WORK PLAY MEETS KES SAMPANTHAR GAME DESIGN in the WORKPLACE
BUSINESS  MEETS  DESIGN
BUSINESS LOGIC  MEETS  GAME DESIGN
WHY  DOES BUSINESS CARE ABOUT  GAMES?
GAMES ARE  FUN!!
GAMES ARE  ADDICTIVE
GAMES ARE  IMMERSIVE
WHAT ABOUT WORK  ?
WORK IS   DULL
WORK IS   BORING
WORK IS   URGGHH!
WHEN WAS THE LAST TIME YOU  LOST  YOURSELF AT WORK ?
NO… REALLY  LOST  YOURSELF!
GAMES  FUN WORK  NOT
AREN’T GAMES JUST FOR  KIDS?
THE TRUSTED CHOICE FOR ONLINE BUSINESS™ Page  49% 25% 26% 18 - 49 years 50+ years Under 18 years Source: ESA ‘Essential Fa...
YOUR EMPLOYEES PLAY  GAMES !
GAMES  HAVE CHANGED!
THESE AREN’T GRANMA’S  GAMES !
GAMES  HAVE EVOLVED!
THESE  GAMES  CAN BE PLAYED FOR… DAYS
THESE  GAMES  CAN BE PLAYED FOR… WEEKS
THESE  GAMES  CAN BE PLAYED FOR… MONTHS
THESE  GAMES  CAN BE PLAYED FOR… YEARS
THESE  GAMES  CAN BE PLAYED FOR… MILLENIUMS
OK… MAYBE NOT THAT LONG… MILLENIUMS
BUT… PEOPLE LIVE IN THESE  GAMES  …
SO… WHAT MAKES GAMES  FUN?
THEORY TIME FO R S OME
DON’T FALL ASLEEP  YET!
BRAINS UNDERSTAND
GAMES UNDERSTAND
GAME DESIGN FUNDAMENTALS FLOW IS THE MENTAL STATE OF BEING FULLY IMMERSED IN AN ACTIVITY PROPOSED BY MIHALY CSIKSZENTMIHAL...
ANXIETY BOREDOM NOT IN FLOW If the challenge and skills don’t match you get ANXIETY OR BOREDOM
FLOW BALANCES SKILLS & CHALLENGES
8 PRINCIPLES OF FLOW <ul><li>Pre-Requisites of Flow </li></ul><ul><ul><li>A challenging Activity that requires skills </li...
CONDITIONING <ul><li>Classical Conditioning  - Operant Behavior </li></ul><ul><ul><li>Positive Reinforcements i.e.  Pavlov...
CONDITIONING BUT… HOW DO YOU MAKE PEOPLE  DROOL?
WINNING “ It’s surprising how many developers forget that it’s the victories and treasures –not the obstacles– that make p...
REWARDS Rewards of Glory  – End goals, Winning the game Rewards of Sustenance  – The rewards for maintenance – i.e. food, ...
<ul><li>Fixed Reinforcement  –  Rewards occur at a steady pace.  </li></ul><ul><ul><li>Fixed ratio  – rewarded a fixed num...
GAMBLING IS THIS WHY GAMBLING IS  ADDICTIVE?
YES
YES YES
YES YES YES
SO… PLAY POKER AT  WORK?
NO!
THINK USER EXPERIENCE DESIGN UX
UX PLUS PLUS UX
UX PLUS… PLUS UX
UX PLUS FUN PLUS UX FUN FUN FUN FUN
FUN TIONAL  DESIGN FUN X TIONAL DESIGN
MIX MATCH & GAME ELEMENTS <ul><ul><li>Fixed & Variable Reinforcement </li></ul></ul><ul><ul><li>Challenges </li></ul></ul>...
FUN EXAMPLES FUN X  EXAMPLES
TETRIS EMAIL
NEXT PIECE HIGH SCORE 1,223,560 TETRIS Use Tetris to design email processing game
NO YES GETTING THINGS DONE STUFF IN ACTIONABLE ? FILE DO DELEGATE DEFER Getting Things Done – Time Management Framework
NEXT MAIL TIMER 23 mins 54 secs TETRI-MAIL READ HIGH SCORES FILE
ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT
ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT QUESTS PROJECTS MINI QUESTS TASKS REWARDS DELIVERABLES POINTS MBO’S
FUN FUN X TIONAL DESIGN WHERE BUSINESS MEETS  GAMES
KES SAMPANTHAR THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE
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Work & Play Game Design At Work V4

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At the intersection of work and play you have where game design meets application design. Design work applications with a game designed interface. Playing games at work could lead to more productivity. Game Design (Fun) and User Experience (UX) - FunXtional Design or just FunX.

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  • Work & Play Game Design At Work V4

