Playing On: Interface Lessons from Games.

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  • + guest8f8d4 guest8f8d4 7 months ago
    is there any video of this?
  • + jmjosling jmjosling 7 months ago
    Fonts got a bit messed up on import, but the content still works fine.
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Playing On: Interface Lessons from Games. - Presentation Transcript

  1. Playing On!
    • Interface lessons from games.
  2. Games
  3. Us
    • What are we doing wrong?
    • Interaction design has much to learn from games .
    • 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.
    • 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
  4. Emotions & Games
  5. 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 ® ™
  6.  
  7. 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
  8. 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
  9. 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
  10. Linked In
    • Progress
    • Group Quest
    Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc.
  11. 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
  12. Tilt: an adventure in 1.5 dimensions Coming soon: youtube.com/xeodesign
  13. Serious Fun: Brain Baths Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc.
  14. People Fun: Pet Society Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc.
  15. 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…
  16. People Fun: Photo Tag Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. Amusement Personalize Tease
  17. Massively Social Online Game how can we make a game the whole world would play?
  18. 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
  19. 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
  20. Putting Emotion into Play ™ XEODesign www.xeodesign.com © 2008 XEODesign, Inc. MMO MSO Lazzaro GDC 2008
    • “ It’s easy to tell what games my husband enjoys the most...”
    • - Wife of a Hard Core PC Gamer
  21. Tools & Feedback
  22.  
  23.  
  24.  
  25.  
  26.  
  27. Feedback
  28.  
  29. Controls
  30. Hardware Interfaces
    • and how they are changing the game
  31.  
  32.  
  33.  
  34.  
  35. Progress & Goals
  36.  
  37.  
  38.  
  39.  
  40.  
  41.  
  42.  
  43.  
  44.  
  45.  
  46.  
  47.  
  48.  
  49. Social Aspects
  50.  
  51.  
  52.  
  53.  
  54. Ease of Collaboration
  55.  
  56.  
  57.  
    • 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.
  58. Questions?
    • Brian Robbins [email_address]
    • Jake Cressman [email_address]
    • John Mark Josling [email_address]
    • Matthew Franklin [email_address]
    • Nicole Lazzaro nicole@xeodesign.com

+ jmjoslingjmjosling, 7 months ago

custom

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Games live or die by their interface. A modern vide more

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