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Engagement
by
Design
Pietro Polsinelli




                    1
To get to “engaging” (ITA avvincenti) we have to ask about the user. UX design is understanding
   people – not by example. You won’t go anywhere by just hacking code.

UI and UX are more a theme for psychology & anthropology than software engineering.
the flow


The blurry edge between challenging and too difficoult.

There is the flow. We are tackling the tip of something complex. When we are
kept at the margin of our abilities – it’s the flow graph. So its complex,
there are exceptions everywhere.
Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
New user models.
UI design starting
from the user -
examples
Starting point is an antropological question.
How can I talk about WW2 to today’s hurried reader? [image of Churchill autobiography] Twitter
   stories
Twitter stories to movies

Social software for story composition.
Gabriele Farina from aLittleb.it (Milan)
Why
games can
teach
about UI?
Classical game
design intro
Game
“mechanics”?




Crash course in game design.
Gamification of routine work does not make sense because we want surprises, new patterns in
   games

   A game is about loops -> mostly primitive ones
Drawing with your figer on the iPad is nice. Racing with small cars is beautiful [polistil?]
Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies
   development, but is a plus here, not a minus.
“This game is engaging”




Engagement can be caused by disparate reasons:
1. Engagement because of s fun base mechanic
2. Engagement by using a virtual world projection mechanics
Engaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower
   defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics
Koster – Deterding definition of fun.
Learn more on Classical Game Design




Game mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I
   riferimenti per qualità, non per popolarità. My friend Sebastian Deterding

In the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway
     clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun,
     what
Enchant and
dispell
[which is the reference? Check licrize?]




                                           22
Playfication
Oh how nice it is to work as a
slave for this multinational




http://unmanned.molleindustria.org/


                                      Monday, August 27, 2012
Conflict of interests




“This Bat Man game feels like busywork” -> bad game. Games’destiny is to be mastered and
   become boring, surprises ended. [redraw with differences: n surprises iteration]

                                                                          Monday, August 27, 2012

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Engagement by Design - First Draft

  • 2. To get to “engaging” (ITA avvincenti) we have to ask about the user. UX design is understanding people – not by example. You won’t go anywhere by just hacking code. UI and UX are more a theme for psychology & anthropology than software engineering.
  • 3. the flow The blurry edge between challenging and too difficoult. There is the flow. We are tackling the tip of something complex. When we are kept at the margin of our abilities – it’s the flow graph. So its complex, there are exceptions everywhere.
  • 4. Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
  • 6. UI design starting from the user - examples
  • 7. Starting point is an antropological question.
  • 8. How can I talk about WW2 to today’s hurried reader? [image of Churchill autobiography] Twitter stories
  • 9. Twitter stories to movies Social software for story composition.
  • 10. Gabriele Farina from aLittleb.it (Milan)
  • 14. Gamification of routine work does not make sense because we want surprises, new patterns in games A game is about loops -> mostly primitive ones
  • 15. Drawing with your figer on the iPad is nice. Racing with small cars is beautiful [polistil?]
  • 16. Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies development, but is a plus here, not a minus.
  • 17. “This game is engaging” Engagement can be caused by disparate reasons: 1. Engagement because of s fun base mechanic 2. Engagement by using a virtual world projection mechanics Engaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics
  • 18. Koster – Deterding definition of fun.
  • 19. Learn more on Classical Game Design Game mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I riferimenti per qualità, non per popolarità. My friend Sebastian Deterding In the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun, what
  • 21.
  • 22. [which is the reference? Check licrize?] 22
  • 24. Oh how nice it is to work as a slave for this multinational http://unmanned.molleindustria.org/ Monday, August 27, 2012
  • 25. Conflict of interests “This Bat Man game feels like busywork” -> bad game. Games’destiny is to be mastered and become boring, surprises ended. [redraw with differences: n surprises iteration] Monday, August 27, 2012