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Framework · Octalysis · Actionable Gamification

Octalysis Strategy Dashboard

Before choosing any technique, Chou defines five things with every client: ranked Business Metrics (the Game Objective), Users (players and segments), Desired Actions (Win-States, by phase), Feedback Mechanics (each acting as a trigger) and Incentives (rewards ranked from abundant to scarce). Anything that drives no Desired Action is cut.

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Plain label: metrics, users, actions, feedback and rewards defined firstAlso known as: Strategy Dashboard, Game Objective, Win-States

The five elements

Business definition Game translation Rule
Business Metrics Game Objective Quantifiable, ranked, testable; outcome metrics outrank the metrics that only enable them
Users Players Defined segments; at Level III each segment gets its own map
Desired Actions Win-States Listed in order, grouped by phase; each committed action is a Win-State
Feedback Mechanics Triggers Each carries a Core Drive and must prompt a further action
Incentives Rewards Ranked from abundant to scarce; scarce rewards go to the biggest actions

Source: OCT-M03 (Actionable Gamification Ch.17, p.463).

Working rules

  • Top-three test: imagine the three highest-ranked metrics hit their targets while the others move only a little. If that still counts as a win, the ranking holds.
  • One optimization target per screen. A screen can lift many metrics but can be tuned for only one.
  • Cut distractions: any element that drives no Desired Action goes.
  • Mediums before mechanics: list every surface (site, email, push, community, events) before choosing mechanics; Chou notes the mechanics list is what most people mistake for all of gamification.
  • Position the paid tier as the obvious continuation for users who have already invested.
  • Decide the core currency first and park ideas whose intent is clear but whose mechanics are not.
  • Keep it living: re-run the Dashboard whenever offers, actions or rewards change.

In Gamify It [Analyst]

The Product Passport plays the Dashboard's role: the value event, the Desired Actions by stage, the feedback surfaces and the reward inventory are captured before any technique is recommended. Typed notifications follow the same rule (OCT-M27).

Limits

What we don’t claim

Sources

  • Actionable Gamification · Yu-kai Chou

    Ch.17, p.463 · Ch.17, p.464 · Ch.17, p.465 · Ch.17, p.467 · Ch.17, p.468 · Ch.17, p.469 · Ch.7, p.146

Source IDs: OCT-M03OCT-P1

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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