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Designing A Gamified Training Toolkit
從教具開發淺談遊戲化設計
林德政 / Der-Jeng Lin
2020/3/25
— My Journey of “UX in the Jungle” Development
About Me
2020/3/25 2
林德政
Der-Jeng Lin
UX Evangelist /
Agile Practitioner /
Sr. Project Manager
1997 2003
2007
1995
2020
Software
Development
Project
Management
UX Design &
Research
Product
Management
What is “UX in the Jungle” ?
2020/3/25 3
The “UX in the Jungle” Journey
Trend Micro
Internal Training
Course
Commercialized
Product
Trainer Certification
Program
One-time
Workshop Toolkit
2016
2017
2018
2020/3/25 4
2016
The Journey
1 24 324
Conception Design Production
2020/3/25 5
UXSG 2016 Conference
2020/3/25 6
Source: http://2016.uxsg.org/
1 24 324
Conception Design ProductionConception Design Production
1 Week 24 324
1 Week Before the Deadline
2020/3/25 7
22nd April, 2016
User-Centered Design
2020/3/25 8
Ideas
0
Prototypes2
User Requirements
1
Detailed Designs
3
Realization 4
User-Centered Game Design
2020/3/25 9
Theme
0
Challenges2
Players’ Goal
1
Mechanics
3
Accessories 4
Draft Proposal Evaluation
2020/3/25 10
Theme
Challenges
Mechanics
Accessories 2
3
4
Players’ Goal
1
We need a
specific goal!
2
3
4
0
Refining the Proposal
2020/3/25 11
Theme
Challenges
Players’ Goal
Mechanics
Accessories
0
2
1
3
4
Help their teams earn most
revenue by delivering products
with the best UX.
As a UXer in a
software company…
Everyday obstacles
in real situations
(dynamic market,
changing requirements, difficult
stakeholders, tight schedule, etc.)
User-Centered Game Design
2020/3/25 12
Theme
0
Challenges2
Players’ Goal
1
Mechanics
3
Accessories 4
Help their teams earn most
revenue by delivering products
with the best UX.
As a UXer in a
software company…
Everyday obstacles
in real situations
(dynamic market,
changing requirements, difficult
stakeholders, tight schedule, etc.)
Game-Design Elements
2020/3/25 13
Goal MechanicsConstraints
“UX in the Jungle” in a Weekend
2020/3/25 14
The Right Minimum Viable Product
2020/3/25 15
Source: https://twitter.com/jopas/status/515301088660959233
This
Not this
Desirability
Usability
Reliability
Functionality
“UX in the Jungle” in a Weekend
2020/3/25 16
1 24 324
Conception Design ProductionConception Design Production
1 Week 32424 Iterations
24 Iterations in 3 Months
2020/3/25 17
Challenges of Innovation
2020/3/25 18
Desirability
Feasibility Viability
Do your target users
want this?
Technically,
can we make it?
Is it a sustainable
business?
The target!
The Best-Selling Swiss Army Knife
2020/3/25 19
More features ≠
Better experience
Be Adaptive to Changes
2020/3/25 20
Source: http://www.expressiveproductdesign.com/minimal-viable-product-mvp/
Predictive
Adaptive
To build a “Dream Car”…
Plan the Schedule
2020/3/25 21
Kick-off
4/22
May AugustJune JulyApril September
Build
Measure
Learn
24 Iterations
Conference Day
9/7~ 9/9
Mass
Production
Survey to Measure and Learn
2020/3/25 22
Desirability
Usability
Reliability
Functionality
• Be able to experience / learn …
1. Complete product development life cycle
2. Different UX Job functions
3. Challenges in real situation
4. Importance of collaboration
• Easy to learn
• Fun & aesthetic
Initial Design
2020/3/25 23
Initial Playtest
2020/3/25 24
Intermediate Prototypes
2020/3/25 25
Build, Measure, and Learn
2020/3/25 26
Build
Measure
Learn
Intermediate Prototypes
2020/3/25 27
Playtesting
2020/3/25 28
Build, Measure, and Learn
2020/3/25 29
Build
Measure
Learn
Board Game Mechanics
2020/3/25 30
• Acting • Action / Movement
Programming
• Action Point Allowance
System
• Area Control / Area Influence
• Area Enclosure • Area Movement
• Area-Impulse • Auction/Bidding
• Betting/Wagering • Campaign / Battle Card
Driven
• Card Drafting • Chit-Pull System
