This document outlines an agenda and introduction for a workshop on applying principles of game design to software design. The workshop will cover 9 principles: personalization, progressive disclosure, balancing reward and challenge, small superfluous flairs, exploration encouragement, the open-source factor, interpersonal and adaptive play, functional sneak peeks, and help systems. Each principle will involve a teach/lecture, gameplay demonstrations, group discussion, and exercises applying the principles to software. The goal is for attendees to learn how making software more game-like can increase user engagement.
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Videogame Design and Programming - 09 PuzzlesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Videogame Design and Programming - 06 Working with Dramatic ElementsPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Videogame Design and Programming - 09 PuzzlesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Videogame Design and Programming - 06 Working with Dramatic ElementsPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Videogame Design and Programming - 03 The Structure of GamesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
Final Form Games talks about the importance of making good decisions early on in development, and how iteration, prototypes, and testing can provide you with the information you need to make the right choices.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Videogame Design and Programming - Course organizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Exploring User Wish through Mindmapping at Agile India 2013Kenji Hiranabe
Gathering requirements or "User Stories" is always a challenging activity in Agile or in any other approaches.In this session, I propose using mind mapping that focuses to explore "User Wish" - a vague shape of user requirements before it is written into a form of User Stories.
AC+A has prepared this analysis of the first time user experience in Jewels with Buddies (iOS) in order to highlight selected strengths (and some weaknesses) of the design of this title.
AC+A is a social and mobile game design consultancy. A key part of our expertise comes from staying current with new releases on Facebook, iPhone, iPad, and Android and analyzing best practices in the field.
Contact us today for your social and mobile game design needs.
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Videogame Design and Programming - 03 The Structure of GamesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
Final Form Games talks about the importance of making good decisions early on in development, and how iteration, prototypes, and testing can provide you with the information you need to make the right choices.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Videogame Design and Programming - Course organizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Exploring User Wish through Mindmapping at Agile India 2013Kenji Hiranabe
Gathering requirements or "User Stories" is always a challenging activity in Agile or in any other approaches.In this session, I propose using mind mapping that focuses to explore "User Wish" - a vague shape of user requirements before it is written into a form of User Stories.
AC+A has prepared this analysis of the first time user experience in Jewels with Buddies (iOS) in order to highlight selected strengths (and some weaknesses) of the design of this title.
AC+A is a social and mobile game design consultancy. A key part of our expertise comes from staying current with new releases on Facebook, iPhone, iPad, and Android and analyzing best practices in the field.
Contact us today for your social and mobile game design needs.
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
TEDx Manchester: AI & The Future of WorkVolker Hirsch
TEDx Manchester talk on artificial intelligence (AI) and how the ascent of AI and robotics impacts our future work environments.
The video of the talk is now also available here: https://youtu.be/dRw4d2Si8LA
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
User Experience 1: What is User Experience?Marc Miquel
This is an introduction to this course on User Experience in video games and web.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
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This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
Counter intuitive marketing for startups...
After closing down Scoreoid now having some free time, I enrolled startup class. Part of the reading was Paul’s Graham’s do things that don’t scale.
I realized what I did for Scoreoid in the being was exactly this, and it really works….
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Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
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Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
DSC RNGPIT - Getting Started with Game Development Day 1DeepMevada1
DSC RNGPIT had organized a session on Game Development where students where introduced to the basics of Game Development and the Unity Game Engine Interface.
Students were also introduced to the game development flowchart where an example of Flappy Bird was given, and were also given a task to make flowcharts for their games.
Similar to All Work And No Play: What You can Learn from Game Design (20)
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All Work And No Play: What You can Learn from Game Design
1. All Work and No Play
What You can Learn from Game Design
an IxDA Workshop
26 November 2009
Phil Ohme & Eric Pan
Intuit - San Diego, California, USA
2. Agenda start times
I. Introduction and Principles #4 - #9 (45 min) 2:00
II. Principle #1: Personalization (30 min) 2:45
III. Principle #2: Progressive Disclosure (30 min) 3:15
IV. Break for coffee (15 min) 3:45
V. Principle #3: Balance Reward & Challenge(45 min) 4:00
VI. Exercise: Application to software (30 min) 4:45
VII.Present teams' applications and conclude (45 min) 5:15
Note: Each Principle will involve teach/lecture, gameplay to discover examples, group
discussion
3. Introduction Overview
What the heck do Eric & Phil know about games?
