Gamification
Design the game layer for a product — the achievements it awards, the ladder people climb, the events it emits, and the rules that tie them together.
The reward system, per product.
Every product can keep score. Gamification is where you decide what counts — which achievements exist, what earns them, how levels are climbed, and which events your product emits for any of it to read.
One screen was holding four different jobs.
The catalog, the ladder, the event types and the realm’s own configuration all lived on a single pane, scrolled together and saved together. They are four jobs, done at different times by people asking different questions. Each one is its own topic now, with its own address.
Four topics, per product.
Catalog
the achievements themselves: what each one is called, how it looks, and what earns it.
Levels
the ladder: what each level costs to reach and what reaching it means.
Custom Events
the event types your product emits, which are the raw material every rule reads.
Settings
how the realm behaves as a whole, including the replay that re-runs history against rules you have just changed.
Pick a product, then a topic.
- Pick a product from the root list — every product in the workspace is there.
- Define the events it emits before you write anything that reads them.
- Build the catalog and the ladder on top, then replay to see what the new rules would have awarded for what already happened.