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Play & Design

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Game is a constant part of human nature and can be seen in almost every facet of civilisation: war, religion, politics, sports and arts.
It is an intrinsically motivated and transformational experience.
How can we add elements of play in order to make our users feel empathy, be motivated and easily understand our products?

Published in: Design
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Play & Design

  1. 1. MAN… IS ONLY FULLY A HUMAN BEING WHEN HE PLAYS | F. SHILLER DESIGN and
  2. 2. What makes truly good design?
  3. 3. —— Comprehensive and functional —— Nice UI / Look —— Super Easy to —— Engaging, Pleasurable and Valuable
  4. 4. What is the state of human mind that makes us engaged, happy and brings us a sense of meaning?
  5. 5. … a free activity standing quite consciously outside 'ordinary' life as being 'not serious’, but at the same time absorbing the player intensely and utterly.
  6. 6. Johan Huizinga (1872 –1945) HOMO LUDENS 1938
  7. 7. Play precedes man Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing.” “
  8. 8. The spirit of playful competition is, as a social impulse, older than culture itself and pervades all life like a veritable ferment.....We have to conclude, therefore, that civilisation is, in its earliest phases, played. It does not come from play...it arises in and as play, and never leaves it.” Play is formative element of human civilisation “
  9. 9. Play and cognition are tightly coupled While playing the mind is wrapped up in the ideas, rules, and actions. This state of mind is to be ideal for creativity and the learning of new skills.
  10. 10. Play is a nature’s mean to ensure that young mammals including children acquire the skills they have to. All young mammals play to practice different skills
  11. 11. Knowing is directly related to the cosmic order. For archaic man knowledge is magical power and a mean to achieve superiority Competitions in esoteric knowledge rooted in the rituals of archaic man.
  12. 12. The medieval university was gamified In the medieval university to beat your opponent by reason or the force of the word becomes a sport comparable with the profession of arms.
  13. 13. Characteristics of play
  14. 14. Play Is Self-Chosen and Self-Directed Play, first and foremost, is what one wants to do, as opposed to what one feels obliged to do. Players choose not only to play, but how to play, and that is the meaning of the statement that play is self-directed. The most basic freedom in play is the freedom to quit. The freedom to quit ensures that all of the players are doing what they want to do, and it prevents leaders from enforcing rules.
  15. 15. Play is intrinsically motivated Play is done for its own sake more than for some reward outside of the activity itself. Play often has goals, but the goals are experienced as part of the activity, not as the primary reason for the activity. Competition can turn play into non-play if rewards for winning extend beyond the game itself. “Players” who are motivated primarily by trophies, praise, or increased status outside of the game are not fully playing but competing.
  16. 16. Play is guided by rules, but the rules leave room for creativity Play is freely chosen activity, but not freeform activity. Play always has structure, and that structure derives from rules in the players’ minds. In social play, the rules must be shared, or at least partially shared, by all of the players.
  17. 17. Play is imaginative Play always involves mental removal of oneself from the present real world. In formal games with explicit rules, the players must accept an already established fictional situation that provides the foundation for the rules.
  18. 18. Play is conducted in an alert, active, but relatively non-stressed frame of mind Play an active and alert mind. Play is not a response to external demands so the person at play is relatively free from pressure or stress. The mind is wrapped up in the ideas, rules, and actions of the game and relatively impervious to outside distractions. This state of mind is ideal for creativity and the learning of new skills.
  19. 19. Creating the play experience Key mental abilities
  20. 20. The only way our minds are able to get by at all is by simplifying reality so that we can make some sense of it. Correspondingly, our minds do not deal with reality itself, but instead with models of reality. Many existing UI patterns follow models of reality(e.g. shopping carts, music players). If you are designing an innovative feature or product find a good existing model to refer to. Keep UI patterns consistent across your design. Create a good and recognisable model
  21. 21. One crucial technique our brains use to make sense of the world is the ability to focus its attention selectively, ignoring some things, and devoting more mental power to others. Put the user mind into a flow
  22. 22. Clear goals How to put the user into a flow state No distractions Direct feedback The most common and straightforward use of indirect control in is through goals. Distractions steal focus from our task. When feedback is immediate, we can easily stay focused. Progress dynamics Human beings love a challenge. But it must be a challenge we think we can achieve. Boredom Anxiety Flow channel
  23. 23. Make the user feel empathy Self Friends Strangers Gamification is about problem solving, and empathic projection is a useful method of problem solving. From visual design perspective products and websites have a personality - know better your target audience and make your design in a way they can easily feel empathy.
  24. 24. Motivate Any activity that connects you with other people, lets you feel a sense of accomplishment, and lets you build and create things that let you express yourself fulfils needs on the third, fourth, and fifth levels. Create communities. Enable users learn and be creative if possible. Self-Esteem Self- Actualisation Belonging-Love Safety Physiological PURSUE TALENT CREATIVITY ACHIEVMENT MASTERY RECOGNITION RESPECT
  25. 25. + EmptyFlow
  26. 26. Take the challenge!
  27. 27. The most crucial design question - what brings a true value to man?
  28. 28. Man cannot stand a meaningless life… We need more understanding of human nature… And we are pitifully unaware of it. We know nothing of man, far too little.” Carl Jung (1875 –1961) 1959 “
  29. 29. Jung’s understanding of Self How to design better experiences using Jung’s idea of Shadow content transformation.
  30. 30. Find the hidden aspects of human nature and bring them to light, as to design the experiences of tomorrow we need to better understand human nature first.
  31. 31. @Ina011235 THANK YOU!

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