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How to ditch meetings and start playing games (UX in the City - Manchester 2017)

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Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.

These are the slides from my design games workshop at UX in the City - Manchester, May 2017.

Published in: Design
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How to ditch meetings and start playing games (UX in the City - Manchester 2017)

  1. 1. HOW TO DITCH MEETINGS AND START PLAYING GAMES Neil Turner www.uxforthemasses.com @neilturnerux
  2. 2. UX lead at AstraZeneca
  3. 3. 3 quite interesting things about me…
  4. 4. 1. Identical twin ME!
  5. 5. 2. Pupil at Nelson’s school
  6. 6. 3. Phil Spencer look-a-like
  7. 7. • What are design games? • Why use them? • When to use them? • 4 games to try out • Game time! • Where to find out more WHAT WILL WE COVER?
  8. 8. What’s wrong with a good ol’ fashioned meeting?
  9. 9. https://www.youtube.com/watch?v=U0j8M4hlXcw
  10. 10. How do you keep a room of children entertained?
  11. 11. Party games!
  12. 12. Lets have a quick game…
  13. 13. • Take it in turns to draw • Pick a card from the pack • Quickly draw what’s on the card • No words, symbols or ‘sounds like’ • Other players must guess the answer HOW TO PLAY
  14. 14. What are design games?
  15. 15. Games, only without the kit, and fewer balls
  16. 16. Design games have…
  17. 17. Why ditch meetings for design games?
  18. 18. Meetings Design games Engaging O Involving O Productive O Focused O Efficient O Structured O
  19. 19. Meetings Design games Engaging O P Involving O P Productive O P Focused O P Efficient O P Structured O P
  20. 20. Design games are FUN!
  21. 21. When can you play design games? Design Council: Double Diamond Design Process
  22. 22. Design Council: Double Diamond Design Process Converging - Defining the area to focus upon
  23. 23. Design Council: Double Diamond Design Process Diverging – Coming up with lots of ideas
  24. 24. Games, games, games…
  25. 25. THE GAMES
  26. 26. PRIORITY POKER
  27. 27. Who’s up for a bit of Poker?
  28. 28. • Prioritise a set of items • Discuss and agree priorities GOALS • Up to 8 players PLAYERS • 15 - 30 mins DURATION
  29. 29. • Each player has a set of 5 priority poker cards (1 – 5) with optional Joker card • For each item to be prioritised • Players place their card face down on the table (Joker can only be played once) • All cards revealed together • Players explain their priority • Collectively agree a priority HOW TO PLAY
  30. 30. HOW TO PLAY
  31. 31. • Exposes different priorities • Gives everyone input into prioritisation process • Keeps prioritisation simple WHY IT WORKS • Deciding what to build • Prioritising e.g. users, features, designs WHEN TO PLAY
  32. 32. FANTASY FEATURES
  33. 33. Which features to provide?
  34. 34. • Prioritise and decide on features • Explore not just ‘what’, but ‘why’ GOALS • Up to 3 players PLAYERS • 10 -20 mins per game DURATION
  35. 35. • Create a card for each feature • Give each feature a cost (based on estimate) • Give players a limited budget to spend • What makes it to their fantasy feature list? • Why have these features been chosen? HOW TO PLAY
  36. 36. • Familiar concept • Forces feature trade offs • Considers and communicates complexity of features WHY IT WORKS • Deciding what to build e.g. backlog • Players can be users, or stakeholders WHEN TO PLAY
  37. 37. WORLD’S WORST
  38. 38. https://www.youtube.com/watch?v=6kLZg8yuFo8&t=3s
  39. 39. World’s worst?
  40. 40. • Stimulate ideas • Identify important experiential factors GOALS • Up to 8 players PLAYERS • 20 - 30 mins DURATION
  41. 41. • What would be the world’s worst user experience for ........ ? • Players / Groups capture & discuss ideas • Reverse experience to identify important factors e.g. • No feedback = Lots of feedback • Dull and boring = Engaging HOW TO PLAY
  42. 42. • It’s fun! • Helps to consider what makes for a good or bad user experience WHY IT WORKS • Defining the desired experience • Ideation WHEN TO PLAY
  43. 43. SKETCH STORMING
  44. 44. Lascaux animal cave painting
  45. 45. We’re all sketchers
  46. 46. • Generate lots of ideas • Build on and share ideas GOALS • 2 - 7 players PLAYERS • 15 - 30 mins DURATION
  47. 47. • 5-10 mins for players to sketch their ideas (no text allowed) • Sketches all put up on the wall • Group takes it in turn to guess / interpret the ideas • Comments added during the discussion • Can iterate ideas to play multiple rounds HOW TO PLAY
  48. 48. • Drawing helps to drive the creative process • Gets people talking about ideas WHY IT WORKS • Ideation • Ideas for improving a product or design WHEN TO PLAY
  49. 49. (No, that’s not me!)
  50. 50. Any questions?
  51. 51. www.gamestorming.com www.innovationgames.com
  52. 52. https://conteneo.co/
  53. 53. Use your imagination…
  54. 54. www.uxforthemasses.com THANK YOU :-) @neilturnerux slideshare.net/neiljamesturner

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