Beyond Gamification
Lessons from Game Design for Engaging Users
Catt Small @cattsmall
I’m Catt Small
I’m a gamer
I’m a UX designer & developer

Bedrocket Media Ventures
I’m an event coordinator
I’m a teacher

The Code Liberation Foundation
I’m a game maker

Quantum Box
UX is a hybrid
The field is constantly

EVOLVING
Jurassic Park
UX

Game Design

pettileaf.deviantart.com
ACHIEVEMENTS
LEVELING UP
STRATEGY
MOOD
EMOTIONS
What UX can
learn from games
Complexity vs. Value
Very confusing
Not enough meaning, too much complexity
Very interesting
More usefulness/meaning than complexity
At least a 1:1 ratio

Usefulness

Complexity
Five Stages, © Asia Hoe, Catt Small & Chris Algoo
Five Stages, © Asia Hoe, Catt Small, & Chris Algoo
BREAK DOWN
complex features
Prioritize features
Part 1

Complex
feature

Part 2

Part 3
Allow users
to sign in w/o
Facebook

Let users
contribute
content

Content
screening
process

Front-end
user CMS
Be consistent across platforms
Sonic 2, Game Gear

Sonic 2, Genesis/Mega Drive

Both games © SEGA
Spelunky, © Mossmouth, LLC
Prism Shell, © Brooklyn Gamery
Since 2011,

MORE SMARTPHONES
have sold than computers
Don’t assume anything
About how people use your services
Playtest production-ready code
Test more than just

PROTOTYPES
FEEL
Your product should feel

RESPONSIVE
Add Easter eggs

ellythegee.deviantart.com
Easter eggs are

RELATABLE
Game Players

Game Makers
Sonic Generations, © SEGA
Sonic Generations, © SEGA
Your product has

PERSONALITY
BOND
Capitalize on emotions
FUN
MEMORABLE
Dys4ia, © Anna Anthropy
Contrast, © Compulsion Games
Prism Shell, © Brooklyn Gamery
To review:
•

Balance complexity with value

•

Create a cohesive cross-platform system

•

Playtest production-ready buil...
Thank you!
Questions?
Tweet me @cattsmall.
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users
Upcoming SlideShare
Loading in …5
×

ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users

1,157 views

Published on

See the video here: http://conveyux.com/past_session/beyond-gamification-lessons-from-game-design-for-engaging-users-catt-small/

When UX designers think of techniques that have been borrowed from game design, gamification is often the first approach that comes to mind. However, the oversaturation of gamification in products we use every day can cause fatigue. Not every product needs a system of achievements. UX practitioners can learn so much more from game design. In this talk, I explored other ways to engage users in products via game design concepts without coming off as gimmicky.

ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users

  1. 1. Beyond Gamification Lessons from Game Design for Engaging Users Catt Small @cattsmall
  2. 2. I’m Catt Small
  3. 3. I’m a gamer
  4. 4. I’m a UX designer & developer Bedrocket Media Ventures
  5. 5. I’m an event coordinator
  6. 6. I’m a teacher The Code Liberation Foundation
  7. 7. I’m a game maker Quantum Box
  8. 8. UX is a hybrid
  9. 9. The field is constantly EVOLVING Jurassic Park
  10. 10. UX Game Design pettileaf.deviantart.com
  11. 11. ACHIEVEMENTS LEVELING UP
  12. 12. STRATEGY MOOD EMOTIONS
  13. 13. What UX can learn from games
  14. 14. Complexity vs. Value
  15. 15. Very confusing Not enough meaning, too much complexity
  16. 16. Very interesting More usefulness/meaning than complexity
  17. 17. At least a 1:1 ratio Usefulness Complexity
  18. 18. Five Stages, © Asia Hoe, Catt Small & Chris Algoo
  19. 19. Five Stages, © Asia Hoe, Catt Small, & Chris Algoo
  20. 20. BREAK DOWN complex features
  21. 21. Prioritize features Part 1 Complex feature Part 2 Part 3
  22. 22. Allow users to sign in w/o Facebook Let users contribute content Content screening process Front-end user CMS
  23. 23. Be consistent across platforms
  24. 24. Sonic 2, Game Gear Sonic 2, Genesis/Mega Drive Both games © SEGA
  25. 25. Spelunky, © Mossmouth, LLC
  26. 26. Prism Shell, © Brooklyn Gamery
  27. 27. Since 2011, MORE SMARTPHONES have sold than computers
  28. 28. Don’t assume anything About how people use your services
  29. 29. Playtest production-ready code
  30. 30. Test more than just PROTOTYPES
  31. 31. FEEL
  32. 32. Your product should feel RESPONSIVE
  33. 33. Add Easter eggs ellythegee.deviantart.com
  34. 34. Easter eggs are RELATABLE
  35. 35. Game Players Game Makers
  36. 36. Sonic Generations, © SEGA
  37. 37. Sonic Generations, © SEGA
  38. 38. Your product has PERSONALITY
  39. 39. BOND
  40. 40. Capitalize on emotions
  41. 41. FUN
  42. 42. MEMORABLE
  43. 43. Dys4ia, © Anna Anthropy
  44. 44. Contrast, © Compulsion Games
  45. 45. Prism Shell, © Brooklyn Gamery
  46. 46. To review: • Balance complexity with value • Create a cohesive cross-platform system • Playtest production-ready builds • Add Easter eggs • Capitalize on emotions
  47. 47. Thank you! Questions? Tweet me @cattsmall.

×