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Pietro Polsinelli
@ppolsinelli
For
Applied and Persuasive:
Playful Learning
APPLIED AND PERSUASIVE
EXAMPLES
Autography is a playful
persuasive application
3
With Autography people can
draw digital graffiti
in the context of the Opera
del Duomo locations and
works of art.
4
It’s a locally available service
and mobile application
integrated with Opera’s web
site.
Created by Opera del Duomo
and O...
People are creating wonderful drawings using a limited set
of tools and surfaces: those used in the “real” world...
6
Also very classical graffiti 
Details matter: the tools are those used for “real”
graffiti. [Perception of unseen depth.]
Autography is a playful
persuasive application,
meant for
influencing behaviour and
creating participation.
9
How did we get to it?
There was a “removing
graffiti” app idea, how to
remove them.
10
But… there is something
POSITIVE in graffiti.
An intention, a form of
expression.
11
Let’s make it
easier to create
graffiti!
12
In place, as app, on the web (desktop and mobile).
13
Enter the doubts phase.
14
Will they understand that it
is a positive message?
Or… will it encourage real,
damaging graffiti?
Or… will people ignore ...
Took the plunge.
16
Alice Filipponi
Web-Marketing Director
@ Opera
17
Francesco Pallanti
Marketing & SEO research
@ Chorally
Yes they are creating them.Today its almost a
hundred per day.
18
Why? Why care?
19
Surprise, curiosity.The thing there is totally
unexpected.
20
“Uh, its super cool” – but...
Its just a drawing app.
But it looks nice.
I can have informal fun in a
formal CONTEXT.
21
From digital to… paper! 22
More applied
games / apps
Addressing a real world
problem with games.
24
Keep Me Safe in Europe
A game for learning how to prevent neglect and abuse
Feel Better
Help young cancer patients learn about their therapy path.
Once Upon A Tile
An innovative mobile game for educating on sustainable development
Redesire
Collaborative definitions of new urban spaces
The Workplace Challenge
Learn to meet IT problems in a systemic way.
Decameron (Allegra Brigata)
Classic litterature work by Boccaccio presented through narrative puzzles
Offshore Safety
Learn how Italian offshore platforms are kept safe
Applied games work.
This was a surprising
personal discovery.
Sometimes in unexpected
ways.
32
DOMAIN ANALYSIS AND
LEARNING MODELS
Let’s try to learn more
about applied games.
34
Games are about
complexity, because they
are about people.
You may be making
systems that are
interactions with NP hard
pr...
Even Mastermind is NP complete!
36
Systems of play
37
38
39
How are games and
persuasive apps
connected to
learning?
40
Relationship to learning is
key in defining applied
games.
Also in defining what
applied games are not.
41
Designing Games for Health
RE-DESIGN
Wednesday, March 29, 2017
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transform...
Ian Bogost: gamification is
bullshit.
44
Ian Bogost writes:
Gamification, I suggested, is primarily a practice
of marketers and consultants who seek to
construct a...
But this actually has nothing
to do with what we do.
46
48
PRINCIPLES
Develop from scratch a
custom built game or more
simply interactive
application that will
progressively familiarize
the pl...
Progression is built in the
application mechanic /
game loop, using an
analogy represented in the
graph below:
51
52
Learning in games is not
“by trial and error”:
its by “fail and retry”.
Games, not simulations.
53
54
55
CREATING APPLIED
GAMES:
THE PROCESS
57
Applied games as intended
here are about complexity,
so
their production needs to
follow a loop of ideas,
prototypes, t...
58
Working on an applied
game concept,
I always start from asking
“why would anybody care”.
59
Its probably very much a
problem in the context of
museum initiatives too.
At least, it should be 
People are actually
hungry for knowledge.
In the right form:
“surprise me”.
60
The advantage of intrinsic
depth: otherwise, no
museum!
You have it! Enough of
zombies, sci-fi, D&D or
birds!
61
Museum curation
experience probably also
means familiarity with
inclusiveness,
62
63
64
Knowledge Base
The very first step is transforming the
available knowledge in a form that is
atomic, so that gameplay e...
65
66
Game as labs: careful, games
are not simulators.
67
Game mechanic:
an interaction of whole game
elements that can be described
by a very short algorithm
expressible in a s...
68
Loop until:
Second-to-second
Minute-to-minute
Session-to-session
Day-to-day
gameplay is clearly defined.
69
And:
Define learning progress
Define the audience
Define the devices
Define data collection
As a customer:
do not do this
70
“Let’s just clone that great
success and change the
words.”: the worst possible
smart idea.
Creating applied games by clon...
-You will end up creating a uglier version
of an existing game, the latter acting as a
quality reference for the players w...
“We just need a
playable prototype, not a
complete game!”
A playable prototype of
the Space Shuttle is very
close to being...
Lets do some minigames!
≈
Lets do some ugly games!
Lets hint to a mechanics
without developing it!
74
“We need the game’s
total cost upfront!”
Just pay for the (first)
game design and
concept. Minimize risk,
we both win!
#no...
“I am an art expert, hence I have
such cool ideas for the game
design.”
You didn’t consider:
inclusiveness, this game your...
“We have to change this simple
thing and you ask for more
money?”
What kind of change is it?
Mutual understanding about th...
“The game is not teaching what I
wanted it to.”
“I am scared that they will accuse
the game of teaching the
opposite”
Pair...
SO...
79
How to deal with complexity?
The burocratization of work
or ...
prototypes, short narratives
and conversations.
A process compatible with
change
LEARN MORE
82
83
Steffen P.Walz
and
Sebastian
Deterding,
An Introduction
to the Gameful
World
in The Gameful
World,
MIT Press, 2015.
84
85
My twitter stream is
mostly dedicated to
game design
@ppolsinelli
A blog on game
design
designagame.eu
86
Applied And Persuasive Applications For Museums
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Applied And Persuasive Applications For Museums

