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  1. 1.
  2. 2. Derby Context We like big infrastructure & big data Leicester 3
  3. 3. Gaming LocationBecoming mainstream
  4. 4. The magic happens whenfun, data and utility meet 5
  5. 5. EXAMPLE - Exercise: Nike+FUN DATA UTILITY
  6. 6. EXAMPLE - CAR: fiat eco drive FUN DATA UTILITY
  8. 8. Why people want to play chromaromaCurious Cats•People want to know more about their own travel details,•People want to visualise their journeys,•People want to find out WHAT they do,•People want to see what their journey looks like,•People want to see how do they fit in to the large picture of London,•People want to know what their friends are doing
  9. 9. Why people want to play chromaromaRoleplayers•People WANT to add magic to their journeys,•People want to feel like Jason Bourne•People like role playing (in private, in their heads),•People want to play a long board game.•People want to discover new stories in London•People want to discover new maps over the old
  10. 10. Why people want to play chromaromaCompetitors•People want to be the “mayor” of London•People want to be the “best” traveller,•People want to feel like the know the secret bits of London•People want to be the best player in London,or sub sets of these - the missions, the collections, the points
  11. 11. SwipingUser Interface 12
  12. 12. Bus SwipingUser Interface
  13. 13. Bike DockingUser Interface
  14. 14. Registerto Play
  15. 15. ScrapingPersonal Data
  16. 16. FlowData Processing
  17. 17. Playing a LagWaiting for 48 hours
  19. 19. StatisticsA profile of travel
  20. 20. ACHIEVEMENTSSetting Targets for Better Travelling Badges and extra points reward users for: •Making numbers of journeys (e.g. 5, 10, 50, 100) •Travelling at better times (avoiding rush hour) •Being consistently good •Improving their habits consistently •Completing other parts of the game
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  22. 22. VisualisingAchievements
  23. 23. MISSIONSGame Engine as Storytelling Platform Creating a better game by: •Setting a challenge e.g. Get Off One Stop Early (G.O.O.S.E) •Telling a story that spans more than one journey •That is contextual to the location it is told •Making continuation irresistible •Surprising the player with what’s next •Triggering chapters in the story when journeys begin or end, and contacting the user on different services with the next part (e.g. E-mail, Facebook)
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  25. 25. Challengenot Badges < Puzzles
  26. 26. COLLECTIONSIs It Possible To ‘Complete’ A City? Appeal to the completists by: •Grouping together stations & locations by common traits •Making it feel easy to complete Collections •Making Collections completable over time (extending the appeal of the game) •Surprising the player (E.g. You’ve been to all the stations that begin with ‘V’!)
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  28. 28. VisualisingCollections
  29. 29. ITEMSRevenue Generating Objects Encourage in-game purchases: •By adding jeopardy that threatens high scores •By making it possible to affect the scores of others •By introducing limited edition game items (exclusivity) •Introduce ‘Subscriptions’ that provide paying players with more items and exclusive game play.
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  32. 32. VisualisingItems 33
  33. 33. TEAMSThe Commute As Competition Create Communities of Commuters: •Players have to join a team •Teams can capture Stations •Your swipe could be the one that captures a station (for bonus points and pride) •Keen capturers target vulnerable stations •The team with the most Stations owns the city.
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  35. 35. VisualisingTeams
  36. 36. SOCIALSharing and Bragging Increase Exposure: •Players invite their friends to play with them •Players share their achievements across their social networks at the touch of a button •Players work together to achieve more •Players encourage each other to travel better
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  39. 39. Visualising BikesBikes Paths like Flight Paths
  40. 40. SecurityProtecting your locationfrom others
  41. 41. Making thisFeel more like...
  42. 42. ...this
  43. 43. or even this!bur realistically morelike this...
  44. 44. One more trip to Canary Wharf and I’vecompleted the East London Mission I think I’ll get home faster today. That means I’ll have beaten Dave on the Leaderboard. Got ya!
  45. 45. Encouraging Positive Behavioural Change
  46. 46. Matt WatkinsCreative DirectorDeveloped with: Ruby on Rails AS3 / Flex Modest Maps Cloudmade