More Related Content Similar to Entwicklung in Spielen als Innovationstreiber für Usability (20) Entwicklung in Spielen als Innovationstreiber für Usability1. ●
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© itemis AG
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Entwicklungen in Spielen als
Innovationstreiber für Usability
itemis AG – Simon Eiterig, Michael Jendryschik
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itemis
Simon Eiterig
IT-Berater, Usability Engineer
Gamification-Studies
Diplomarbeit »Gamification – Theorie und Anwendung«
Michael Jendryschik
Leiter Usability Engineering
zertifizierter Usability Engineer (u.a. Fraunhofer)
Arbeitsschwerpunkt: Usability Engineering
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© itemis AG
2
itemis AG
unabhängiges IT-Beratungsunternehmen und
Anbieter von Produkten und Usability-Dienstleistungen
für effiziente Softwareentwicklungsprojekte.
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Quelle: http://de.wikipedia.org/wiki/Spiel#Geschichte
© itemis AG
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© itemis AG
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Quelle: http://scene-gamers.de/schweden-lan-party-steuer/
© itemis AG
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Warum spielen wir eigentlich?
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© itemis AG
Die Entwicklungen, die sich in
Spielen bewährt haben,
können Lernföderlichkeit
Innovationstreiber
für Usability-Konzepte sein!
Motivation
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© itemis AG
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Quelle: http://en.wikipedia.org/wiki/File:TeleGames-Atari-Pong.png
Pong (1975)
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© itemis AG
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Nintendo Entertainment System (1985)
Quelle: http://en.wikipedia.org/wiki/File:NES-Console-Set.jpg
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© itemis AG
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Power Glove(1989)
Quelle: http://upload.wikimedia.org/wikipedia/commons/d/d3/NES-Power-Glove.jpg
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Katastrophenschutz-
Roboter (2013)
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© itemis AG
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Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
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© itemis AG
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Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
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© itemis AG
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Quelle: http://en.wikipedia.org/wiki/Quelle: http://www.dw.de/overlay_media/katastrophenscFhiluet:zW-rioimboottee-rS-baefie-dtye-rF-iprsrot.bjpeg/g-17109633
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© itemis AG
Die Innovationsfreudigkeit
von Videospielen zeigt sich aber
auch softwareseitig
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© itemis AG
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Quelle: http://www.n3rdabl3.co.uk/wp-content/uploads/2013/12/8_bit_super_mario_bros_wallpaper.jpg
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Quelle: https://www.flickr.com/photos/dragontomato/4755760964/
© itemis AG
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Quelle: http://www.posidyn.tk/games/falcon4/falcon4-manual.jpg
© itemis AG
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Hilfe, wenn der Spieler sie benötigt
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© itemis AG
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Lernförderlichkeit – ISO 9241-110
Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
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»Fun is just another word
for learning.«
Raph Koster in »A theory on fun for game design« (2005)
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© itemis AG
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Quelle: http://www.suchebiete.com/userbilder/44ffee9966aacc3333aaff33ff..jjppgg
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© itemis AG
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Lernförderlichkeit
Quelle: http://upload.wikimedia.org/wikipedia/commons/0/05/France_in_XXI_Century._School.jpg
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»Ein Dialog ist lernförderlich,
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© itemis AG
wenn er den Benutzer beim
Erlernen der Nutzung des
interaktiven Systems unterstützt
und anleitet.«
20
Lernförderlichkeit – ISO 9241-110
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» Wenn ein Dialog selten gebraucht wird, dann sollte
geeignete Unterstützung dafür bereitgestellt werden.«
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© itemis AG
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Lernförderlichkeit – ISO 9241-110
»Regeln und zugrundeliegende Konzepte,
die für das Erlernen nützlich sind, sollten
dem Benutzer zugänglich gemacht werden.«
Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
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Quelle: https://www.youtube.com/watch?v=2dAzYpcFpQc
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© itemis AG
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Lernförderlichkeit – ISO 9241-110
»Rückmeldungen und
Erläuterungen sollten den
Benutzer unterstützen, ein
konzeptionelles Verständnis vom
interaktiven System zu bilden.«
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© itemis AG
Lernförderlichkeit – ISO 9241-110
WISO Steuer-Sparbuch
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© itemis AG
Lernförderlichkeit – ISO 9241-110
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© itemis AG
25
Klar, Belohnungen sind der
Motivationsfaktor schlechthin
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© itemis AG
26
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© itemis AG
Motivation
Motivation ist ein Zustand, der durch Motive angeregt wird.
