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Designing for Fun

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Sarah Allen, Mightyverse @mightyverse, AltConf, June 2015
Making your app fun to use requires more than sprinkling a little gamification on top. It requires thoughtful imagination and experimentation. In this talk, I highlight some expert perspectives on theories of play and behavioral psychology, and and how we can apply these ideas in mobile app design. I also share prototyping techniques and how to validate whether a design will actually be fun.

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Designing for Fun

  1. 1. Designing for Fun Sarah Allen @mightyverse
  2. 2. Thank you John! @djembe
  3. 3. Meaning Autonomy Mastery Getting Gamification Right by Sebastian Deterding
  4. 4. Meaning Connect to personal goals and passions Autonomy Mastery Getting Gamification Right by Sebastian Deterding
  5. 5. Social Mission Almost 50% of the world’s languages are endangered One goes extinct every 2-3 weeks A global, crowdsourced living language community can make documenting an endangered language easy and accessible to all.
  6. 6. What is your epic win?
  7. 7. Meaning Connect to personal goals and passions Autonomy Freedom: the ability to curiously explore opportunity Mastery Getting Gamification Right by Sebastian Deterding
  8. 8. – Frank Smith “We are all capable of huge and unsuspected learning accomplishments without effort.”
  9. 9. Designing Software
  10. 10. Meaning Connect to personal goals and passions Autonomy Freedom: the ability to curiously explore opportunity Mastery Goal + rules create interesting challenges Getting Gamification Right by Sebastian Deterding
  11. 11. – Raph Koster “Fun is just another word for learning”
  12. 12. – Raph Koster “Fun is just another word for learning under optimal conditions.”
  13. 13. Relaxed Alertness Moderate to High Challenge Low Threat Sense of Well-being Making Connections: Teaching and the Human Brain by Renate Nummela Caine, Geoffrey Caine
  14. 14. Relaxed Alertness Allows people to access what they already know Think Creatively Tolerate Ambiguity Willingness to Delay Gratification Making Connections: Teaching and the Human Brain by Renate Nummela Caine, Geoffrey Caine
  15. 15. – Stephanie Morgan Compulsion Loop
  16. 16. Kill Monsters Win Gold Buy Stuff – Stephanie Morgan
  17. 17. Language Exchange Social Game Language learning process should be reflective of the interaction they are seeking: social, engaging, fun Mightyverse Database Web App Juan Bill Xian View Record Request
  18. 18. Content Creation Feedback Loop Phrase Contributors Mightyverse Database
  19. 19. Phrase Contributors Mightyverse Database More Search Results Content Creation Feedback Loop Phrase videos create phrase pages
  20. 20. Phrase Contributors Mightyverse Database More Search Results Web App Content Creation Feedback Loop Phrase pages drive traffic
  21. 21. Phrase Contributors Mightyverse Database More Search Results Web App Content Creation Feedback Loop Phrase pages drive traffic Traffic drives App downloads
  22. 22. Phrase Contributors Mightyverse Database More Search Results Web App Content Creation Feedback Loop Phrase pages drive traffic People can share or request help from friends
  23. 23. Phrase Contributors Mightyverse Database More Search Results Web App Content Creation Feedback Loop Phrase pages drive traffic
  24. 24. Creating a Fun Mobile App
  25. 25. Process Not Features Create a paper prototype. Play test and iterate.
  26. 26. – Matt Leacock “Shut up and sit in the corner and watch. See if people who play your game are having fun and playing the way you expect, and are able to learn the rules easily.”
  27. 27. Playing with Paper keep playing till it is consistently fun always be learning prepare for the unexpected give yourself space to imagine new things
  28. 28. Making the Mobile App
  29. 29. Build small things.
  30. 30. Test Before You Are Ready
  31. 31. The Play Test is a Game
  32. 32. Rules for Play Testing Shut up and Watch Take Notes Take Photos Resist providing answers. Ask questions.
  33. 33. Questions to Ask What do you think this app is for? What did you expect to happen? Did you have fun? What part of it was fun? Did you learn anything?
  34. 34. Design in Collaboration with Your Users feedback@mightyverse.com
  • a1985526

    Aug. 25, 2015
  • ZaharaddenUsman

    Jun. 15, 2015
  • Kalfatovic

    Jun. 14, 2015

Sarah Allen, Mightyverse @mightyverse, AltConf, June 2015 Making your app fun to use requires more than sprinkling a little gamification on top. It requires thoughtful imagination and experimentation. In this talk, I highlight some expert perspectives on theories of play and behavioral psychology, and and how we can apply these ideas in mobile app design. I also share prototyping techniques and how to validate whether a design will actually be fun.

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