Gamification

01 Wheel Of Security

Juniper’s feedback forms required lots of tedious printing and long hours of manual data collection before a post-event follow-up with customers. How could we slash this workload, and accelerate the process?

 

“Spin the wheel, answer a question, get points and get your name on the leader board!” A mobile-first web quiz was designed to increase attendee engagement at event booths.

 

It worked a little too well. Childlike competitiveness broke out when audience members skipped breakout sessions in favour of repeat attempts at topping the leader board.

 

The questions were used to reinforce Juniper's value propositions through simple questions about products and solutions. The lead capture process was digitised and automated. ‘Wheel of Security’ would become localised for Korea and Japan, respectively. Try your luck here!

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02 Juniper Mini Bootcamp

How do you make someone want to take a survey? I had a theory…

 

After large events, it took about 10 days for Juniper’s survey forms to be scanned, manually typed into Excel, and shared in a report.

 

Using a page out of the ‘Wheel of Security’ playbook, I used game elements to engage Juniper’s resellers during training. They were invited to take part in a quiz on solutions and products. Afterwards, an auto-generated email was sent to each participant with a certificate and directions to skill-up on Juniper’s learning portal.

 

As the grand finale of a ‘boot camp’, the quiz was used to measure how much the partners had learned from a full day of onsite training. A back-end dashboard collected participants’ data, score card and training feedback through a web app. This allowed the training team to identify and focus on more complex topics and generate reports much more quickly.

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03 GRIT

This one brought out my inner child. I spent hours searching for bodysuit illustrations, cyberpunk music and HTML code to find the perfect glitch effects and light treatments.

 

How could we make people excited about Juniper’s new SD-WAN solution?

 

Instead of placing premium content behind a gate, prompting customers to leave their contact information in exchange for downloadable content, I created a cyberpunk-influenced, multiple-choice game called ‘GRIT’.

 

The game was an opening act, whetting the appetite of customers for more information about Juniper’s new solution. At the end of the game, players are led back to the campaign page and provided with relevant whitepapers and eBooks to promote thought leadership.

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