the rewards are the point of the exer­cise, towards 3.0 if the rewards are a form of feed­back, infor­ma­tion, and a way to make pro­gress and achieve flow.”

        - He’s doing a web­cast later this week with the aptly named com­pany — I Love Rewards: http://bit.ly/j8t9Hs

        I don’t unders­tand how you can call anything exploi­ta­tion that pro­vi­des value to both the busi­ness and the end user. If the end user recei­ves no value, then they’re get­ting scre­wed. As I said before, they’ll figure this out quickly and disengage.

        I’m sure Jimmy Wales, Jeff Bezos, Will Wright, and Google’s Larry and Ser­gey are all bri­lliant. As are a lot of peo­ple who didn’t go to Mon­tes­sori schools. And a lot of peo­ple who went to those schools aren’t so bri­lliant. I don’t unders­tand the point you were trying to make.

        It’s been hard for me to parse out your key the­mes, but here’s what I think you’re saying in the end:

        1. Pro­ducts should be enabling/empowering. In the absence of the abi­lity to do that with your pro­duct, then your mar­ke­ting should be about enabling/empowering. I think that’s a great aspi­ra­tio­nal goal.

        2. Extrin­sic rewards nega­ti­vely affect intrin­sic moti­va­tion. This is known. As you said, it’s a subtle issue. What if there is no exis­ting intrin­sic moti­va­tion? What if it’s for the person’s own good? What if it’s algo­rith­mic work ins­tead of heu­ris­tic work? Why do we expect kids in school to have intrin­sic moti­va­tion to learn, when a good chunk of the popu­la­tion has only extrin­sic moti­va­tion (a paycheck) to work?
        Your advice: pro­ceed with caution.

        3. You don’t like gami­fi­ca­tion, how it’s being used and some of the peo­ple pro­mo­ting it. Fair enough.

        Going for­ward I’d love it if you could high­light when you see what you think are ste­llar exam­ples of game-design prin­ci­ples used in non-gaming con­texts — it would be a great lear­ning expe­rience for me, and I’m sure for others.

        - rajat

        • Dad says:

          I think you have the extrin­sic / intrin­sic school / work back­wards. Peo­ple of jobs that are only extrin­si­cally moti­va­ting because they didn’t grow up in an envi­ron­ment that encou­ra­ged them to explore those things that had intrin­sic value to them. If more peo­ple had intrin­si­cally moti­ving early edu­ca­tio­nal expe­rien­ces, there’d be more peo­ple in jobs that were intrin­si­cally satisf­ying. That’s kind of a side-point of the list of peo­ple Kathy men­tio­ned and the fact that they have *crea­ted* those jobs for them­sel­ves, because they knew they wan­ted them and knew they could.

  61. Hi Kathy

    This post made me go back to the first archi­ves of Crea­ting Pas­sio­nate Users and start reading.

    One of the things that stands out for me about your work is that your wri­ting is struc­tu­red to reward the rea­der to (a) con­ti­nue rea­ding but also (b) to go and take action, be suc­cess­ful (or not) and come back to read more.

    ‘Gami­fi­ca­tion’ (bleurgh) seems to want to keep peo­ple in the sys­tem and away from the world.

    And that’s before get­ting into the moral side of things, as dis­cus­sed above.

    Seems to me (and as a medi­ta­tor, I would say this) that one way is awa­ke­ning whe­reas the other way is deadening.

    (Side­bar: I ‘dis­co­ve­red’ you just before you left Twit­ter, and haven’t had a way of saying thanks before. Every time I read a few sen­ten­ces of yours, I sit, stare, then get my keys on the key­board. So, heart­felt thank you and a gra­te­ful fin­ger wave from across the sea.)

  62. This post ins­pi­red me to share the link on my blog and to review a blog post I wrote about what Kathy Sie­rra had to say at Word­Camp 2008.

    Now it seems like everything I read is rela­ted to this topic. (OK, an exa­ge­ra­tion but there’s a con­ver­sa­tion about gaming and wine at Good Grape and another on Robert McIntyre’s wine blog about wine edu­ca­tion that rela­ted for me too).

