- Finding Fun is an Adventure- Seek Mastery: Environment, User & Fun- Toolbox- Discovery Part I: Ideation- Discovery Part ...
Finding Fun is NOT a journey that can be easily planned upfront. Es-pecially for games (An interactive art where the exper...
Understanding and respecting your environment gives you a headstart and saves time.Understand other games:- Play and study...
Knowing your user will help you meet their needs and expectationsand saves time.So much variation with gender and age.Ther...
Knowing about different types of fun will help you engage kids ondifferent levels in the short, medium and long-term.Nicol...
Set yourself up to move quickly.Must move quickly because the more ideas we play with, the morefun we will find.Quick: Pap...
Discovery is a 2 step process. First start with Ideation .(This is where we open up the Discovery Diamond)Collect & welcom...
The second step in Discovery is Validation.(This is where we begin filtering ideas and close the Discovery Dia-mond)Check ...
Iterate on Ideation and Validation.(This is essentially the Double Diamond approach to design)We dont do big design upfron...
In suImary, when trying to Find the Fun for a kids game, it is ex-tremely risky to execute on a single idea.To mitigate ri...
Mastery catapults you down the path of Discovery.However, when flying through the air you often overlook subtle de-tails.M...
Sometimes its good to walk through your assumptions.It may lead you to discover untrodden paths.
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Finding the Fun
Upcoming SlideShare
Loading in …5
×

Finding the Fun

574 views

Published on

Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.

I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.

Published in: Design, Entertainment & Humor
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
574
On SlideShare
0
From Embeds
0
Number of Embeds
7
Actions
Shares
0
Downloads
4
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Finding the Fun

  1. 1. - Finding Fun is an Adventure- Seek Mastery: Environment, User & Fun- Toolbox- Discovery Part I: Ideation- Discovery Part II: Validation- Iterate- Summary
  2. 2. Finding Fun is NOT a journey that can be easily planned upfront. Es-pecially for games (An interactive art where the experience takesplace in a space between the game and the user. We never knowhow a user will play the game). Especially for kids games.Its an inexact science.Party unknowable because you discover Fun as you create.Can we always Find Fun?ANS: Yes, if we look hard enough. BUT, time is of the essence!
  3. 3. Understanding and respecting your environment gives you a headstart and saves time.Understand other games:- Play and study good Nintendo games- Play Board games & Sports(Days of Wonder are a great Board Games publisher)Understand your user:- Chris Evans BBC Breakfast Show interviews kids everyday;- Diary of a Wimpy Kid - writer knows what it’s like to be a kid- Read psychology papers, books and blogs- Run focus groups & surveys
  4. 4. Knowing your user will help you meet their needs and expectationsand saves time.So much variation with gender and age.There are as many different play styles as there are different models todescribe personas.Find models that work for youPrevious slide is based on research by Lizzie Jackson and DavidGauntlett:http://home.wmin.ac.uk/docs/MAD/AM/S02_SP03-LizzieJackson.pdf
  5. 5. Knowing about different types of fun will help you engage kids ondifferent levels in the short, medium and long-term.Nicole Lazzaros 4 types of Fun:- Hard Fun: Goals, Obstacles, Strategies- People Fun: Communicate, Cooperate, Compete- Easy Fun: Exploration; Fantasy; Creativity- Serious Fun: Repetition, Rhythm; Collectionhttp://www.nicolelazzaro.com/the4-keys-to-fun/Easy Fun is really important for kids.Especially silly, whimsy, slapstick - crude humourFind models that work for you
  6. 6. Set yourself up to move quickly.Must move quickly because the more ideas we play with, the morefun we will find.Quick: Paper & pencil; post-its and sharpies - Paper appPrecise: Omnigraffle, Google DocsLow-Fidelity: Flash; Construct; Stencyl, HTML + jquery
  7. 7. Discovery is a 2 step process. First start with Ideation .(This is where we open up the Discovery Diamond)Collect & welcome ideas from everywhere.Dont kill ideas too early; don’t edit yourself.Be concerned if you dont end up with several alternative ideas.Use your Toolbox to Prototype and test quickly by any means.
  8. 8. The second step in Discovery is Validation.(This is where we begin filtering ideas and close the Discovery Dia-mond)Check if youve found the fun.Use Mastery, Prototyping and Tests to reduce options.Know when somethings wrong - sometimes we become too at-tached, but Validation should show us what’s simply not working.We are NOT children.You wont really know if youre Found some Fun until you put it infront of kids.
  9. 9. Iterate on Ideation and Validation.(This is essentially the Double Diamond approach to design)We dont do big design upfront (we might spend too much effortgoing in the wrong direction).We do quick slices because it helps us validate if weve found the funmore quickly.After you have proved your core idea, do some more discovery.(but know when somethings wrong)
  10. 10. In suImary, when trying to Find the Fun for a kids game, it is ex-tremely risky to execute on a single idea.To mitigate risk, start out informed, spread your bets, then build andvalidate your ideas as frequently as possible.The more iterations of Discovery & Validation we do, the more fun wewill find.
  11. 11. Mastery catapults you down the path of Discovery.However, when flying through the air you often overlook subtle de-tails.Mastery is important but it will often take you to Fun Parks that youhave previosly visitied (nothing wrong with that).
  12. 12. Sometimes its good to walk through your assumptions.It may lead you to discover untrodden paths.

×