Group Poll
Why are games important to look at?
Expectations - what do you want to get out of this?
Examples of how games have influenced the design of
“regular” software
Other minor principles outside the big 3
7. Why games are important to look at
Everyone intuitively knows how to play
Powerful and instinctive expectations for games:
easy to understand
engaging
Engage players in what their goals are with feedback
instantly (short first step) and continuous
Failure is not painful, but fun
What would all product experiences standard look like if we
held it to the standard of games?
13. Interesting UIs, Interactions/Experience
Interface is disappearing
Moving towards cinematic, doesn't feel like playing a
game.
Game example: EA Fight Night
What did you see?
14. Principles #4 - #9
We will quickly look at these minor examples as a warm-up
to the big 3 principles of game design
Small Superfluous Flairs
Exploration Encouragement
The Open-Source Factor
Interpersonal & Adaptive Play
Functional, Interactive Sneak Peek (Salting/Priming)
Help
16. Principle 4: Small Superfluous Flairs
tiniest flair can be a delighter
totally not necessary but makes it more fun
little "useless" things that could be done boring & regular.
Examples:
Wii News
how fun can you make
news, right?
animations when you
change font size
stacks for news moving
around as you zoom in
and out of the global
view
cat tips while loading
17. Principle 4: Small Superfluous Flairs
MINI Cooper Convertible's new "Openometer"
Measures how much time you clock with the top down
Has real business value:
If the owners will get
more satisfaction and
be happier with their
top down, this can
remind and
encourage them to
overcome the
laziness and put it
down. Then they will
spend more time
happy – increased
satisfaction and net
promoter! $$$$
18. Principle 5: Exploration Encouragement
Sandbox concept
Save entire state, then play around, then reverse
Multiple lives
Strong undo system
Any order you want to proceed (don't force linear unless it
makes sense)
Game examples:
Grand Theft Auto
Prince of Persia Sands of Time (reverse time )
The more you can get the user to explore, the greater confidence and
skill. Unnecessary constriction is bad. Comfort to explore means
confidence. Note the ways exploration can be encouraged.
19. Principle 6: The Open-Source Factor
Technical decision to allow public
Lets you do work once to create engine, but others can
put different experiences on top of it.
Teams modding can make adjustments to your original
vision/engine that make it better, then you can accept
that (and make your original better)
Game examples:
HalfLife (video) & CounterStrike (video )
Counter Strike Mod (
Article on game mods (link )
The Key is staying focused on the purpose of the
game/software, not controlling hardware & software.
20. Principle 7: Interpersonal & Adaptive Play
Many variations on rules (user interpretation, user
contribution)
Challenge changes when you progress
Two ways of supporting adaptive:
Rules are loose enough
Motivation
Game examples:
Beer Pong
Pictionary/Charades
Counterstrike
World of Warcraft (Leroy Jenkins clip)
Software examples:
Salesforce.com sells little tools you buy a la carte
(joblets)
21. Principle 8: Functional Sneak Peek
Functional, interactive preview before game even released
for sale
Allows for salting (priming) of target audience
Free Trial that encourages (and makes easy) spreading viral
WOM
Game examples:
iPhone Cube Runner (free, but different courses)
Spore CreatureCreator
Spore upload to YouTube
Software examples:
Shop Buy Use --> Shop/Use Buy
Freeware Trial
Amazon's new Window Shopping site
Zappos.com and how they payoff loser call center agents
22. Principle 9: Help
How does Halo teach you how to play?
Intrusive help?
Tips screens? Wii News Cat
Actual help screens?
Tough to get the right balance of fun help and annoying
help
Game:
Halo intro (need volunteer)
Wii Bowling - drop the ball
App Examples:
Microsoft Clippy (bad)
Contextual/point of need (Flyovers/hover help)
Apple "ShowMe" and fade in help
How do the different types of help work? When are they
appropriate?
24. Principle #1: Personalization
Tailoring remap of keys (inverted look)
Customize UIs
Game Examples: Avatars: Fight Night, Mii
App Examples: iGoogle makes you more likely to read
stuff you created vs. canned Yahoo front page content.
Personalization can increase the depth at which the
customer engages the product. Sometimes it's a nice to
have, sometimes it's a necessity.
25. Principle #2: Progressive Disclosure/Discovery
Game examples:
Wii Sports: Bowling
Mario Cart
Compare to software:
Mac OSX
Power vs. Simplicity. Show a few of most important
options. Show advanced upon request. Novice vs.
Advanced. Create environments that graduate novice
users to expert - if they want to!
26. Principle #3: Balance Reward & Challenge
Changing difficulty level dynamically based on your
performance throughout game
Satisfaction when overcoming challenge, so don't just
make super easy (boredom in a game)
Sense of accomplishment
Every person has a different patience target level, so
adapt based on learning (or at least be aware)
Do not reward gamers with significant or solely
monetary rewards--"leaderboards" make status its own
reward
Case Study: Betty Crocker cake mix
27. Principle #3: Balance Reward & Challenge
(con't) example:
Game
WarioWare
(everyone play
to boss stage)
Rubics Cube
Software examples:
TurboTax Live
Community
Microsoft Excel:
learning
formulas and
shortcuts
Piggybanks as a
videogames
28. Games influence “regular” software
Xero for Small Business Accounting online
bank reconciliation UI resembles Tetris
clearing rows is fun!
Xero (a QuickBooks competitor from New Zealand, specifically their #2 bank reconciliation)
Wasabe for personal finances
Compares your spending at a particular merchant to
other spenders across the country
App Zapper for removing programs on a Mac
Satisfying zapping
29. Exercise: Apply gaming principles to products
1. Personalization
2. Progressive Disclosure
3. Balance Reward & Challenge
4. Small Superfluous Flairs
5. Exploration Encouragement
6. The Open-Source Factor
7. Interpersonal & Adaptive Play
8. Functional, Interactive Sneak Peek (Salting/Priming)
9. Help
Prizes:
Prize for applying a principle most effectively
Prize for applying a principle with the most novelty (go
wild!)
30. Appendix: More resources
Good Experience Games has hundreds of clever and unique UIs ready to try out, right now.
Designing Interactions Book and DVD by Bill Moggridge. Info on the topic of play & the design of
interactive play in Chapter 5.
Changing the Game: How Video Games Are Transforming the Future of Business by David Edery
and Ethan Mollick. Published by FT Press | Inc Magazine Review of Book
The Work of Play article in the LA Times.
The Art of Human-Computer Interface Design edited by Brenda Laurel, published by Addison-
Wesley in 1990.
Beyond Usability: Exploring Distributed Play article looks into how video game companies are
getting into XD.
What's in a game? A look at game design best practices as prime influencers of interaction design ,
an IxDA 2009 presentation by Nadya Direkova from Razorfish, San Francisco.
"Gaming Design" tags at Kotaku, including news and new game design degrees.
Check out PicasaWeb's Face tagging UI. "it's like a game that compels me to finish and process all
the photos "
Researching Video Games the UX Way (How they Researched Usability for Spore) in
boxesandarrows.
An interview with Spore designer Wil Wright, on forming cohesive teams, NY Times.
Mint makes personal finance a game. April 2009 on TechCrunch and Lifehacker.
Research on Gaming, including biometric and eyetracker data, Aug 2009 90%ofEverything.com
Go to college for Game Design. RPI in NYstate is hiring 3 faculty members for its Games and
Simulation Arts and Science (GSAS) degree program. August 2009
Games = Fun so why not take mundane or boring experiences and make them fun? Thats what
TheFunTheory.com did: Get people to take the stairs (instead of escalator), pick up more
garbage.
The Fitness Challenge makes losing weight into a game. Board game and mobile aspects.