• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer
Gamification Nation logo

Gamification Nation

Gamification and game design for business results

  • Home
  • Blog
  • Podcast
  • Solutions
    • Gamification strategy and design
    • Serious games design & development
    • Tools
    • FREE RESOURCES for COVID-19 – Serious Fun
      • A Planet called Hope
      • Covid-19: Guess what – Poll
  • Speaking
  • Store
  • About us
    • About Gamification Nation
    • Awards
    • What our followers and clients say…
    • In the media
    • Contact Us
(+44) 0845 056 9828
Is gamification right for your project?

Feminine Gamification Viewpoint: Design for the picky

An Coppens | 25th September, 2019

share:

Friday Feminine Gamification Viewpoint: Designing for the picky customer

Most guys will probably already be nodding their heads to the title and they are right, women tend to be a lot choosier then men when it comes to what they want from their products. Design research shows that when you can make a product (or service) that appeals to women, then you have a great chance that men will love it too.

To sort of prove the point in your own environment, ask a number of male and female friends what they look for in an every day product that both genders would use, for example computer, mobile phone, kitchen equipment etc. Typically what will happen is that most men will look for the technical functionality of the item, most women will mention that too, but then they have the and…list which may contain things like easy to use, intuitive, fits into handbag, not too heavy, good-looking, maybe even colours and feelings. Just do the test, don’t tell them why you are asking, just ask what do you look for when you are choosing a … (product).

Ladies in general are more demanding, they also hold 80% of the decision making power. When women were asked how much engineers of electronics products had them in mind in the design process, the answer was a staggeringly low 1%. So there is let’s say some room for improvement. That doesn’t mean some companies already get it right. For example Mini, the car manufacturers, the Mini car appeals to both men and women but for different reasons. Ironically women call it a feminine car and men call it masculine or gender neutral. The fact that the Mini is highly customisable makes it attractive to both.

The base choice point is that is a well constructed car and obviously does what a car needs to do, so primal needs for both genders are satisfied.  Women call it fun, cute, charming and well made. Men find it sporty, fast with high performance and the stunt car image is a bonus too. What makes this product appeal to both genders is customisation as well as fit with lifestyle. This reminds me of a comment I made years back to a car nutty male friend of mine, he asked me what kind of car I would like and my answer was one that goes with my glasses, which was followed by stunned silence and a ‘You can’t be serious’ type of statement. Although I may have been pulling his leg a bit, there was an element of truth in it, colour did matter as well as car reliability and ease of use.

Most sports cars are not designed for ladies in skirts, even though to a man they may look super sexy, my experience in a Porsche was that I felt too low to the the ground, couldn’t get out of the thing at all gracefully or in for that matter and in general I didn’t feel safe in it. Saying that I have enjoyed watching Porsche and Classic Car races but more to appreciate beauty rather than something I would use for myself. My personal favourite car is  Volkswagen Golf, because it feels sturdy, is reliable and performs well, and yes it comes in some colours I like too. 🙂

Anyway, back to gamification take-aways from the car manufacturers scenario, top tips:

  • Make your system/process customisable by gender
  • Make sure the base functionality works
  • Look at lifestyle choices and where your service fits it with this
  • Ask for the subtle values and long lists of requirements from your pickiest customers (probably ladies)

 

 

Related articles
  • Feminine Gamification Viewpoint: making decisions
  • Friday Feminine Gamification Viewpoint: Subtle difference
  • Feminine Gamification Viewpoint: Wearable Tech

 

Categories: business gamification, customer engagement, engagement, Friday Feminine Angle, Gamification, Gamification Nation, gender differences, personalisation Tags: Customer engagement, Design, Employee engagement, Gamification, Mini, Porsche, Volkswagen Golf

share:

Reader Interactions

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Primary Sidebar

Book a Strategy Consultation

Strategy consultation

Book a strategy session now and find out what is possible for your company.

BOOK NOW

Buy your game deck

Buy your game deck

Build your own gamified experiences with our game deck

Buy Game Deck

Must Buy Book: Tapping into the Crowd by An Coppens

Must Buy Book: Tapping into the Crowd by An Coppens

Buy Book

Featured Post

What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

UKIE, the UK interactive entertainment association published figures today to show that the consumer game market valuation has grown to over £7 … Read More about What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

Related Posts

What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

UKIE, the UK interactive entertainment association published figures today...

Gamification trends for 2021

Gamification trends for 2021

Gamification trends for 2021   It has become somewhat of an annual...

Merry Christmas from Gamification Nation

Merry Christmas from all of us!

Merry Christmas to all our collaborators, clients and supporters. We...

Footer

Our UK Office

Gamification Nation Ltd,
Kemp House,
152 City Road,
London, EC1V 2NX,
UK
Companies House Registration: 08145023
VAT number:
GB304326932
Tel: (+44) 0845 056 9828
Email: [email protected]

Our EU office

Gamification Nation Europe AB,
Ronnebyvagen 22
12152 Johanneshov
Stockholm
Sweden
Organisations number: 559300-2339
VAT number:

Are you ready to start your project?

GET IN TOUCH
© Copyright 2013 – 2021 Gamification Nation. All rights reserved.
  • Anti-spam Policy
  • Cookie Policy
  • Privacy Policy
  • Linking policy
  • Terms
This site uses cookies: Find out more.