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We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.

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Applied And Persuasive Applications For Museums

  1. 1. Pietro Polsinelli @ppolsinelli For Applied and Persuasive: Playful Learning
  2. 2. APPLIED AND PERSUASIVE EXAMPLES
  3. 3. Autography is a playful persuasive application 3
  4. 4. With Autography people can draw digital graffiti in the context of the Opera del Duomo locations and works of art. 4
  5. 5. It’s a locally available service and mobile application integrated with Opera’s web site. Created by Opera del Duomo and Open Lab. 5
  6. 6. People are creating wonderful drawings using a limited set of tools and surfaces: those used in the “real” world... 6
  7. 7. Also very classical graffiti 
  8. 8. Details matter: the tools are those used for “real” graffiti. [Perception of unseen depth.]
  9. 9. Autography is a playful persuasive application, meant for influencing behaviour and creating participation. 9
  10. 10. How did we get to it? There was a “removing graffiti” app idea, how to remove them. 10
  11. 11. But… there is something POSITIVE in graffiti. An intention, a form of expression. 11
  12. 12. Let’s make it easier to create graffiti! 12
  13. 13. In place, as app, on the web (desktop and mobile). 13
  14. 14. Enter the doubts phase. 14
  15. 15. Will they understand that it is a positive message? Or… will it encourage real, damaging graffiti? Or… will people ignore it? 15
  16. 16. Took the plunge. 16
  17. 17. Alice Filipponi Web-Marketing Director @ Opera 17 Francesco Pallanti Marketing & SEO research @ Chorally
  18. 18. Yes they are creating them.Today its almost a hundred per day. 18
  19. 19. Why? Why care? 19
  20. 20. Surprise, curiosity.The thing there is totally unexpected. 20
  21. 21. “Uh, its super cool” – but... Its just a drawing app. But it looks nice. I can have informal fun in a formal CONTEXT. 21
  22. 22. From digital to… paper! 22
  23. 23. More applied games / apps
  24. 24. Addressing a real world problem with games. 24
  25. 25. Keep Me Safe in Europe A game for learning how to prevent neglect and abuse
  26. 26. Feel Better Help young cancer patients learn about their therapy path.
  27. 27. Once Upon A Tile An innovative mobile game for educating on sustainable development
  28. 28. Redesire Collaborative definitions of new urban spaces
  29. 29. The Workplace Challenge Learn to meet IT problems in a systemic way.
  30. 30. Decameron (Allegra Brigata) Classic litterature work by Boccaccio presented through narrative puzzles
  31. 31. Offshore Safety Learn how Italian offshore platforms are kept safe
  32. 32. Applied games work. This was a surprising personal discovery. Sometimes in unexpected ways. 32
  33. 33. DOMAIN ANALYSIS AND LEARNING MODELS
  34. 34. Let’s try to learn more about applied games. 34
  35. 35. Games are about complexity, because they are about people. You may be making systems that are interactions with NP hard problems. 35
  36. 36. Even Mastermind is NP complete! 36
  37. 37. Systems of play 37
  38. 38. 38
  39. 39. 39
  40. 40. How are games and persuasive apps connected to learning? 40
  41. 41. Relationship to learning is key in defining applied games. Also in defining what applied games are not. 41
  42. 42. Designing Games for Health RE-DESIGN
  43. 43. Wednesday, March 29, 2017 Category, competition, avatar, war, reward, levels Vs. Inclusive, mentor, path, story, transformation A language change. 43
  44. 44. Ian Bogost: gamification is bullshit. 44
  45. 45. Ian Bogost writes: Gamification, I suggested, is primarily a practice of marketers and consultants who seek to construct and then exploit an opportunity for benefit. … As I’ve previously argued,“-ifying” things “makes applying that medium to any given purpose seem facile and automatic” (From Why Gamification is Bullshit) 45
  46. 46. But this actually has nothing to do with what we do. 46
  47. 47. 48
  48. 48. PRINCIPLES
  49. 49. Develop from scratch a custom built game or more simply interactive application that will progressively familiarize the player about a non trivial topic. 50
