Crafting Interesting Worlds Inspirations from Gaming User Experiences
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Crafting Interesting Worlds Inspirations from Gaming User Experiences

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My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences ...

My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design

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Crafting Interesting Worlds Inspirations from Gaming User Experiences Crafting Interesting Worlds Inspirations from Gaming User Experiences Presentation Transcript

  • Crafting New Worlds: Inspirations from Gaming User Experiences Amit Pande Credits: Sameer Bhiwani, Adesh Singh, Deepak Srinivasan, Shami Raj
  • About me
    • Intrapreneurial/Entrepreneurial
    • Enterprise, Mobile, ICT4D, Decision Support
    • Manager, Designer, Researcher, Engineer
    • President, UPA Bangalore (http://upabangalore.org)
    • Supporter/Organizer: Doors of Perception, Dcamps, World Usability Days, other P2P
    • http://amitpande.com
  • Is this your image of Gaming? Chicago Tribune: 76% of casual gamers are women…
  • Two main objectives today
    • Gaming is a legit, interesting, complex sub-culture – not just teens fragging away to glory
    • Gaming provides strategic approaches, metaphors, inspirations and tactical notes, interactions, and interfaces
    • Implications exist for consumer and enterprise software
  • Basketball players in regular game? Ancient gladiators fighting till death for glory?
  • Students creating art on stones with paint Wizards creating spells to cast new magic
  • Old fogies playing poker with money in poker club Generals planning attack against robotic alien army
  • The Importance of Gaming
    • Gaming is problem solving
    • Gaming is socialization
    • Gaming is experimentation
    • Gaming is relationship building
    • Gaming is visceral and emotional
    • Gaming is mind expanding
  • Moksha Patamu: Ancient India
  • Go: Ancient China
  • Monopoly: 1935
  • Space Invaders: 1978
  • LAN parties: 1980+ Above: DreamHack 2007, Germany, 10445 gamers
  • The UX Impact of Gaming
      • 250+ million gamers online worldwide
      • $10 billion+ global business
      • Driver and consumer of innovations
        • New Business models
        • New Technologies
        • New Experience Ecosystems
        • New interactions and User Interfaces
  • Gaming and business model innovations
      • Traditional
        • Game characters on Ebay (now banned)
        • Share profits with power user-developers who create mods (Counter Strike)
      • New
        • MapleStory by Nexon, South Korea: Nexon prepaid debit card is second largest selling at Target, after iTunes card
        • WildTangent, Redmond: Sells ads that are displayed on its site and sells players ways to avoid having to look at those ads.
  • Gaming and technology innovations
      • Innovations in storage, graphics cards, network access
      • Reliability and speed
      • Visual and tactile manipulation via many ‘interfaces’
      • Industrial design for core/casual gaming
      • Future: Supercomputer consoles, Virtual Reality headgear, brain interface games
  • Gaming and experience ecosystems
    • Ecosystems create stickiness and engagement
    • Virtual collaboration in sensory immersive environments
    • Creation of community ecosystem via sites, forums, etc
    • Community builds itself
    • Focus on reputations, ranking, rewards points
  • Gaming and Product User Experience
    • Freeze frame, forward, or rewind game
    • Remapping of controls’ preferences
    • Radial-context menus
    • Contextual palettes
    • Defining of hotkeys using drag-and-drop
    • Scriptable command line interface integrated with Point-Click
    • Streamlining of repetitive tasks
    • Approachability and help for newbies
    • Extensive adaptation to users
  • 4 Interesting Gaming Experiences
    • Nintendo Wii
    • World of Warcraft
    • BrainAge
    • Spore
  • Nintendo Wii Experience
    • World’s best-selling console – 30 million sales till June 2008
    • Most games complement real life, not escapist
    • Touchscreen interface – TV channels metaphor
    • Wii remote is a wireless controller, a handheld pointing device that detects 3D motion (accelerometer/infrared)
    • Blue Ocean Strategy: "price", "movie playing", "graphics", "physics", "fun", "game library", and "magic wand"
    • Embodied physical user interaction: Point, Click, Sway, Swing, Swirl – even coined a term, Wiiitis!!