• Co-operative Play • Commodity Speculation
• Crayon Rail System • Deck / Pool Building
• Dice Rolling • Grid Movement
• Hand Management • Hex-and-Counter
• Line Drawing • Memory
• Modular Board • Paper-and-Pencil
• Partnerships • Pattern Building
• Pattern Recognition • Pick-up and Deliver
• Player Elimination • Point to Point Movement
• Press Your Luck • Rock-Paper-Scissors
• Role Playing • Roll / Spin and Move
• Route/Network Building • Secret Unit Deployment
• Set Collection • Simulation
• Simultaneous Action Selection • Singing
• Stock Holding • Storytelling
• Take That • Tile Placement
• Time Track • Trading
• Trick-taking • Variable Phase Order
• Variable Player Powers • Voting
• Worker Placement
Source: https://boardgamegeek.com/browse/boardgamemechanic
More Playtesting
2020/3/25 31
Applying Visual Designs
2020/3/25 32
More Build, Measure, and Learn
2020/3/25 33
Build
Measure
Learn
4 Months Later…
2020/3/25 34
High Fidelity Prototype
2020/3/25 35
Background of the Game
2020/3/25 36
The mobile games market is growing
rapidly, with revenues exceeding many
analysts' expectations. Two software
companies don't want to lose out and
decide to spin off small business units
to penetrate this rising market.
But your CEO is not patient…
As members of the UX design teams
for these two spin-offs, your goal is to
make as much money as possible by
delivering the best possible mobile
game apps for your target audience.
Team Objective
2020/3/25 37
The end of September
+
or
The first team
launches its 4th Game
x 4 x 4
Before…Earn the Most Revenue
Software Development Life Cycle
2020/3/25 38
Development
& Testing
Stakeholders
2020/3/25 39
Different UX Roles and Skills
2020/3/25 40
Internal Workshops
2020/3/25 41
Game vs. Gamification
2020/3/25 42
Gamification
The application of game-design
elements and game principles
in non-game contexts.
Game
A structured form of play.
https://en.wikipedia.org/wiki/Game; https://en.wikipedia.org/wiki/Gamification;
For Engagement
For Enjoyment
Perceptions of Gamified Training
43
Trainee’s
Motivation
Trainer’s
Motivation
Gamified
Training
Playing
Games
Training
with Games
Confusions
2020/3/25
Keys for Successful Gamification
44
Context
Simulation Fun
Fulfil Business Needs
Increase Usability
Create Sympathy
Create Engaging
Experience
Successful
Gamifications
Sim.
Games
Rehearsal /
Drill
Interesting
Workshop
Simulations
Training Course
Tasks at Work
Games
2020/3/25
Begin from the Right End
2020/3/25 45
User
Experience
Game-design
Techniques
From hereNot here
Business
Objectives
Typical Game-design Techniques
2020/3/25 46
Points Leaderboard
Badges
Octalysis Framework
2020/3/25 47
Yu-Kai Chou
周郁凱
An author and
International Keynote
Speaker on
Gamification and
Behavioral Design.
Phases of Players’ Journey
2020/3/25 48
Discovery Onboarding Scaffolding Endgame
Starts of
using
Fully
equipped
Everything
has been tried
White Hat vs Black Hat Gamifications
2020/3/25 49
White Hat
Gamifications
Obvious but don’t create
a sense of urgency
Black Hat
Gamifications
Make users feel obsessed,
anxious, and addicted
Left Brain vs Right Brain Gamifications
2020/3/25 50
Right Brain
Gamifications
Characterized
by creativity,
sociality, and
curiosity.
Left Brain
Gamifications
Involve
tendencies
related to logic,
ownership, and
analytical thought
Epic Meaning & Calling
• Definition
• The drive where people are motivated
because they believe they are engaged in
something that is bigger than themselves.
• Tips
• Useful for onboarding phase, but might be
put aside by users since it doesn’t drive any
sense of urgency.
2020/3/25 51
Loss & Avoidance
• Definition
• The drive that motivates through the fear
of losing something or having undesirable
events transpire.
