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Game Changing: How you can transform client mindsets through play

From jessmcmullin, 2 years ago

My slides from the 2006 IA Summit conference. Talks about design g more

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Slideshow transcript

Slide 1: G a m e C h a ng ing Ho w Yo u Can Trans form Clie nt Minds e ts Through Play J e s s Mc Mullin |nForm Us e r Expe rienc e

Slide 2: Dis c laime r • A s ig nific a nt b a rrie r to s uc c e s s on m a ny c ons ulting proje c ts is la ck of b uy-in from b us ine s s s ta ke h olde rs . S ome time s th is s h ortfa ll of s upport s imp ly re q uire s IAs to b e flue n t in th e la ng ua g e of b us ine s s a nd c omm unic a te th e b u s ine s s b e ne fits of a proje c t. Howe ve r, th e ch a lle ng e is ofte n de e pe r wh e n b us ine s s s ta ke h olde rs h old a mind s e t th a t doe s n't a ppre c ia te th e a pproa c h or ob je c tive s of a proje c t. It's th e s e minds e ts th a t a re ofte n dis m is s e d with a re joinde r th a t th e y jus t don't g e t it'. Ins te a d of th is a b dica tion, IAs ca n a c tua lly c h a ng e m inds e ts to incre a s e proje c t s uc c e s s . Ch a ng ing mind s e ts ta ke s m ore th a n ta lkin g with b us ine s s pe ople in th e ir own la ng ua g e , it ta ke s tra ns forma tive e xpe rie nc e s th a t ma ke pe rs pe ctive s fle xib le a nd ope n to ne w vie ws . Th e s e re fra m ing e xpe rie nc e s m os t ofte n c ome th roug h pa rtic ipa tion in s uc c e s s ful pro je c ts , b ut th is le a ds to a c h ic ke n-a nd-e g g prob le m - h ow do we provide s uc c e s s with IA proje c ts for a n a udie nc e of pe ople th a t a re c a us ing fa ilu re ? Th e c ommo n a ns we r is to run a pilot or prototype to ta ckle low-h a ng ing fruit a nd b uild b uy-in with a tra c k re c ord of s ucc e s s - b ut wh a t h a ppe ns wh e n you don't h a ve tim e , b udg e t, or s u pport for a pilo t? One a ve nue for a c ce le ra ting minds e t c h a ng e is pla yin g de s ig n g a me s . G a me s c re a te low-ris k s itua tions th a t le t s ta ke h olde rs e xpe rie nc e ne w pe rs pe c tive s , a ppro a ch e s , a nd m e th ods with out th e time , e xpe ns e , a nd com mitme nt of a pilot. B y s c a ling h uma n-c e nte re d de s ig n principle s a nd me th ods down to th e le ve l of g a me s , we ca n ra pidly e xpo s e e ntire te a ms to ne w wa ys of th inking , ope ning up th e ir world vie ws , a nd offe ring va lua b le pe rs pe c tive s th a t ca n b ring ne w a ppre cia tion for IA to th e ir min ds e t. Th is s e s s ion will mix princ iple s with e xa mp le s to h e lp IAs us e g a me s th a t ca n c h a ng e b us ine s s minds e ts a nd de ve lop inc re a s e d b uy-in for h uma n-c e nte re d de s ig n a nd inform a tion a rc h ite c ture . F unda m e nta l princ iple s will le a d to a dis c us s ion of va rious g a me options a nd outline h ow IAs c a n pitc h g a m e s a s a s e rious tool to fa c ilita te proje c t prog re s s . Atte nde e s will h a ve th e opportunity to pa rticipa te in s om e g a m e pla y during th e s e s s ion. [Y our Mile a g e Ma y Va ry]

Slide 4: Blue S ky Barrie r

Slide 5: abo ut buy-in abo ut g ame s g ame s + yo u

Slide 6: The Tie and the Turtle ne c k

Slide 7: Turtle ne c k

Slide 8: Tie

Slide 10: Us e r Fac e s

Slide 11: De ve lop Bus ine s s Flue nc y

Slide 13: Conc e ptual Flue nc y

Slide 14: Cultural Flue nc y

Slide 15: De s ig n Maturity

Slide 16: Re framing

Slide 17: Cre ating Share d Refe re nc e s

Slide 20: [mo re de live rable s ] • P e rs on a • S ite m a p • Wire fra m e • We b An a lytic s R o ll-u p (re m o ve d )

Slide 21: BUT

Slide 24: We Ne e d Be tter Share d Refe re nc e s

Slide 25: My Mary_Po ppins Mome nt

Slide 26: “…you find th e fun, a nd <s na p> th e job ’s a g a m e .”

Slide 27: about game s

Slide 28: Why Game s • G a m e e xa m p le s : b oa rd g a m e s , c a rd g a m e s , role p la yin g g a m e s , ta g , s po rts , wa r • G a m e s a s re h e a rs a l • G a m e s a c ro s s le a rn in g s tyle s • G a m e s ta p ta c it kno wle d g e • G a m e s a re fu n • G a m e s c re a te a s h a re d na rra tive th a t a c ts a s a b rid g e fo r c o n ve rs a tion s

Slide 29: Obje c tive s Co ns traints Outc o me s Co mpe titio n

Slide 30: MINDSET solo social SKILLSET

Slide 31: Ris ks

Slide 32: Fro g g e r S c re e n

Slide 33: game s +you

Slide 34: 3 Appro ac he s » Mo d ify E xis tin g Ac tivitie s F o r P la y » Us e E xis tin g G a m e s a n d F o rm a ts » C re a te Ne w G a m e s

Slide 35: De s ig n Game Example s » De s ig n th e B ox » Im prov » Inte ra c tiona ry / IA S la m / S la m C a m p » Me ta Me m e s

Slide 36: Partic ipato ry De s ig n

Slide 37: Te amwo rk

Slide 38: Impro v

Slide 39: Live Cas e S tudy

Slide 40: Live Cas e S tudy

Slide 41: Brains to rming - Me taMe me s

Slide 42: Se lling Game s

Slide 43: Se lling = Re framing

Slide 44: We’re going to work through a case study exercise.

Slide 45: Le t’s Play A Game

Slide 46: We d re w 5 C a rd s fro m Me ta Me m e s De c k: • He is e nb e rg ’s Unc e rta inty P rinc ip le • G ro s s Out • Anti Ag ing G e ne • C onne c tion • S wa rm Inte llig e nc e No w m a ke b a nking re le va nt to a 10 ye a r old b oy b y c om b ining 2 te rm s to b ra ins torm a n ide a

Slide 47: Thank you! Je s s Mc Mullin n F o rm Us e r E xp e rie n c e B lo g : b p lu s d.o rg We b : nF o rm .c a je s s .m c m u llin AT n F o rm DOT c a

Slide 48: Re fe re nc e s • Ke s S a m pa n th a r, Me ta Me m e s De s ig n e r www.m e ta m e m e s .c o m • R of P ules lay • Game Design Workshop • Brandt & Me s s e te r (2004) Facilitating Co llabo ratio n thro ugh De sign Game s, Pro c e e ding s o f the Partic ipato ry De s ig n Co nfe re nc e .