Engagement by Design

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Design websites and apps integrating engagement design principles from game design.

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Engagement by Design

  1. 1. EngagementbyDesignPietro PolsinelliAll links for this talk:http://bit.ly/EngByDes
  2. 2. 2
  3. 3. How do we get from this to a more engaging UI/app? 3
  4. 4. From Bokardo http://bokardo.com 4
  5. 5. 5
  6. 6. Creating apps meditating on user psychology - examples Thursday, September 27,6 2012
  7. 7. The problem: bring movie script writing to the masses. 7
  8. 8. Obvious approach: web based writing tool 8
  9. 9. http://20lin.esDesigner didn’t ask: is it fun to write? Or is it diffcult and boring? Also talking with my customers, who are Cinema experts, its been hard to pass the message through: not everybody lives for movie scriptwriting. 9
  10. 10. How can I talk about WW2 to today’s hurried reader? 10
  11. 11. Twitter stories to movies. The loop write – publish – get an answer (or many) / get a like is short, and has SURPRISES and EFFECTS beyond your action.Social software for story composition. 11
  12. 12. The problem: RTFM (Read The F...ing Manual) Thursday, September 27, 12 2012
  13. 13. Gabriele Farina from aLittleb.it (Milan). This requires smartness, but it is also a quite natural application: progress in documentation is linear, can be variously “locally” gamified. 13
  14. 14. aLittleb.it 14
  15. 15. Starting point is an anthropological question, instead of a “functionally complete” question. 15
  16. 16. Focus: iA Writer. 16
  17. 17. Reach of user centered UI design Thursday, September 27, 17 2012
  18. 18. Not only apps, but always about users. 18
  19. 19. [add user walks from right to left] 19
  20. 20. Which company has had a great success recently, with a user model fully impacting design? Thursday, September 27, 20 2012
  21. 21. No technical, design, game design / mechanics innovation 21
  22. 22. Whygamescan teachabout UI?
  23. 23. Crash coursein game design
  24. 24. 24
  25. 25. 25
  26. 26. Example analysis: PinballWorks in different media – nice on the iPad.What is the game about? What is the main loop? 26
  27. 27. This is its meaning. 27
  28. 28. 1. Just keep the ball in play2. Make point rich hits3. Reach goals4. Complete the story5. Not fun any morePinball game hermeneutics. Depth by progressive views. 28
  29. 29. Game are made of loopsTo analyze the mechanics of a game, you got to find the loops. 29
  30. 30. Game loopscontainsurpriseshttp://en.wikipedia.org/wiki/Kinder_Surprise 30
  31. 31. SticktobasicsThese are some of the mechanics – plus status competition …This is very important in order to establish deep contact with your users: find the deep motivation. 31
  32. 32. Is this simple mechanic union relevant only for classical games? Union of drawing – racing 32
  33. 33. Drawing with your finger on the iPad is nice. Racing with small cars is beautiful. 33
  34. 34. Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies development, but is a plus here, not a minus. 34
  35. 35. SurprisesFlipper surprises us by say enabling additional bats Or by moving parts that were still. In videogames.Using the same mechanics for different ends is usually very effective and preserves usability used so far. 35
  36. 36. HEROICAHeroica: the hero’s journey, becomes engaging through mini games – typically a DUEL. Race, mystery solving. Most natural (and most difficoult) game design choice.Interesting because of cross game gaming. 36
  37. 37. “This game is engaging”Engagement can be caused by disparate reasons:1. Engagement because of s fun base mechanic2. Engagement by using a virtual world projection mechanicsEngaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics 37
  38. 38. Koster – Deterding definition of fun. 38
  39. 39. “Fun isaboutlearning ina contextwhere thereis nopressure”But in school there is, and there has to be, pressure. There is here a dynamic.http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#! 39
  40. 40. the flowThe blurry edge between challenging and too difficoult.There is the flow. We are tackling the tip of something complex. When we arekept at the margin of our abilities – it’s the flow graph. So its complex,there are exceptions everywhere. 40
  41. 41. Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author) 41
  42. 42. Learn more on Classical Game DesignReadings. 42
  43. 43. A path beyond usability:Narrative enchantmentAnother path for going beyond usability. Thursday, September 27, 43 2012
  44. 44. Metrics drivengame design intro
  45. 45. Feedback is scary – but can help. 45
  46. 46. http://vimeo.com/32161327Mafia Wars guy. 46
  47. 47. Measure, measure, measure. Thursday, September 27, 47 2012
  48. 48. No narrative ideal, no purpose beyond monetization. Lenses in a skeleton: The Sims Social. 48
  49. 49. From Bokardo’s Metric Driven Design 49
  50. 50. Addiction by Design Natascha Schullhttp://gelconference.com/videos/2008/natasha_schull97% is given by the slot machine – study IT Thursday, September 27, 2012
  51. 51. Went there to get milk... 51
  52. 52. Las Vegas Airport 52
  53. 53. Overall designed... 53
  54. 54. A different auro to the zone term“So annoying when I do jackpot” 54
  55. 55. Casino Gaming Magazine: indded motivated in working Uis. How to make the user feel she’s winning when she’s not”The aim of game design is “get player EXTINCTION” – NO MONEY LEFT 55
  56. 56. Learn more on Metric driven game designStudy. 56
  57. 57. Learn more on Metric driven game designhttp://www.slideshare.net/wooga/killer-game-loops-in-social-games 57
  58. 58. 58
  59. 59. New user models. 59
  60. 60. Playfication
  61. 61. Oh how nice it is to work as aslave for this multinationalhttp://unmanned.molleindustria.org/ Thursday, September 27, 61 2012
  62. 62. Conflict of interests“This Bat Man game feels like busywork” -> bad game. Thursday, September 27, 62 2012
  63. 63. UI’s we meet are hard to handle and cannot be designed from the ground up. Thursday, September 27, 63 2012
  64. 64. Again here we see the interplay of user model, motivations, actual design. 64
  65. 65. Teamwork Project manager went from gamification to clean UI. 65
  66. 66. Image attributionsThe Act http://www.chillingo.com/games/act/Future Pinball http://www.futurepinball.com/Le Penseur: http://en.wikipedia.org/wiki/File:Paris_2010_-_Le_Penseur.jpgMemegenerator: http://memegenerator.net/instance/22994388RTFM http://tcritic.com/archives/rtfm-people/Crowd mall: http://kiraturner.files.wordpress.com/2012/01/crowdscene.jpgPolice officer: http://www.flickr.com/photos/22441520@N02/3425534729/sizes/m/in/photostream/Mau Dau http://www.gamesindustry.biz/articles/2011-10-18-facebook-refines-mau-dau- calculationsLambs http://www.flickr.com/photos/sandlings/4605712227/sizes/l/in/photostream/
  67. 67. EngagementbyDesignAll links for this talk:http://bit.ly/EngByDesPietro Polsinellitwitter @ppolsinellie-mail ppolsinelli@gmail.com

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