    Thanks Hugh for get­ting Kathy to guest blog here! I hope she visits again!

  63. Kathy Sierra says:

    Ohhhh please ever­yone, if you are at all inte­res­ted in the gami­fi­ca­tion dis­cus­sion, go read this quick post by “Theory of Fun” author:

    http://www.raphkoster.com/2011/06/14/deterding-does-philosophy/

    But then please WATCH the entire (long) sli­deshare deck by Sebas­tian Deter­ding, game scho­lar. He is often cited, like Amy Jo Kim, as a per­son embra­cing “gami­fi­ca­tion”, but both of them are not afraid to tac­kle the subt­le­ties. I’m still in Ian Bogost’s camp that the whole word “gami­fi­ca­tion” has already been bur­ned and can­not be reha­bi­li­ta­ted. But whether you use that word or not, the points these folks make are deep, thought­ful, accu­rate, and totally useful.

  64. Tre­men­dous article. This should cause folks to look back and con­si­der some true rea­sons for emplo­ying social, gami­fi­ca­tion, , and their impacts vs just “tren­ding with the market/customers”.

    Yes­ter­day, I blog­ged about how I think the lear­ning com­mu­nity is lar­gely mis­sing a huge poten­tial area of “gami­fi­ca­tion” to explore.

    As a group, I think we still are stuck on dis­cus­sing the “sizzle” (3D, inte­rac­tive, enga­ging, mobile, motion-control, aug­men­ted rea­lity…). Even the “motivation/incentive” dis­cus­sions tend to focus on “sizzle”.

    But I’m inte­res­ted in the “steak”. Today’s work lands­cape is dyna­mic and team-based. MMO game mecha­nics seem to have more of the sec­rets to mea­su­ring and individual’s per­for­mance given these fac­tors wor­ked out than any tra­di­tio­nal trai­ning deve­lop­ment tool or mea­su­re­ment cons­truct I have seen. I think explo­ra­tion into these tech­ni­ques can allow trai­ning desig­ners to more fairly assess per­for­mance in a way that reflects the rea­lity of today’s workforce.

    Any insights into these thoughts, I would be eager to hear.

    Kathy has cer­tainly given me a whole new layer of fac­tors to con­si­der while explo­ring. Thanks to ope­ning my mind to these addi­tio­nal insights.

    • Kathy Sierra says:

      Agree that games excel in feed­back loops, and THAT is essen­tial to lear­ning and impro­ve­ment of any kind. The current issue of Wired has at least two exce­llent pie­ces on feed­back loops, and that’s the part we need. And while feed­back is essen­tial in a suc­cess­ful game, we also find feed­back in vir­tually ANY strong per­for­mance impro­ve­ment envi­ron­ment. Per­for­ming artists, mar­tial artists, dan­cers, chess mas­ters, ath­le­tes, all have coaches and sys­tems for real-time *use­ful* feedback.

      So yes, I agree we can learn quite a lot from the way games do this, but we can learn even more from envi­ron­ments that suc­cess­fully build exper­tise. Spor­tsi­fi­ca­tion ;) (kidding)

      Some of the most suc­cess­ful coaches are known for pro­vi­ding *use­ful* feed­back while being very light on “praise”. It is all about the intrin­sic motivation.

  65. dawn kotzer says:

    Wowza! Kathy. good article, good com­ments and good replies…the lear­nin’ never stops. Win-win-win. So let me get this straight-I GET TO use Venn dia­grams (which i sec­retly think are kinda cool) to dis­co­ver where my stuff and my clients needs and stuff makes THEM LOOK BETTER? Woohoo! I’m a crea­ti­vity coach who works with life’s dee­per issues…my ‘game’ plan as a crea­ti­vity coach? “YOU! that’s it. YOU’RE IT. What can i do to help make YOU feel more YOU?” Pixie­dust and ‘How may i serve you’ ala‘Venn dia­gram here we come.

