Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Applied And Persuasive Applications For Museums

351 views

Published on

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.

Published in: Education
  • Be the first to comment

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

×