ryanelkins
If the end goal for both is a fleet of autonomous vehicles and a strong app to facilitate the use of that fleet by the public, I would much rather be in Tesla's position. Having a fleet and needing to create an app sounds a lot more promising than having an app but no fleet. Tesla will be able to get an app up and running far sooner than Uber will be able to get a fleet.
You may not agree with that, but that's their logic. It's not quite as tautological as you make it seem.
No matter how skilled you are you can only get so far in life without spending any money. You'll definitely lag behind less skilled people that are willing or able to spend money. I don't like in app purchases myself either but even I can recognize when a timely purchase can have a big payoff. Sure, some games make to too easy to pay to win, but that's a balance each company has to discover.
Likewise, sometimes a big part of success IS just showing up. Much of luck is putting yourself in a position to take advantage of situations when they arise. Even in MMO type of games - I've seen plenty of people go from terrible to pretty good just by showing up enough and learning how to play.
Of course, by themselves, neither of these are good indicators of success and perhaps they are overvalued in some games, but they are definitely applicable to real life.
I find it hard to really concentrate on something with random people walking around or hanging out behind me. It has nothing to do with them looking at my screen even - just knowing someone is standing around behind me can be a little unnerving. I'd much prefer having them in front of me than behind me.
It almost feels like a primal survival instinct. When you're concentrating on work you're more vulnerable because you're less aware of your surroundings. It's not like I'm really expecting to be attacked from behind or anything but something deep in my brain is sending up an alarm.
Some pay monthly, some pay the full contract upfront. We offer a discount for those that pay upfront so it's the customer's choice.
Most of our customers pay within 15-30 days. Our invoice says Net15 but some customers insist on different terms. It's just another negotiation point for us. Often the company policy is something like Net60 and the people we are talking to can't change that.
Whatever the terms end up being, some customers are really good about sticking to them, and some aren't. Sometimes a customer doesn't pay for 2-3 months and then we get a deposit for all those payments lumped up at once.
In almost all cases, the people making the payments have no relation to the people who bought your product. They most likely don't even know them or even work in the same state (or country). The bigger the company the more likely this is.
Once you've worked with a particular customer for a while you at least have a good idea of how they pay.
I like the idea that it can act as a better source of feedback. I think the Stack Exchange sites do a good of this. It obviously works - HN itself moved to make karma less noticeable because it was altering behaviors so much. The key will be to figure out how to best harness it apply it to a worthwhile end. We're working to use gamification to help people learn new systems faster, understand what is expected of them, and drive business goals. It's working pretty well towards those goals so far.
Yes, people have been doing it for a long time but they've been using low-tech means. I've seen a lot of "leaderboards" on white boards, Word docs, and emails. They get updated every few days. The data exists to make these measurements much more complex and yet present the results in a simplified, easy to consume fashion. Gamification is taking these existing practices and moving them into the modern age.
Managers get a lot of this data already, it's just often not exposed to the end user, and it might be confusing if done so in the same manner. Gamification allows us to present meaningful metrics to the end user to help them understand how they are meeting expectations. People may resent that information but not displaying it doesn't mean it doesn't exist. Instead of getting feedback in an annual review now they can get it anytime they want.
Anyways, it would sure beat digging up the email and visiting the tracking page all the time to keep up with it. I also liked the suggestion about being able to see the status of all my packages on one page across shippers.
I'm sure all this complicates things for you quite a bit, as right now you don't need people to sign up or anything. You don't even need much of a website beyond what you currently have. If this version goes well I'm sure you have plans to incorporate some of this stuff, so in that regard, this seems like a great MVP.
Imagining the Tenth Dimension
It's funny reading this article and all the comments. IT's not so much about WoW vs being productive as diversions in general. I know people who spend most of their free time reading fiction. Isn't that just as bad? What about watching TV and movies? How about browsing the internet for hours on end? Yeah, maybe you learned something interesting, but unless you're going Jeopardy it probably won't really pay off.
Being productive for productivities sake is also an interesting view point. At what point do you decide to just enjoy your life by doing the things you enjoy rather than trying to "make it better". If you enjoy the journey then great - if not, do you arrive at a point where you are satisfied? Or do you continually struggle to reach some goal that is always just out of reach?
Yes - some people may feel trapped in a game like WoW. I think there are also many people who just enjoy the game and the experience and prioritize their life accordingly. Just because someone doesn't have the same aspirations as you doesn't make them a bad person. I'm sure if you ask most people they would like to be more successful - but few are willing to give up all distractions and diversions to achieve that.
These games are formulaic because the formula works. I've thought of numerous things I would like to see done differently, but really the way they are done now are what get people to play them for so long. I've played some really great games, but I've never played any of them for nearly as long as I've played WoW.
I guess the hard part is really determining what is trivial vs what is worth letting someone else take over. Some people may look at the above services and feel like they look pretty easy - and then a week or a month down the line they realize there is more to it than they first thought.
Other aspects people often don't think about - dashboards and admin sections usable by a non-developer.
I'm not vouching for any of these services as I have never needed to use any of them, but I would definitely guard against blind "not invented here" syndrome.
I say this as a founder of a "gamification" or "game mechanics" 3rd party service provider. Unfortunately, the term is now lodged in our vernacular, I'm afraid.
I see the main breakdown as being some people see gamification as making things more game like and some (myself included) see it as taking feedback elements from games and moving them into non gaming applications. There is room for intersection there, but those looking to amke everything "fun" are going to have their work cut out for them. I don't believe everything can be made to be fun - more interesting, yes, but not necessarily fun. I mean, even many games have elements that aren't fun. People don't grind in RPGs because it's fun. Achievement hunting is more about collecting than being fun. Fun is overrated. I'll take motivational over fun any day.
As others have mentioned you also have to make sure to not create unintended negative consequences. For example, maybe people earn a badge for fixing 5 bugs in 20 minutes. What happens then if people stop committing bugs so they can "build up" fixes and turn them in at once? What if people start creating bugs for themselves to fix? You can very easily create more problems for yourself if every angle is not carefully thought out - and even then you'll probably still create some problems.
Keep in mind I say all of this not as a game mechanics cynic but as someone whose entire startup is based around helping other people incorporate game mechanics (http://iactionable.com).
Learning to fight for its own sake is dumb if your plan is to do it outside of a structured sporting event. Keep in mind I don't mean self defense. Most people won't get into a fight unless they feel extremely confident about winning. That could mean they are much bigger, well trained, armed, have lots of friends, etc. If you don't know how to defend yourself, you probably won't figure it out in the time it takes someone to punch you. The best defense is to know when to get out.
Just had a big confrontation with someone at a bar? The time to leave is NOW (before he comes back with friends, a bottle to the back of the head, finds you stumbling out drunk, etc). During that confrontation? Keep your hands up and the other person away from you - pretty much the same stance as if you were going to throw a punch but with your hands open. Don't turn your back to someone who is aggressive - back away slowly.
If worse comes to worse you won't remember any techniques you read here or elsewhere unless you've practiced them A LOT. Just try and remember that while there are no rules you shouldn't try to escalate a fight any more than you need to in order to get away. What I mean by this is if someone shoves you, just walk away. IF you throw a punch then they throw a punch, etc. You hit a guy and he goes down? Great, now leave. Start kicking him now and maybe his 2 or 3 friends decide it's a good time to jump in instead of helping their friend up. Don't escalate a situation unnecessarily.
If you want more than this - go take Krav Maga classes for a year or two - then you'll at least (hopefully) be able to throw a decent punch without hurting yourself.