• Tips
• Think regularly about what makes users
reluctant to let go and therefore stay in
your system for longer
2020/3/25 52
UX in the Jungle in Octalysis
2020/3/25 53
http://yukaichou.com/octalysis-tool/
• Save your job
• Beat competitor
Scaffolding Phase• Accumulate profits
• See the progress of
product development
• Define your own
product plan
• Build product from
scratch
• Multiple UX roles
• Different strategies to develop
products
• Collaborate with your partners
• Hold secrets (research results)
• Chances to tease your
competitors
• Market favors only
the faster team
• Market changes are unpredictable
• Stakeholders become unhappy
irregularly• Lose jobs
if miss the deadline
The Day Has Come…
2020/3/25 54
In the Workshop
2020/3/25 55
Feedback from Participants
2020/3/25 56
Internal Crowdfunding
2020/3/25 57
Objective: Get 180 Sets (NT$300,000)
pledged within 38 days
Internal Workshops
2020/3/25 58
Workshop with 160+ Players
2020/3/25 59
External Workshops
2020/3/25 60
38 Days Later…
2020/3/25 61
1 24 324
Conception Design ProductionConception Design Production
1 Week 324 Sets24 Iterations
324 Sets Pledged in 38 Days
2020/3/25 62
180% of the
planned objective!
Printing in Progress
2020/3/25 63
The Final Product
2020/3/25 64
The Journey Continues…
2020/3/25 65
Trainer
Certification
ProgramCommercialized
Product
Facebook
Fans Page
Real Life RPG
2020/3/25 66
Takeaways
2020/3/25 67
Begin from the Right End Build the MVP in the Right Way
Be Adaptive to ChangesContext + Simulation + Fun
Books Recommended
2020/3/25 68
Thank you for your time!
Credits
• Game Designer: DJ (Der-Jeng) Lin,
• Visual Designers: Peggy Liu, Cathy Yeh
• Editor: Richard Hsiao
• Producer: Hsin Olive Eu
• Prototype Developers: Mike Chou, Pacha Chen, Melody Chou, Pin Hsu, Aron Danburg, Lesley Chien
• Primary Testers: Hanwen Chang, Joyce Lin, Fiona Wen, Xindy Wang, Jasmine Liou, Wish Lin, Mei Hung
• Special thanks to team members from Trend Micro HIE, BA, and R&D for supporting all the tests!
林德政 / Der-Jeng Lin
2020/3/25
UX in the Jungle Workshops
2020/5/23, 5/30 14:00-18:00
@文化大學教育推廣部建國本部

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Designing A Gamified Training Toolkit — My Journey of “UX in the Jungle” Development

  • 1. Designing A Gamified Training Toolkit 從教具開發淺談遊戲化設計 林德政 / Der-Jeng Lin 2020/3/25 — My Journey of “UX in the Jungle” Development
  • 2. About Me 2020/3/25 2 林德政 Der-Jeng Lin UX Evangelist / Agile Practitioner / Sr. Project Manager 1997 2003 2007 1995 2020 Software Development Project Management UX Design & Research Product Management
  • 3. What is “UX in the Jungle” ? 2020/3/25 3
  • 4. The “UX in the Jungle” Journey Trend Micro Internal Training Course Commercialized Product Trainer Certification Program One-time Workshop Toolkit 2016 2017 2018 2020/3/25 4 2016
  • 5. The Journey 1 24 324 Conception Design Production 2020/3/25 5
  • 6. UXSG 2016 Conference 2020/3/25 6 Source: http://2016.uxsg.org/
  • 7. 1 24 324 Conception Design ProductionConception Design Production 1 Week 24 324 1 Week Before the Deadline 2020/3/25 7 22nd April, 2016
  • 8. User-Centered Design 2020/3/25 8 Ideas 0 Prototypes2 User Requirements 1 Detailed Designs 3 Realization 4
  • 9. User-Centered Game Design 2020/3/25 9 Theme 0 Challenges2 Players’ Goal 1 Mechanics 3 Accessories 4
  • 10. Draft Proposal Evaluation 2020/3/25 10 Theme Challenges Mechanics Accessories 2 3 4 Players’ Goal 1 We need a specific goal! 2 3 4 0
  • 11. Refining the Proposal 2020/3/25 11 Theme Challenges Players’ Goal Mechanics Accessories 0 2 1 3 4 Help their teams earn most revenue by delivering products with the best UX. As a UXer in a software company… Everyday obstacles in real situations (dynamic market, changing requirements, difficult stakeholders, tight schedule, etc.)
