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"Gamification is a hot topic for consumer applications. It is changing the way the companies, especially the start-ups, design their applications. The primary drivers behind revenue
and valuation of consumer software companies are number of users, traffic (unique views), and engagement (average time spent + conversion). This is why gamification is critical to consumer applications since it is an effort to increase the adoption of an application amongst the users and maintain the stickiness so that the users keep coming back and enjoy using the application.
This isn’t true for enterprise applications at all."
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For enterprise applications, the end user is not the buyer. The buyers of enterprise applications write a check but don’t use the applications, and even worse, the end users have a little or no influence on what gets bought.
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The fundamental reason behind poor adoption of the enterprise applications is that they are simply not easy-to-use and they almost always come in the way to get the actual work done. In many cases, they are designed to be orthogonal to the actual business process that it is supposed to help an end user with. Also, in most cases, these applications are designed top-down to serve the needs of senior management and not the real needs of end users e.g. a CRM system that helps management to run pipeline reports but doesn’t help a rep to be more efficient and agile
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To maintain a grip on application and device security, enterprises will clearly have to work harder. Gartner, for example, predicts that by 2011, 10% of all information technology spending will reside with employees. Employees will acquire their own technology and use it for work purposes - especially in situations where no clear policy is set. Employees are also set to customize 90% of the technology they use at work by 2015.
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