GAME DESIGN FOR GROWTH
DESIGN RESEARCH METHODS
STAKEHOLDER DESIGN IN PRACTICE
Design as user research
•  Provide materials and a
design goal
•  Make sure assignment is
reasonable within time frame
•  Have users explain their
design process to gain
understanding about their
expectations
Itir and Sonny make a game about financial literacy

2
STAKEHOLDER DESIGN IN PRACTICE
Design as user research
Rationale:
•  Users relax and feel ownership over the environment if they can
make a material contribution
•  Users design decisions give insight into emotional experiences of
a product and their expectations
•  Reality of making the ‘dream’ product helps users see the
dilemmas designers face, so feedback can be more pragmatic*
*sometimes

3
USER TESTING APPROACHES
Partnered play-testing
•  Have users interview each
other regarding an experience
both have had using the same
product under similar
circumstances
•  Users can co-play a game
under observation
•  Focus is on user interactions
with each other in relation to
the product

Miguel and Naz play a prototype together

4
USER TESTING APPROACHES
Partnered play-testing
Rationale:
•  If users are shy or may not give researchers an honest answer
they often work better if working with a previously known party
such as a friend, family member or care-giver
•  Gives researcher more time to circulate and observe. Can listen
to tapes or read transcripts later to get quantitative data
•  Can provide insight into how a product will function socially –
which aspects inspire connection & conversation & which are
better as a solo experience

5
USER TESTING APPROACHES
Paper test before you build!
•  Make & test a minimum viable
product in paper
•  Include instructions as required.
No ‘help’ from researchers
•  Users can make notes on the
prototype of where they were
confused or what they would
change
•  New paper copy for each user.
Collate notes on prototypes for
discussion later

Paper prototype of financial literacy game
‘Gimme Some Credit’ ready to play.

6
USER TESTING APPROACHES
Paper test before you build!
Rationale:
•  Much cheaper when bad ideas die on paper
•  Gives users a version they can scribble on, much like printing
wireframes for clients
•  Allows researchers to focus on the experience of using the
product instead of the technical specs
•  Client doesn’t get bogged down in issues of look & feel too early

7
IDEAL WORK PROCESS
o 
o 
o 
o 

Understand the problem through conversation
Brainstorm possible solutions
Create test products
Test, refine or discard with user involvement in
each round of design
o  Find the right product
o  Develop product or hand off design specs to
development team

8
ACTUAL WORK PROCESS
o 
o 
o 
o 
o 
o 
o 

Get RFP or tech spec
Look for potential problems
Dialogue with client about ‘design latitude’
Negotiate contract
Watch deadline approach
Scrap experimentation phase
Design product to spec

9
ACTUALLY….

IT’S
OFTEN
A BIT OF
BOTH

10
BENEFITS OF STAKEHOLDER DESIGN
o  Better sense of what users understand about
the issue at hand
o  Able to elicit authentic data
o  Sense of shared purpose leads to distribution
of power between designer, client and enduser
o  Able to test and iterate with intended
audience.

11
WHEN SHOULD STAKEHOLDER DESIGN
HAPPEN?
o  Tendency to involve stakeholders towards the
end of the project
o  Better to ask for feedback early (ie; tackle
initial brainstorm phase together)
o  If contribution isn’t sought early in the process
players could end up giving feedback on a
product that isn’t successful in their eyes

12
HOW TO GET STAKEHOLDERS INVOLVED?
o  Through partnerships:
o  Community organizations
o  Families
o  Medical clinics
o  Drop-in centres
o  Schools

13
WANT TO LEARN MORE?
Questions or comments: mir@bloomdigital.to
Twitter: @bloomdigitalmed

Interactive fiction

  • 1.
    GAME DESIGN FORGROWTH DESIGN RESEARCH METHODS
  • 2.
    STAKEHOLDER DESIGN INPRACTICE Design as user research •  Provide materials and a design goal •  Make sure assignment is reasonable within time frame •  Have users explain their design process to gain understanding about their expectations Itir and Sonny make a game about financial literacy 2
  • 3.
    STAKEHOLDER DESIGN INPRACTICE Design as user research Rationale: •  Users relax and feel ownership over the environment if they can make a material contribution •  Users design decisions give insight into emotional experiences of a product and their expectations •  Reality of making the ‘dream’ product helps users see the dilemmas designers face, so feedback can be more pragmatic* *sometimes 3
  • 4.
    USER TESTING APPROACHES Partneredplay-testing •  Have users interview each other regarding an experience both have had using the same product under similar circumstances •  Users can co-play a game under observation •  Focus is on user interactions with each other in relation to the product Miguel and Naz play a prototype together 4
  • 5.
    USER TESTING APPROACHES Partneredplay-testing Rationale: •  If users are shy or may not give researchers an honest answer they often work better if working with a previously known party such as a friend, family member or care-giver •  Gives researcher more time to circulate and observe. Can listen to tapes or read transcripts later to get quantitative data •  Can provide insight into how a product will function socially – which aspects inspire connection & conversation & which are better as a solo experience 5
  • 6.
    USER TESTING APPROACHES Papertest before you build! •  Make & test a minimum viable product in paper •  Include instructions as required. No ‘help’ from researchers •  Users can make notes on the prototype of where they were confused or what they would change •  New paper copy for each user. Collate notes on prototypes for discussion later Paper prototype of financial literacy game ‘Gimme Some Credit’ ready to play. 6
  • 7.
    USER TESTING APPROACHES Papertest before you build! Rationale: •  Much cheaper when bad ideas die on paper •  Gives users a version they can scribble on, much like printing wireframes for clients •  Allows researchers to focus on the experience of using the product instead of the technical specs •  Client doesn’t get bogged down in issues of look & feel too early 7
  • 8.
    IDEAL WORK PROCESS o  o  o  o  Understandthe problem through conversation Brainstorm possible solutions Create test products Test, refine or discard with user involvement in each round of design o  Find the right product o  Develop product or hand off design specs to development team 8
  • 9.
    ACTUAL WORK PROCESS o  o  o  o  o  o  o  GetRFP or tech spec Look for potential problems Dialogue with client about ‘design latitude’ Negotiate contract Watch deadline approach Scrap experimentation phase Design product to spec 9
  • 10.
  • 11.
    BENEFITS OF STAKEHOLDERDESIGN o  Better sense of what users understand about the issue at hand o  Able to elicit authentic data o  Sense of shared purpose leads to distribution of power between designer, client and enduser o  Able to test and iterate with intended audience. 11
  • 12.
    WHEN SHOULD STAKEHOLDERDESIGN HAPPEN? o  Tendency to involve stakeholders towards the end of the project o  Better to ask for feedback early (ie; tackle initial brainstorm phase together) o  If contribution isn’t sought early in the process players could end up giving feedback on a product that isn’t successful in their eyes 12
  • 13.
    HOW TO GETSTAKEHOLDERS INVOLVED? o  Through partnerships: o  Community organizations o  Families o  Medical clinics o  Drop-in centres o  Schools 13
  • 14.
    WANT TO LEARNMORE? Questions or comments: mir@bloomdigital.to Twitter: @bloomdigitalmed

Editor's Notes

  • #9 Idea for next year: Use statistical information but no sharing so players can learn about themselves & members of their family.