    • Collaborative by design
  •  
  • World Of Warcraft Experience
    • Owns 62% of online massively multiplayer online game market – 10 million subscribers
    • Players use characters to explore locations, defeat creatures and complete quests, gaining experience points.
    • Experience points help characters gain a level, opening up the option of learning new skills or abilities, exploring new areas and new quests
    • Customizations of User Interface based on character, game level and experience
  •  
  •  
  •  
  • BrainAge Experience Nintendo Annual report: Worldwide sales of 13 million copies, Mar 2008
  • Spore Experience
    • “ Massively single-player” online game
    • Real time strategy, simulation game
    • Control the evolution of a species
    • Unicellular organism -> Intelligent and social creature -> Interstellar space exploration
    • Throughout gameplay, the player's perspective and species change dramatically.
    • 18 software editors including Creature, Music, Vehicle editor. Translatable skills. Toy metaphor
    • User generated content - Sporepedia
    • YouTube/Flickr character uploader
  • Spore Experience
    • 18 editor software tools including Music editor. Translatable skills
    • Creature Creator tool - Create your characters in natural, elegant UI – not a creature modeling tool, but a toy
    • User generated content - Sporepedia
    • Characters evolve in game world
  • CELL CREATURE TRIBE
  • CIVILIZATION SPACE
  • Software UX –Some inspirations from Gaming
    • Consumer software
    • Enterprise software
  • Gaming Inspirations for Consumer software
    • Humanize
    • Create Playfulness
    • Use quirky relevant features
    • Allow users to engage in entertaining passive exploration
    • Use rich and interactive tools wisely
    • More iterative and immersive Design Process
  •  
  • Source: Jonathan Harris: We Feel Fine (www.wefeelfine.org)
  • Source: Jonathan Harris: We Feel Fine (www.wefeelfine.org)
  • Gaming Inspirations for Enterprise software
    • Playfulness should either be helpful or at the very least not get in the way – should be contextual
    • Use challenges, pleasant feedback (e.g. mission complete!), psychological payoffs (progress indicator showing 2 goals left)
    • Performance based recognition (level up) for completing difficult tasks, if better than average time on task list
  • Game Over (for now..)
    • http://amitpande.com
      • Plan to write essay with additional examples ( www.braid-game.com , www.puzzlepirates.com )
    • Presentation hosted at: www.slideshare.net/amitpande
  • APPENDIX
  • Design Patterns for Games
  • Design Patterns - Usability Source: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?print=1
  • Design Patterns - Accessibility Source: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?print=1
  • Commentaries on games
    • Quirky Games: Making Boring Tasks into Great Games
      • http://hdrlying.com/2007/08/21/quirky-games-making-boring-tasks-into-great-games/
    • Game Design Is ‘Just’ Specialized Interaction Design
      • http://leapfrog.nl/blog/archives/2008/01/04/game-design-is-just-specialised-interaction-design/
  • Game Design References
    • CHI 2008 Workshop “Evaluating User Experiences in Games”
      • http://workshops.icts.sbg.ac.at/chi2008uxgames/
    • Game Feel: The Secret Ingredient
      • http://www.gamasutra.com/view/feature/2322/game_feel_the_secret_ingredient.php
    • Game Design Fundamentals
      • http://www.metaplace.com/blog/24.html
    • Game Design Links
      • http://www.secretlair.com/index.php?/clickableculture/entry/links_for_2008_02_09/
  • Game Design References
    • Usability & Games – References
      • http://www.webword.com/2006/02/23/usability-and-games-17-excellent-references/
    • UI Design for Games
      • http://www.eecs.umich.edu/~soar/Classes/494/talks/User-interfaces.pdf
    • Do Usability Expert Evaluation and Testing Provide Novel and Useful Data For Game Development?
      • http://www.upassoc.org/upa_publications/jus/2006_february/usability_game_development.html
    • What We Learned Evaluating the Usability of a Game
      • http://www.stcsig.org/usability/newsletter/0410-gameevaluation.html
    • Challenge versus Usability in Games
      • http://www.ok-cancel.com/archives/article/2004/07/the-fight-of-challenge-vs-usability-in-games.html
  • Mario motions that cause “feel” Source: http://www.gamasutra.com/view/feature/2322/game_feel_the_secret_ingredient.php?page=4