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Playing On: Interface Lessons from Games.

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Games live or die by their interface. A modern video game is a complex, layered world of information, social interactions, rules and controls - yet, even young kids can master them.So what interface …

Games live or die by their interface. A modern video game is a complex, layered world of information, social interactions, rules and controls - yet, even young kids can master them.So what interface lessons can the web-world learn from games? We will give you 10.

* Jake Cressman - CISCO Media
* Matthew Franklin - Independent Creator
* Nicole Lazzaro - XEODesign Inc
* Brian Robbins - Fuel Industries
* John Mark Josling - eBay Inc

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  • 1. Playing On!
    • Interface lessons from games.
  • 2. Games
  • 3. Us
  • 4.
    • What are we doing wrong?
  • 5.
    • Interaction design has much to learn from games .
  • 6.
    • We know we will have succeeded when non-game interactions provide the same level of emotion , feedback , progress indication , innovative controls and social involvement that games supply.
  • 7.
    • Brian Robbins - Studio Head, Fuel Games
    • Jake Cressman - Senior UX Engineer, Cisco Media
    • John Mark Josling - Senior Interaction Designer, eBay
    • Matthew Franklin - Independent Game Developer
    • Nicole Lazzaro - President, XEODesign
  • 8. Emotions & Games
  • 9. www.xeodesign.com © 2008 XEODesign, Inc. XEODesign Putting Emotion into Play ® ™ SXSW The Keys to Social Play Nicole Lazzaro, President XEODesign, Inc. South by Southwest Interactive Festival March 15, 2009 XEODesign Putting Emotion into Play ® ™
  • 10.  
  • 11. Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Fiero Curiosity Relaxation 3. Serious Fun: Creating Value Amusement 4. People Fun: Socialize 1. Hard Fun: Accomplishment 2. Easy Fun: Imagination
  • 12. The 4 Fun Keys 30 emotions from gameplay Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Hard Fun Fiero People Fun Amusement Easy Fun Curiosity Serious Fun Relaxation emotion < choice < mechanic > choice > emotion whitepapers: xeodesign.com
  • 13. Hard Fun: Mastery Creates Fiero + Frustration
    • choices
    • goals
    • challenge
    • obstacles
    • strategy
    • power ups
    • puzzles
    • score
    • levels
    • monsters
    • feelings
    • fiero
    • frustration
    • boredom
    Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. modified from “Flow” Csikszentmihalyi player choice rewards effort
  • 14. Linked In
    • Progress
    • Group Quest
    Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc.
  • 15. Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Do you play “follow the leader” to increase your personal hype quotient? Personal Hype Quotient
  • 16. Tilt: an adventure in 1.5 dimensions Coming soon: youtube.com/xeodesign
  • 17. Serious Fun: Brain Baths Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc.
  • 18. People Fun: Pet Society Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc.
  • 19. People Fun : TattleTalz.com More than Money Create feedback loops, social tokens, social capital Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Social Capital Plus…
  • 20. People Fun: Photo Tag Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Amusement Personalize Tease
  • 21. Massively Social Online Game how can we make a game the whole world would play?
  • 22. Keys to Social Play follow story TattleTalz.com
    • $ < 1-10%
    • Free must be fun
    • Aim at top of pyramid
    • Player created PX
    • Viral >1
    • Sell social goods
    • Social features
    • Cue the next action
    • Reward social play
    Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Gameplay Social Goods Services Social Features Number of Players Features to build now $ Free White Papers and Slides xeodesign.com/whyweplaygames nlazz @ xeodesign.com
  • 23. TattleTalz Friction Points Number of invites and gameplay at each step Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. 6 stages of adoption for viral games invites accept actives Your results may vary. ;) free to play pay Facebook Individual invites Twitter 2 posts 15:2 (13%) 1:25 (2,500%) 1:200 (20,000%) player friend Login 1.Discover 2. Sample 3. Play 4. Invite 5.Convert 6. Retain Invite Accept AddTTL AddTTL Tweet #truth x2 Login for more points need trust need feedback
  • 24. Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. MMO MSO Lazzaro GDC 2008
  • 25.
    • “ It’s easy to tell what games my husband enjoys the most...”
    • - Wife of a Hard Core PC Gamer
  • 26. Tools & Feedback
  • 27.  
  • 28.  
  • 29.  
  • 30.  
  • 31.  
  • 32. Feedback
  • 33.  
  • 34. Controls
  • 35. Hardware Interfaces
    • and how they are changing the game
  • 36.  
  • 37.  
  • 38.  
  • 39.  
  • 40. Progress & Goals
  • 41.  
  • 42.  
  • 43.  
  • 44.  
  • 45.  
  • 46.  
  • 47.  
  • 48.  
  • 49.  
  • 50.  
  • 51.  
  • 52.  
  • 53.  
  • 54. Social Aspects
  • 55.  
  • 56.  
  • 57.  
  • 58.  
  • 59. Ease of Collaboration
  • 60.  
  • 61.  
  • 62.  
  • 63.
    • We know we will have succeeded when non-game interactions provide the same level of emotion , feedback , progress indication , innovative controls and social involvement that games supply.
  • 64. Questions?
    • Brian Robbins [email_address]
    • Jake Cressman [email_address]
    • John Mark Josling [email_address]
    • Matthew Franklin [email_address]
    • Nicole Lazzaro nicole@xeodesign.com