    1. 1. WORK PLAY MEETS KES SAMPANTHAR GAME DESIGN in the WORKPLACE
    2. 2. BUSINESS MEETS DESIGN
    3. 3. BUSINESS LOGIC MEETS GAME DESIGN
    4. 4. WHY DOES BUSINESS CARE ABOUT GAMES?
    5. 5. GAMES ARE FUN!!
    6. 6. GAMES ARE ADDICTIVE
    7. 7. GAMES ARE IMMERSIVE
    8. 8. WHAT ABOUT WORK ?
    9. 9. WORK IS DULL
    10. 10. WORK IS BORING
    11. 11. WORK IS URGGHH!
    12. 12. WHEN WAS THE LAST TIME YOU LOST YOURSELF AT WORK ?
    13. 13. NO… REALLY LOST YOURSELF!
    14. 14. GAMES FUN WORK NOT
    15. 15. AREN’T GAMES JUST FOR KIDS?
    16. 16. THE TRUSTED CHOICE FOR ONLINE BUSINESS™ Page 49% 25% 26% 18 - 49 years 50+ years Under 18 years Source: ESA ‘Essential Facts’ 2008 35 Average Age of Game Player
    17. 17. YOUR EMPLOYEES PLAY GAMES !
    18. 18. GAMES HAVE CHANGED!
    19. 19. THESE AREN’T GRANMA’S GAMES !
    20. 20. GAMES HAVE EVOLVED!
    21. 21. THESE GAMES CAN BE PLAYED FOR… DAYS
    22. 22. THESE GAMES CAN BE PLAYED FOR… WEEKS
    23. 23. THESE GAMES CAN BE PLAYED FOR… MONTHS
    24. 24. THESE GAMES CAN BE PLAYED FOR… YEARS
    25. 25. THESE GAMES CAN BE PLAYED FOR… MILLENIUMS
    26. 26. OK… MAYBE NOT THAT LONG… MILLENIUMS
    27. 27. BUT… PEOPLE LIVE IN THESE GAMES …
    28. 28. SO… WHAT MAKES GAMES FUN?
    29. 29. THEORY TIME FO R S OME
    30. 30. DON’T FALL ASLEEP YET!
    31. 31. BRAINS UNDERSTAND
    32. 32. GAMES UNDERSTAND
    33. 33. GAME DESIGN FUNDAMENTALS FLOW IS THE MENTAL STATE OF BEING FULLY IMMERSED IN AN ACTIVITY PROPOSED BY MIHALY CSIKSZENTMIHALYI AFTER RESEARCHING ARTISTS
    34. 34. ANXIETY BOREDOM NOT IN FLOW If the challenge and skills don’t match you get ANXIETY OR BOREDOM
    35. 35. FLOW BALANCES SKILLS & CHALLENGES
    36. 36. 8 PRINCIPLES OF FLOW <ul><li>Pre-Requisites of Flow </li></ul><ul><ul><li>A challenging Activity that requires skills </li></ul></ul><ul><ul><li>Clear Goals </li></ul></ul><ul><ul><li>Clear Feedback </li></ul></ul><ul><ul><li>Control </li></ul></ul><ul><li>Results of Flow </li></ul><ul><ul><li>Autotelic – an activity that is pleasurable in its self </li></ul></ul><ul><ul><li>Concentration </li></ul></ul><ul><ul><li>Loss of self consciousness </li></ul></ul><ul><ul><li>Transformation of time </li></ul></ul>
    37. 37. CONDITIONING <ul><li>Classical Conditioning - Operant Behavior </li></ul><ul><ul><li>Positive Reinforcements i.e. Pavlov’s Dog </li></ul></ul><ul><ul><li>Negative Reinforcements </li></ul></ul>
    38. 38. CONDITIONING BUT… HOW DO YOU MAKE PEOPLE DROOL?
    39. 39. WINNING “ It’s surprising how many developers forget that it’s the victories and treasures –not the obstacles– that make people interested in playing in the first place. If you stop giving out carrots that will keep players excited, or even worse, if you start punishing curiosity, you’re only going to drive away the very people who want to enjoy games” – Neal and Jana Hallford
    40. 40. REWARDS Rewards of Glory – End goals, Winning the game Rewards of Sustenance – The rewards for maintenance – i.e. food, health packs etc. Rewards of Access – Access new levels, resources Rewards of Facility – Reward with new abilities, tools etc.
    41. 41. <ul><li>Fixed Reinforcement – Rewards occur at a steady pace. </li></ul><ul><ul><li>Fixed ratio – rewarded a fixed number of times </li></ul></ul><ul><ul><li>Fixed Interval – rewarded at a fixed interval </li></ul></ul><ul><li>Variable Reinforcement </li></ul><ul><li>Rewards happening at an irregular interval </li></ul><ul><ul><li>Variable Ratio – the outcome happens after an irregular number of times (Training dolphins to jump) </li></ul></ul><ul><ul><li>Variable Interval – rewards happen at a variable amount of time </li></ul></ul>REWARD SCHEDULES
    42. 42. GAMBLING IS THIS WHY GAMBLING IS ADDICTIVE?
    43. 43. YES
    44. 44. YES YES
    45. 45. YES YES YES
    46. 46. SO… PLAY POKER AT WORK?
    47. 47. NO!
    48. 48. THINK USER EXPERIENCE DESIGN UX
    49. 49. UX PLUS PLUS UX
    50. 50. UX PLUS… PLUS UX
    51. 51. UX PLUS FUN PLUS UX FUN FUN FUN FUN
    52. 52. FUN TIONAL DESIGN FUN X TIONAL DESIGN
    53. 53. MIX MATCH & GAME ELEMENTS <ul><ul><li>Fixed & Variable Reinforcement </li></ul></ul><ul><ul><li>Challenges </li></ul></ul><ul><ul><li>Goals </li></ul></ul><ul><ul><li>Feedback </li></ul></ul><ul><ul><li>Control </li></ul></ul>
    54. 54. FUN EXAMPLES FUN X EXAMPLES
    55. 55. TETRIS EMAIL
    56. 56. NEXT PIECE HIGH SCORE 1,223,560 TETRIS Use Tetris to design email processing game
    57. 57. NO YES GETTING THINGS DONE STUFF IN ACTIONABLE ? FILE DO DELEGATE DEFER Getting Things Done – Time Management Framework
    58. 58. NEXT MAIL TIMER 23 mins 54 secs TETRI-MAIL READ HIGH SCORES FILE
    59. 59. ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT
    60. 60. ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT QUESTS PROJECTS MINI QUESTS TASKS REWARDS DELIVERABLES POINTS MBO’S
    61. 61. FUN FUN X TIONAL DESIGN WHERE BUSINESS MEETS GAMES
    62. 62. KES SAMPANTHAR THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE

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