  66. […] Ran­gas­wami, chief scien­tist of Salesforce.com, men­tio­ned this post by Kathy Sie­rra that caught my atten­tion: “why are so many so con­vin­ced that [insert favo­rite buzz­word] is […]

  67. […] Ran­gas­wami, chief scien­tist of Salesforce.com, men­tio­ned this post by Kathy Sie­rra that caught my atten­tion: “why are so many so con­vin­ced that [insert favo­rite buzz­word] is […]

  68. […] Ran­gas­wami, chief scien­tist of Salesforce.com, men­tio­ned this post by Kathy Sie­rra that caught my atten­tion: “why are so many so con­vin­ced that [insert favo­rite buzz­word] is the […]

  69. […] Ran­gas­wami, chief scien­tist of Salesforce.com, men­tio­ned this post by Kathy Sie­rra that caught my atten­tion: “why are so many so con­vin­ced that [insert favo­rite buzz­word] is the […]

  70. […] Sie­rra on Gapingvoid […]

  71. […] blog lezen we van voor tot ach­te­ren. Een lezing game­fi­cac­tion? Been there, done that, door een blog­post van Kathy Sie­rra op Gapingvoid.com. […]

  72. […] Sie­rra wrote a won­der­ful post recently called, “Pixie Dust and the Moun­tain of Medioc­rity“. It inc­lu­des these […]

  73. […] TEACH anyone how to actually ‘be awe­some’. –mack collier – com­ment from Kathy Sierra’s guest post on Gaping Void via […]

  74. You’re right about having an awe­some pro­duct. There’s no short­cut around that.

    The gami­fi­ca­tion aspect of Code School has made lear­ning to pro­gram fun for over 40,000 users who have gone through our free Rails for Zom­bies course since we launched in Novem­ber of last year.

    Sure, you have to have great con­tent. But points and fun screen­casts really help to take dry, some­ti­mes inti­mi­da­ting mate­rial and intro­duce it to a wide audience.

    • Kathy Sierra says:

      Vio­lette, I would argue that Code School does not *need* the gami­fi­ca­tion pre­ci­sely BECAUSE it is already doing so many things so much bet­ter than com­pe­ti­tors. Nobody is coming to learn Rails for Zom­bies *because* you have those ele­ments… they are coming because the course is (from all that I have heard) an outs­tan­ding way to learn. I think Rails for Zom­bies is get­ting away with what might other­wise be a really bad idea (the what-looks-like-gamification parts) because of both the con­text in which those gami­fi­ca­tion ele­ments are used, and because it is more like an extra layer of design icing rather than ANY attempt to pro­vide moti­va­tion.
      So far, it seems Rails for Zom­bies pas­ses the “make users more awe­some” in spec­ta­cu­lar ways. The gamification-like ele­ments appear to me a reflec­tion of Code School’s desire to craft an expe­rience that best sup­ports an enga­ged lear­ner. They are not nee­ded, but given the con­text, I doubt they are doing any damage. I wish they were not using them, though, because it is just one more way for peo­ple to see a gamification=success story mis­sing the dee­per (and I hope more obvious) bene­fit Code School is pro­vi­ding, and one that so far sets them apart. Nothing mediocre there!

  75. […] Kathy Sie­rra recently said on the Gaping Void blog that your work is great because you make others bet­ter. [How] do you hope the industry will improve as a result of these con­ver­sa­tions and The Thank You Eco­nomy? AKPC_IDS += “3571,”;Popularity: unranked [?] […]

  76. Will says:

    Also:

    BOSE sold spea­kers for deca­des that really kinda sucked.

    But their Pixie Dust mar­ke­ting see­med to do the trick.

    I have never heard ANY­body men­tion KEF, Para­digm, Focal, and Moni­tor Audio as much as I’ve heard men­tion of BOSE.

    Proof that Pixie Dust can sell crap for a long time.

