1. Gamification can be used to supplement and innovate user experiences by adding gaming elements.
2. Octalysis identifies eight types of motivational affordances in gamification including meaning, accomplishment, empowerment, ownership, social influence, scarcity, unpredictability, and avoidance of loss.
3. To implement gamification, one should break down functions into modular components, consider how to incorporate motivational elements into each, and ensure they fulfill intrinsic and extrinsic user motivations.
1. Gamification can be used to supplement and innovate user experiences by adding gaming elements.
2. Octalysis identifies eight types of motivational affordances in gamification including meaning, accomplishment, empowerment, ownership, social influence, scarcity, unpredictability, and avoidance of loss.
3. To implement gamification, one should break down functions into modular components, consider how to incorporate motivational elements into each, and ensure they fulfill intrinsic and extrinsic user motivations.
The document discusses usability testing, which involves testing a product on representative users to identify usability problems, collect data on user performance, and measure satisfaction, in order to improve the product design through an iterative process before public release. It covers planning tests, conducting tests by having users complete tasks while observers take notes, and analyzing the results to identify issues and make design modifications. The goal of usability testing is to create products that are useful, efficient, engaging, error-tolerant, and easy to learn for the intended users.
The document discusses prototyping and provides guidance on creating paper prototypes. It emphasizes that prototyping is an iterative process used to gain feedback and insights. It recommends starting with storyboarding to plan interactions and convey the setting, sequence, and user experience. Tips are provided for creating paper prototypes quickly using various materials like paper, cardboard, and transparencies. The goal of paper prototyping is to test interaction flows at low cost before implementing a digital prototype.
The document discusses user experience (UX) design. It provides 7 principles of UX design: 1) match target audience expectations, 2) don't make people think too much, 3) meet organizational goals, 4) minimize errors, 5) provide a satisfying experience, 6) allow users to achieve goals, and 7) prioritize the human experience. It also describes the UX design process and provides examples of innovative UX designs for products like the iPhone, smart watches, and digital books.
The document discusses usability testing, which involves testing a product on representative users to identify usability problems, collect data on user performance, and measure satisfaction, in order to improve the product design through an iterative process before public release. It covers planning tests, conducting tests by having users complete tasks while observers take notes, and analyzing the results to identify issues and make design modifications. The goal of usability testing is to create products that are useful, efficient, engaging, error-tolerant, and easy to learn for the intended users.
The document discusses prototyping and provides guidance on creating paper prototypes. It emphasizes that prototyping is an iterative process used to gain feedback and insights. It recommends starting with storyboarding to plan interactions and convey the setting, sequence, and user experience. Tips are provided for creating paper prototypes quickly using various materials like paper, cardboard, and transparencies. The goal of paper prototyping is to test interaction flows at low cost before implementing a digital prototype.
The document discusses user experience (UX) design. It provides 7 principles of UX design: 1) match target audience expectations, 2) don't make people think too much, 3) meet organizational goals, 4) minimize errors, 5) provide a satisfying experience, 6) allow users to achieve goals, and 7) prioritize the human experience. It also describes the UX design process and provides examples of innovative UX designs for products like the iPhone, smart watches, and digital books.