Missions and Program Strategy

As you add missions and evolve your program, you should always consider your overall program strategy.

The following are typical program mission types.

Type

Description

Example

First time

Recognizes behavior that is happening for the first time.

An activity that rewards the behavior that leads to high engagement. For example, the first time someone checks their account profile.

Tiered

Missions that reward for milestones of activity completed.

An activity that focuses on mastery of specific behavior based on repetition, such as the 5th, 10th, or 25th support case closed.

Repeatable

Missions that recognize and reward activities every time they happen. Since these activities are completed often, badges are not usually awarded.

Program specific activities that have high business value, but also have value to the user. For example, each time you reach a performance goal.

One Time

Missions composed of activities you want to award recognition for only once.

Activities associated with a special activity, such as signing up for a newsletter or attending a conference.

Multi-action

Missions that are composed of multiple activities. Often a combination of similar or logical activities.

Often associated with a special activity, such as learning about something then taking a quiz on that knowledge.

Time-based

Missions that reflect urgency and increase ongoing/repeat participation. Think about the natural time periods and events that are relevant to your program.

Reward users for visiting on a specific day or a certain number of times in a given week.

Scarcity

Missions that can only be completed a specific number of times. Encourages people to complete a mission as soon as it's seen by tapping into people's internal need for competition.

A mission is only available to the first 50 users or until 500 points have been awarded.

Surprise and Delight

Missions that surprise users with a reward they weren't expecting. These should be reserved for special cases as it should be clear to users how to earn the majority of rewards.

A bonus point award when a user does an activity 15 times. The award would appear random to the user.

See also

Design a program

Common mission setup examples