  77. […] I’ve read recently on Hugh MacLeod’s gapin­void site ear­lier this month. It was about Pixie Dust and The Moun­tain of Medioc­rity, or how com­pa­nies go about repre­sen­ting them­sel­ves online. The ans­wer has always been there: to […]

  78. […] Ran­gas­wami, chief scien­tist of Salesforce.com, men­tio­ned this post by Kathy Sie­rra that caught my atten­tion: “why are so many so con­vin­ced that [insert favo­rite buzz­word] is […]

  79. Substance® says:

    […] de las redes socia­les (y sin depen­der siem­pre de los medios paga­dos). Como dice Katy Sie­rra en este exce­lente post, no seas la marca de la que la gente habla por tu última estra­te­gia de gami­fi­ca­tion o social o de […]

  80. […] Pixie Dust & The Moun­tain of Medioc­rity gaping­void, 6/7/2011: A coun­ter from Kathy Sie­rra to the current gami­fi­ca­tion buzz. I agree with many of the points, and hope that we can con­ti­nue to deve­lop tools and ser­vi­ces that help online publishers make their users awe­some and create pas­sio­nate users. But I also know we won’t cut out the high fruc­tose corn syrup com­ple­tely – it’s ok to add a splash here and there. […]

  81. Can we start a “we want Kathie back” move­ment? Awe­some article. Love it. Now where was my jar of pixie dust?

  82. […] Kathy Sie­rra recently said on the Gaping Void blog that your work is great because you make others bet­ter. [How] do you hope the industry will improve as a result of these con­ver­sa­tions and The Thank You Economy? […]

  83. […] Sie­rra wrote a won­der­ful post recently called, “Pixie Dust and the Moun­tain of Medioc­rity“. It inc­lu­des these […]

  84. […] Kathy Sie­rra wrote a great post for Hugh McCleod’s Gaping­void blog. In it she said,    ” Just make peo­ple bet­ter at something they want to be bet­ter at. There’s a huge dif­fe­rence bet­ween hel­ping someone *appear* more awe­some and hel­ping them actually BE more awe­some.”  It’s easy to get caught up in the science of tes­ting and lose the per­for­mance of the pla­yer. It’s also easy be ena­mo­red of  the spar­kle and shine of a fast time or a big jump. In the end though it comes back to that one sim­ple thing – did I help someone actually get bet­ter at something they wan­ted to be bet­ter at. […]

  85. Deanna Harms says:

    Abso­lut­ley, who­lehear­tedly agree. Social media’s trans­pa­rency and authen­ti­city will even­tually sepa­rate the doers from the posers. The pixie dust may blind us momen­ta­rily, but not forever.

  86. Andrew Edgecombe says:

    Kathy, you have just made my week!
    You’ve just added another page to the long list of your work that I regu­larly direct peo­ple to read.
    It’s fan­tas­tic, and refreshing, to see that you’re still wri­ting and still sha­ring.
    A very sin­cere “Thank you” :-)

  87. […] TEACH anyone how to actually ‘be awe­some’. –mack collier – com­ment from Kathy Sierra’s guest post on Gaping Void via […]

  88. […] with a poke at ‘gami­fi­ca­tion’? Well, Kathy Sie­rra offe­red up a dandy entit­led “Pixie Dust and the Moun­tain of Medioc­rity.” Lite­rally the heart of what she wrote about is con­tai­ned in these words: Which brings me […]

  89. […] Void: Hugh Mcleod’s pres­cient insights into medioc­rity (inc­lu­ding Kathy Sie­rra!) and […]

  90. […] mys­tery, anti­ci­pa­tion, and fever around the release of your next pro­duct by buil­ding something that does so much for cus­to­mers that they can’t wait to get their hands on […]

  91. […] They recom­men­ded our research tech­ni­ques could be impro­ved over just sit­ting around rea­ding blogs and chec­king our Face­book, Twit­ter, and Pin­te­rest accounts, such as con­si­de­ring input from alter­nate view­points on topics such as gamification. […]

  92. Joe Smith - really! says:

    Thank-you for remin­ding us that if “Per­cep­tion is rea­lity” sug­gests a mar­ke­ting stra­tegy, the con­cept that “Rea­lity is rea­lity.” is a far bet­ter beginning.

    Also, let’s men­tion beha­vio­ral psycho­logy and its insights into rewards affec­ting beha­vior change as the fun­da­ment of “gami­fi­ca­tion”. My guess is that these research pio­neers would be appa­lled at the tri­via­li­za­tion of their work to the pre­sent cor­po­rate ends. Cor­po­rate bran­ding through gami­fi­ca­tion trans­forms altruism onto exploitation.

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