  50. 50. Progression is built in the application mechanic / game loop, using an analogy represented in the graph below: 51
  51. 51. 52
  52. 52. Learning in games is not “by trial and error”: its by “fail and retry”. Games, not simulations. 53
  53. 53. 54
  54. 54. 55
  55. 55. CREATING APPLIED GAMES: THE PROCESS
  56. 56. 57 Applied games as intended here are about complexity, so their production needs to follow a loop of ideas, prototypes, tests and feedbacks.
  57. 57. 58 Working on an applied game concept, I always start from asking “why would anybody care”.
  58. 58. 59 Its probably very much a problem in the context of museum initiatives too. At least, it should be 
  59. 59. People are actually hungry for knowledge. In the right form: “surprise me”. 60
  60. 60. The advantage of intrinsic depth: otherwise, no museum! You have it! Enough of zombies, sci-fi, D&D or birds! 61
  61. 61. Museum curation experience probably also means familiarity with inclusiveness, 62
  62. 62. 63
  63. 63. 64 Knowledge Base The very first step is transforming the available knowledge in a form that is atomic, so that gameplay episodes can express such parts. Such atoms can make sense only in a flow, or in a flow tree. They can be in narrative form, as dialogues, as questions / answers, any form actually.
  64. 64. 65
  65. 65. 66 Game as labs: careful, games are not simulators.
  66. 66. 67 Game mechanic: an interaction of whole game elements that can be described by a very short algorithm expressible in a short natural language paragraph 
  67. 67. 68 Loop until: Second-to-second Minute-to-minute Session-to-session Day-to-day gameplay is clearly defined.
  68. 68. 69 And: Define learning progress Define the audience Define the devices Define data collection
  69. 69. As a customer: do not do this 70
  70. 70. “Let’s just clone that great success and change the words.”: the worst possible smart idea. Creating applied games by cloning existing games is a very bad idea for a host of reasons. 71
  71. 71. -You will end up creating a uglier version of an existing game, the latter acting as a quality reference for the players who will expect your applied game to be at least of the same quality as the cloned one. -The topic you want to lead the player too is an obstacle to game play instead of being built inside the mechanics. - There will be a dis-alignment between the game topic and the topic you care about. 72
  72. 72. “We just need a playable prototype, not a complete game!” A playable prototype of the Space Shuttle is very close to being the finished Space Shuttle. 73
  73. 73. Lets do some minigames! ≈ Lets do some ugly games! Lets hint to a mechanics without developing it! 74
  74. 74. “We need the game’s total cost upfront!” Just pay for the (first) game design and concept. Minimize risk, we both win! #noestimates 75
  75. 75. “I am an art expert, hence I have such cool ideas for the game design.” You didn’t consider: inclusiveness, this game your very kids are playing, NP-hard combinatorics, that this and that will cost immensely… 76
  76. 76. “We have to change this simple thing and you ask for more money?” What kind of change is it? Mutual understanding about the difference say between change of data and change of behaviour. 77
  77. 77. “The game is not teaching what I wanted it to.” “I am scared that they will accuse the game of teaching the opposite” Pair with the designer. Connect knowledge, learning and the specific core mechanic and narrative. 78
  78. 78. SO... 79
  79. 79. How to deal with complexity? The burocratization of work or ... prototypes, short narratives and conversations.
  80. 80. A process compatible with change
  81. 81. LEARN MORE 82
  82. 82. 83
  83. 83. Steffen P.Walz and Sebastian Deterding, An Introduction to the Gameful World in The Gameful World, MIT Press, 2015. 84
  84. 84. 85
  85. 85. My twitter stream is mostly dedicated to game design @ppolsinelli A blog on game design designagame.eu 86
  • baddeo

    Nov. 9, 2017

We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.

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