  • 12. User-Centered Game Design 2020/3/25 12 Theme 0 Challenges2 Players’ Goal 1 Mechanics 3 Accessories 4 Help their teams earn most revenue by delivering products with the best UX. As a UXer in a software company… Everyday obstacles in real situations (dynamic market, changing requirements, difficult stakeholders, tight schedule, etc.)
  • 14. “UX in the Jungle” in a Weekend 2020/3/25 14
  • 15. The Right Minimum Viable Product 2020/3/25 15 Source: https://twitter.com/jopas/status/515301088660959233 This Not this Desirability Usability Reliability Functionality
  • 16. “UX in the Jungle” in a Weekend 2020/3/25 16
  • 17. 1 24 324 Conception Design ProductionConception Design Production 1 Week 32424 Iterations 24 Iterations in 3 Months 2020/3/25 17
  • 18. Challenges of Innovation 2020/3/25 18 Desirability Feasibility Viability Do your target users want this? Technically, can we make it? Is it a sustainable business? The target!
  • 19. The Best-Selling Swiss Army Knife 2020/3/25 19 More features ≠ Better experience
  • 20. Be Adaptive to Changes 2020/3/25 20 Source: http://www.expressiveproductdesign.com/minimal-viable-product-mvp/ Predictive Adaptive To build a “Dream Car”…
  • 21. Plan the Schedule 2020/3/25 21 Kick-off 4/22 May AugustJune JulyApril September Build Measure Learn 24 Iterations Conference Day 9/7~ 9/9 Mass Production
  • 22. Survey to Measure and Learn 2020/3/25 22 Desirability Usability Reliability Functionality • Be able to experience / learn … 1. Complete product development life cycle 2. Different UX Job functions 3. Challenges in real situation 4. Importance of collaboration • Easy to learn • Fun & aesthetic
  • 26. Build, Measure, and Learn 2020/3/25 26 Build Measure Learn
  • 29. Build, Measure, and Learn 2020/3/25 29 Build Measure Learn
  • 30. Board Game Mechanics 2020/3/25 30 • Acting • Action / Movement Programming • Action Point Allowance System • Area Control / Area Influence • Area Enclosure • Area Movement • Area-Impulse • Auction/Bidding • Betting/Wagering • Campaign / Battle Card Driven • Card Drafting • Chit-Pull System • Co-operative Play • Commodity Speculation • Crayon Rail System • Deck / Pool Building • Dice Rolling • Grid Movement • Hand Management • Hex-and-Counter • Line Drawing • Memory • Modular Board • Paper-and-Pencil • Partnerships • Pattern Building • Pattern Recognition • Pick-up and Deliver • Player Elimination • Point to Point Movement • Press Your Luck • Rock-Paper-Scissors • Role Playing • Roll / Spin and Move • Route/Network Building • Secret Unit Deployment • Set Collection • Simulation • Simultaneous Action Selection • Singing • Stock Holding • Storytelling • Take That • Tile Placement • Time Track • Trading • Trick-taking • Variable Phase Order • Variable Player Powers • Voting • Worker Placement Source: https://boardgamegeek.com/browse/boardgamemechanic
  • 33. More Build, Measure, and Learn 2020/3/25 33 Build Measure Learn
  • 36. Background of the Game 2020/3/25 36 The mobile games market is growing rapidly, with revenues exceeding many analysts' expectations. Two software companies don't want to lose out and decide to spin off small business units to penetrate this rising market. But your CEO is not patient… As members of the UX design teams for these two spin-offs, your goal is to make as much money as possible by delivering the best possible mobile game apps for your target audience.
