Your SlideShare is downloading. ×
"You Know You're Going to Fail, Right?": Lessons Learned from Just Press Play
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

"You Know You're Going to Fail, Right?": Lessons Learned from Just Press Play


Published on

Talk given as part of the "Hall of Failure" track at the 2013 Games, Learning & Society conference in Madison, Wisconsin.

Talk given as part of the "Hall of Failure" track at the 2013 Games, Learning & Society conference in Madison, Wisconsin.

Published in: Education, Business, Technology
  • Be the first to comment

  • Be the first to like this

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide
  • Not everything we tried was successful. In fact, next month I’ll be presenting a paper in the “Hall of Failure” track talking about the many things we did wrong—some of which I’ll talk about today.
  • But it’s been far from a total failure, or I wouldn’t be willing to talk about it to so many people!
  • The intention was less about pushing them to do things that they wouldn’t otherwise do, and more about recognizing what successful students do, helping new students to discover those activities, and allowing all students to remember and reflect on their accomplishments.
  • What we wanted to emulate from FourSquare was not the points and the leaderboards, but the aggregation of information about enjoyable activities, both for sharing and for personal recall.
  • Sebastian, who’s one of the most thoughtful voices in the “gamification” space, has also written some things that heavily influenced us, including this quote.….what feelings of competence did we want to focus on?
  • (Image by Scott Rigby, from his 2012 GDC presentation “Intrinsic & Extrinsic Player Motivation: Implications fro Design & Player Retention”
  • Big questions that guided our content development.
  • Searching for the name of a person you knew (for instance, “Elizabeth Lawley”) didn’t work, because you couldn’t see “real name” unless someone was already your friend.
  • There’s an old English saying that you can’t make a silk purse out of a sow’s ear;
  • Transcript

    • 1. ―You know you‘re going to fail, right?‖ Learning from Design Flaws in Just Press Play Elizabeth Lawley & Andrew Phelps RIT MAGIC Center
    • 2.
    • 3. Flickr: amboo who
    • 4. I apologize for this next slide…
    • 5. Project Goals • Provide students with a clearer sense of their accomplishments in various areas (academic, social, and creative) of their college experience, and provide them with tools to reflect on their range and balance of activities. • Increase students‘ awareness of activities and opportunities outside of their academic coursework, from wellness to collaboration to knowledge of the campus and city, and inspire them to sample a range of experiences. • Enable students to maintain and share a record of their activities. • Provide students with a sense of fantasy, whimsy and playful abstraction in dealing with the stress and growth associated with the transformational nature of undergraduate education.
    • 6. ―We are beginning to see ourselves not just from the inside, as an actor doing something on a daily basis, but from the outside— understanding what we look like to the world around us and developing a kind of hybrid identity.‖ – Aram Simmreich
    • 7. ―My point is that the ‗fun‘, the pleasure of these elements does not come from some extrinsic reward value of those elements, but chiefly from the experience of competence they give rise to.‖– Sebastian Deterding
    • 8. Image: Scott Rigby
    • 9. What behaviors did we want to reward and encourage? What feelings of competence could we engender? What did we want our students to remember and reflect on?
    • 10. Mistake #1: Unrealistic Timeline
    • 11. Mistake #2: Login Issues
    • 12. Mistake #3: Card Codes Mistake #4: RFID Keychains
    • 13. Mistake #4: Categories & Levels
    • 14. Mistake #5: Walled Garden
    • 15. Flickr: Skrewtape
    • 18. dev staging live code achievement content user data Three-Stage Server System
    • 20. Revised Achievement Categories
    • 21. Removal of Levels
    • 22. RFID  QR
    • 23. Collectible Cards Without Codes
    • 24. Public Option Added
    • 25. WHAT’S NEXT?
    • 26. Cloud-Based Service + Source Code Distribution
    • 27. Better Social Integration
    • 28. Commenting Added
    • 29. Increased Event Emphasis
    • 30. Slides Available Tomorrow: