Successfully reported this slideshow.
Your SlideShare is downloading. ×

Game Design for Product Ideas and UI Design

Ad

Game Design for
Product Ideas and UI
Design
Pietro Polsinelli
@ppolsinelli

Ad

Game + X = ?
Examples

Ad

In this merging of two different fields games are more and
more used as one of the poles. Why? Feasibilty, culture,
hype.

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Ad

Upcoming SlideShare
Harness your imagination
Harness your imagination
Loading in …3
×

Check these out next

1 of 44 Ad
1 of 44 Ad

Game Design for Product Ideas and UI Design

Download to read offline

Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.

Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.

Advertisement
Advertisement

More Related Content

Advertisement

Game Design for Product Ideas and UI Design

  1. 1. Game Design for Product Ideas and UI Design Pietro Polsinelli @ppolsinelli
  2. 2. Game + X = ? Examples
  3. 3. In this merging of two different fields games are more and more used as one of the poles. Why? Feasibilty, culture, hype.
  4. 4. Games for change
  5. 5. Games for change 5
  6. 6. Oh how nice it is to work as a slave for this multinational http://unmanned.molleindustria.org/ 6
  7. 7. Playfied solutions “Gamification”. Bottle bank arcade. Somemtimes, unhealthy psychological consequences. Techniology of “fitting better”: technology for control (Foucault). Game play is instrumental to an external goal. 7
  8. 8. http://thegamebible.com/ 8
  9. 9. Cargo Bot http://twolivesleft.com/CargoBot/ Videogames are ideal for transmitting formal rules through concrete examples. This can cover a lot of ground. Also probe – test – rethink – probe cycle. 9
  10. 10. Search energy in a 3D environment. 10
  11. 11. The dark side 11
  12. 12. No narrative ideal, no purpose beyond monetization. Lenses in a skeleton: The Sims Social. 12
  13. 13. Measure, measure, measure. 13
  14. 14. Addiction by Design Natascha Schull http://gelconference.com/videos/2008/natasha_schull 97% is given by the slot machine – study IT
  15. 15. Gaming as tool is not gamification, is not art 15
  16. 16. Not this approach. 16
  17. 17. 17
  18. 18. Opportunity & problems 19
  19. 19. GAMES ARE EXPENSIVE... Finding job for game creators is non trivial. And its also quite expensive. 20
  20. 20. Game design for Uis: examples 23
  21. 21. Game design as a UI tool This is the usage we are focusing.
  22. 22. Problem: RAI Cinema -> people love movies, people don’t go to movies. Make them play “movie writer”. Melt-a-Plot: UI design includes motivation.
  23. 23. 27
  24. 24. Problem: Integrating social tools in the enterprise (like anything else) is conceptually complex and practically hard. Social Business Toolkit
  25. 25. Meet this “thing”. Reactions? Social Business Game - ideas 29
  26. 26. We have a complex theme, a friendly approach. We basically have this problem: the cards are on the surface. And the alternative is not very friendly. It is a learning problem. Social Business Game - ideas 30
  27. 27. One way to see “make it a game”. Social Business Game - ideas 31
  28. 28. Koster – Deterding definition of fun. Social Business Game - ideas 32
  29. 29. “Fun is about learning in a context where there is no pressure” But in school there is, and there has to be, pressure. There is here a dynamic. http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#! Social Business Game - ideas 33
  30. 30. http://codingconduct.cc/Pawned
  31. 31. (See mockup.)
  32. 32. Turning into a strategy game activates a feedback loop – only the digital game can give this is a practical, feasible way. Why a game.
  33. 33. Engine core is the action / task relationship.
  34. 34. The technologuy of cranes up to the Renaissance. #renaissanceCranes : not likely to become the most popular tag today.
  35. 35. Problem: History of technologycould be fun, is not fun (a general problem of didactics). Genio game and toys.
  36. 36. Leonardo game escaping commonplaces. Also ambition of expressing the “fermento” of the age, and for it to be educational.
  37. 37. Simple strategy in a complex universe.
  38. 38. Strategy and simple fun. 43
  39. 39. My twitter stream is mostly dedicated to game design: http://twitter.com/ppolsinelli A blog on game design http://designagame.eu

×