  • 37. Team Objective 2020/3/25 37 The end of September + or The first team launches its 4th Game x 4 x 4 Before…Earn the Most Revenue
  • 38. Software Development Life Cycle 2020/3/25 38 Development & Testing
  • 40. Different UX Roles and Skills 2020/3/25 40
  • 42. Game vs. Gamification 2020/3/25 42 Gamification The application of game-design elements and game principles in non-game contexts. Game A structured form of play. https://en.wikipedia.org/wiki/Game; https://en.wikipedia.org/wiki/Gamification; For Engagement For Enjoyment
  • 43. Perceptions of Gamified Training 43 Trainee’s Motivation Trainer’s Motivation Gamified Training Playing Games Training with Games Confusions 2020/3/25
  • 44. Keys for Successful Gamification 44 Context Simulation Fun Fulfil Business Needs Increase Usability Create Sympathy Create Engaging Experience Successful Gamifications Sim. Games Rehearsal / Drill Interesting Workshop Simulations Training Course Tasks at Work Games 2020/3/25
  • 45. Begin from the Right End 2020/3/25 45 User Experience Game-design Techniques From hereNot here Business Objectives
  • 46. Typical Game-design Techniques 2020/3/25 46 Points Leaderboard Badges
  • 47. Octalysis Framework 2020/3/25 47 Yu-Kai Chou 周郁凱 An author and International Keynote Speaker on Gamification and Behavioral Design.
  • 48. Phases of Players’ Journey 2020/3/25 48 Discovery Onboarding Scaffolding Endgame Starts of using Fully equipped Everything has been tried
  • 49. White Hat vs Black Hat Gamifications 2020/3/25 49 White Hat Gamifications Obvious but don’t create a sense of urgency Black Hat Gamifications Make users feel obsessed, anxious, and addicted
  • 50. Left Brain vs Right Brain Gamifications 2020/3/25 50 Right Brain Gamifications Characterized by creativity, sociality, and curiosity. Left Brain Gamifications Involve tendencies related to logic, ownership, and analytical thought
  • 51. Epic Meaning & Calling • Definition • The drive where people are motivated because they believe they are engaged in something that is bigger than themselves. • Tips • Useful for onboarding phase, but might be put aside by users since it doesn’t drive any sense of urgency. 2020/3/25 51
  • 52. Loss & Avoidance • Definition • The drive that motivates through the fear of losing something or having undesirable events transpire. • Tips • Think regularly about what makes users reluctant to let go and therefore stay in your system for longer 2020/3/25 52
  • 53. UX in the Jungle in Octalysis 2020/3/25 53 http://yukaichou.com/octalysis-tool/ • Save your job • Beat competitor Scaffolding Phase• Accumulate profits • See the progress of product development • Define your own product plan • Build product from scratch • Multiple UX roles • Different strategies to develop products • Collaborate with your partners • Hold secrets (research results) • Chances to tease your competitors • Market favors only the faster team • Market changes are unpredictable • Stakeholders become unhappy irregularly• Lose jobs if miss the deadline
  • 54. The Day Has Come… 2020/3/25 54
  • 57. Internal Crowdfunding 2020/3/25 57 Objective: Get 180 Sets (NT$300,000) pledged within 38 days
  • 59. Workshop with 160+ Players 2020/3/25 59
  • 62. 1 24 324 Conception Design ProductionConception Design Production 1 Week 324 Sets24 Iterations 324 Sets Pledged in 38 Days 2020/3/25 62 180% of the planned objective!
  • 65. The Journey Continues… 2020/3/25 65 Trainer Certification ProgramCommercialized Product Facebook Fans Page
  • 67. Takeaways 2020/3/25 67 Begin from the Right End Build the MVP in the Right Way Be Adaptive to ChangesContext + Simulation + Fun
  • 69. Thank you for your time! Credits • Game Designer: DJ (Der-Jeng) Lin, • Visual Designers: Peggy Liu, Cathy Yeh • Editor: Richard Hsiao • Producer: Hsin Olive Eu • Prototype Developers: Mike Chou, Pacha Chen, Melody Chou, Pin Hsu, Aron Danburg, Lesley Chien • Primary Testers: Hanwen Chang, Joyce Lin, Fiona Wen, Xindy Wang, Jasmine Liou, Wish Lin, Mei Hung • Special thanks to team members from Trend Micro HIE, BA, and R&D for supporting all the tests! 林德政 / Der-Jeng Lin 2020/3/25 UX in the Jungle Workshops 2020/5/23, 5/30 14:00-18:00 @文化大學教育推廣部建國本部