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© itemis AG
Motivation
Motive sind überdauernde Eigenschaften in Menschen.
intrinsisch extrinsisch
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© itemis AG
Motivation
intrinsisch
Fähigkeitserwerb
Selbstständigkeit
Sozialer Anschluss
Sinnhaftigkeit
Ästhetik
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© itemis AG
Motivation
extrinsisch
Belohnung
Einfluss
Zugang
Geld
Status
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© itemis AG
Sozialer Anschluss, Spaß, Ästhetik
Status, Zugehörigkeit, Zugang
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© itemis AG
Gamification ist ein Weg,
Software bewusst mit
motivierenden Faktoren
anzureichern
32
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Das Ziel von Gamification ist es,
Software so zu gestalten, dass
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© itemis AG
sie Motive von Nutzern
anspricht, um sie in den
Motivationszustand zu
versetzen.
33
Spielern
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Motive sind die Stellschrauben der
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© itemis AG
34
www.suchebiete.com/userbilder/Quelle: http://fstatic1.mtb-news.de/img/photos4/9fe/99/68a/6c/383/_a/fl3afr.gjpeg/IMG_0009.jpg
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© itemis AG
35
Gamification ist der Werkzeugkasten
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© itemis AG
36
Punktesysteme
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© itemis AG
37
Punktesysteme
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© itemis AG
38
Quelle: http://www.auto-medienportal.net/artikel/detail/16224
39. ●
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© itemis AG
39
Abzeichen, Achievements, Badges
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© itemis AG
40
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©Q iuteemllei:s G AeGrman UPA Usability-Quartett
Zeit für Fragen und Diskussion
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Simon Eiterig
simon.eiterig@itemis.de
Michael Jendryschik
michael.jendryschik@itemis.de
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© itemis AG
itemis AG | Am Brambusch 15-24 | D-44536 Lünen | www.itemis.de
43. ●
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Tutorials in Videospielen
Methode 2: Abbildung der Spielmechanik
Erzeugt träges Wissen
Nimmt den Spaß an der Exploration
Methode 3: Tutorial nach Kontext
Zeigt dem Spieler die Hilfe an, die er gerade benötigt
Unterstützt den »Pick up and Play« Ansatz
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© itemis AG
Methode 1: Kein Tutorial
Bei wenig komplexen Spielmechaniken sinnvoll
Lässt den Spieler Raum zum selbst erkunden
Nach http://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials--gamedev-400
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© itemis AG
44
Quelle: http://files.coloribus.com/files/adsarchive/part_1446/14467705/volkswagen-the-speed-camera-lottery-600-38011.jpg
45. ●
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Quelle: http://www.gonet.us/sites/default/files/gamificacion_6.jpg
© itemis AG
45
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© itemis AG
Grundsätze der Dialoggestaltung – ISO 9241-110
47. ●
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» Das Spiel ist eine freiwillige Handlung
oder Beschäftigung, die (…) nach
unbedingt bindenden Regeln verrichtet
(…) und begleitet wird von einem Gefühl
der Spannung und der Freude.«
Johan Huizinga in »Homo Ludens: Vom Ursprung der Kultur im Spiel.« (1938)
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© itemis AG
47
suchebiete.com/userbilder/Quelle: http://www.popmatters.com/post/1278543fe-9jo6haacn3-3haufi3zifn.jgpags-homo-ludens/
Editor's Notes Laut der griechischen Mythologie erfanden die Götter das Spiel. Die Erfindung des Würfels zum Zweck des Spielens soll auf den Gott Hermes zurückzuführen sein. Berlin, Käthe-Kollwitz-Platz, Skatspieler
Zentralbild Sturm Me-L 13.6.1959 Die Großstadt Berlin UBz: Die unermüdlichen Skatspieler. (Auf dem Käthe-Kollwitz-Platz, Bez. Prenzlauer Berg). LAN-Party Eine der ersten Heimkonsolen überhaupt
- Single Purpose: Ein Spiel, eine Steuerung Erfolgreichste Spielekonsole der 80er Jahre (knapp 62 Millionen mal verkauft weltweit).
Große Bandbreite innovativer Accessoires. Der Powerglove wurde mit riesigem Marketingaufwand beworben.
Leider war er kaum funktionstüchtig und wurde daher ein großer Flop. Er ist oben mit Sensoren bestückt, die die Bewegungen der Hand erfassen. Dann übertragen sie diese Befehle an die Roboterhand. Allerdings hat die Roboterhand in diesem Fall nur zwei Finger und der Handschuh daher nur dort Sensoren. Dieser Handschuh steuert den Greifer eines Roboters fern. Dieser Feuerwehrroboter löscht mit einem Wasserschlauch gezielt Brände. Und er kann noch mehr: Mit einer Wärmebildkamera erkennt er Feuer und Gebäudeumrisse und misst mit Sensoren die Luftqualität. If we look at the home pages and advertising material of most gamification vendors, the answer is clear: Rewards is what makes games fun, and points, levels, and badges are basically all rewards in their understanding. Which means that they engage in a very flawed pop behaviorism: They consider games as Skinner boxes that doll out rewarding points like sugar pellets every time we hit the right lever. But if that reasoning would be correct, ... ... this should be the funnest game ever, earning you a whopping trillion points every time you press the button. » Das Spiel ist eine freiwillige Handlung oder Beschäftigung, die innerhalb gewisser festgesetzter Grenzen von Zeit und Raum nach freiwillig angenommenen, aber unbedingt bindenden Regeln verrichtet wird, ihr Ziel in sich selber hat und begleitet wird von einem Gefühl der Spannung und Freude und einem Bewusstsein des
„Andersseins“ als das „gewöhnliche“ Leben. « Intrinsische Motive: Selbstständigkeit, Beherrschung, Leistung, Sozialer Anschluss, Zweck/Sinnhaftigkeit, Spaß, Lernen/Wissenserwerb, Ästhetik
Extrinsische Motive: Status, Zugehörigkeit, Geld, Macht, Einfluss, Zugang, Belohnung/Bestrafung, Noten Intrinsische Motive: Selbstständigkeit, Beherrschung, Leistung, Sozialer Anschluss, Zweck/Sinnhaftigkeit, Spaß, Lernen/Wissenserwerb, Ästhetik Extrinsische Motive: Status, Zugehörigkeit, Geld, Macht, Einfluss, Zugang, Belohnung/Bestrafung, Noten iPod hat sich vor allem aufgrund seiner hedonischen Qualitäten durchgesetzt.
Nutzer verhalten sich Dingen gegenüber toleranter, wenn sie einen hohen hedonischen Wert besitzen.
Nutzungserlebnis steht im Vordergrund.
Produkteigenschaften nehmen plötzlich Einfluss auf das Image des Menschen.
Das Daimler-Tochterunternehmen Car2go ermöglicht seinen Kunden jetzt, an allen Standorten mit konventionell angetriebenen Smart Fortwo, ihren Fahrstil auszuwerten und auf dem bordeigenen Display anzeigen zu lassen, wie umweltverträglich sie sich durch den Verkehr bewegt haben. Die „Eco Score“ genannte Fahrstilanalyse ermittelt aus den drei Komponenten Beschleunigung, gleichmäßige Fahrweise und Ausrollen einen Punktzahl zwischen 0 und 100. Alle drei Werte haben direkte Auswirkungen auf Kraftstoffverbrauch und Schadstoffausstoß. Je nach Fahrverhalten wachsen oder schrumpfen die Bäume im Display.
Erste Auswertungen zeigen eine deutlich gestiegene Eco Score-Punktzahl im Vergleich zum Zeitraum vor Einführung der Fahrstilanalyse, als die Werte zwar bereits erfasst, jedoch noch nicht sichtbar waren.