- The document discusses lessons learned from designing attractions at Disney parks. It uses case studies from attractions like Monsters Inc Ride and Go Seek and Buzz Lightyear Astro Blasters to illustrate points.
- Key lessons include not assuming IP or story alone will engage users, making objectives and feedback clear in game-like experiences, understanding user expectations, designing for family groups collectively, finding an attraction's emotional core, and knowing the target audience. The case studies show how attractions were improved by applying these lessons.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
Writing Good Briefs - the first step on the road to digital innovationBen Templeton
Arts Council Wales invited me to talk about what constitutes a good brief so I talked in detail about a few examples. We worked with Tate, National Museums Scotland and Bristol Zoo on some great briefs the resulted in award-winning projects.
To wrap things up I offer some advice on writing a great brief. Put your stakes in the sand!
How can you use your event’s theme to jumpstart your creativity when it comes to graphics, stage design, marketing campaigns, or attendee experience? I used the 2019 TEDxTUM theme “Dive In” to illustrate how this can be done.
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
Writing Good Briefs - the first step on the road to digital innovationBen Templeton
Arts Council Wales invited me to talk about what constitutes a good brief so I talked in detail about a few examples. We worked with Tate, National Museums Scotland and Bristol Zoo on some great briefs the resulted in award-winning projects.
To wrap things up I offer some advice on writing a great brief. Put your stakes in the sand!
How can you use your event’s theme to jumpstart your creativity when it comes to graphics, stage design, marketing campaigns, or attendee experience? I used the 2019 TEDxTUM theme “Dive In” to illustrate how this can be done.
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Gamification should be thought of as a design sensibility and not merely a digital tool. It is a thought process and a methodology to think about engaging and motivating learners. While a result of gamification is often fun, the ultimate outcome behind developing a gamified approach is increased engagement and motivation.
In this webinar, explore several methods for applying game-thinking to your own online and classroom learning designs.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
Integrity in leadership builds trust by ensuring consistency between words an...Ram V Chary
Integrity in leadership builds trust by ensuring consistency between words and actions, making leaders reliable and credible. It also ensures ethical decision-making, which fosters a positive organizational culture and promotes long-term success. #RamVChary
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Similar to Fine Tuning the Magic - UX Talk by Joe Lanzisero World Usability Congress
Gamification should be thought of as a design sensibility and not merely a digital tool. It is a thought process and a methodology to think about engaging and motivating learners. While a result of gamification is often fun, the ultimate outcome behind developing a gamified approach is increased engagement and motivation.
In this webinar, explore several methods for applying game-thinking to your own online and classroom learning designs.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
Integrity in leadership builds trust by ensuring consistency between words an...Ram V Chary
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2. In over 40 years of creating
user experiences for Disney
and others I learned:
3. When working in prototype design it’s often hard to
guage how users/guest will respond and engage with an
experience. Disney story-driven attractions are a complex
combination of art and technology. Finding a balance of
these elements that connects with the user/guests can be
tricky. Somtime we missed the mark and needed to adjust
and/or change elements or an entire experience based on
direct user/guest input. We had to “Fine Tune the Magic.”
4. What we thought user/guest wanted or how they would
interact/ respond was often wrong or off base
Falling victim to “the Curse of Knowledge”
What and how we learned from the user/guest response
How we fixed it and what bigger lesson/learning did we
gain
I’ll use Project Case Studies to
explain:
5. The Curse of Knowledge
“It Ain’t What You Don’t Know That Gets You Into
Trouble. It’s What You Know for Sure That Just Ain’t
So”- Maybe Mark Twain?
The curse of knowledge is a cognitive bias that occurs when an
individual, communicating with other individuals, unknowingly assumes
that the others have the background to understand.
The “Tap Test”
8. What we thought user/guest wanted
or how they would interact/
respond…..
9. We thought guests would be satisfied to “just discover “
hiding characters with their flashlight- with no “game”
implied.
Thought strength of IP (Story and Character recognition)
would carry the experience.
11. Guests didn’t know what to do with the flashlight- what was the
objective? What’s the “game?”
Don’t assume just because a movie or other property is “well
known” that everyone will come with complete knowledge of and
emotional connection to it.
12. How we fixed it and what bigger
lesson/learning did we gain…..
13. Re-tooled entire experience and made it a defined game with clear
objective and response- Find as many characters as you can hiding
under clearly marked “Hard hats.”
Make the core base experience fun and entertaining without the
need to be familiar with the IP
16. What we thought user/guest wanted
or how they would interact/respond…
17. Original instillation of attraction had a fixed “Blaster”
with only a small laser “dot” to identify your target
Assumed guest could easily identify their target like a
traditional “Shooting Gallery”
19. Unlike a static “shooting gallery” user/guests were in
moving ride vehicle making it almost impossible to
distinguish their target “hits” from the other players.
There was no clear “cause and effect” to identify a “hit.”
Guests left frustrated and unsatisfied.
21. Made the Blaster free tethered and not mounted
Added strong laser pointer to easily identify “your target”
Added Haptics -lighting, sound and vibration to identify “Hit target.”
23. Video game generation brings their expectations to any
perceived game-like experience. They want clear cause
and effect and strong haptic responses
Don’t assume a different format from a traditional video
game will change these expectations
27. Disney Cruise Lines
Upper Decks Water Play and Shade
“We just need more water play and shade…right?”
28. What we thought user/guest wanted
or how they would interact/
respond…..
29. Our guest said “there wasn’t enough shade and water
play activities on the upper decks.”
We responded by adding dedicated shade areas for
adults and dedicated water play areas for children.
We thought “kids will want to play (activities) and adults
would want to relax (shade areas)
33. We created new areas with shade and water play for the
ENTIRE family, not specific to children or adults
Areas previously segregated were open for use by
everyone
35. Really understand your guest/user dynamic!
Listen to your guest/user but be sure you know what
they are really asking for
At it’s core the Disney audience is family and they want
to share as much of the experience together as possible
38. What we thought user/
guest wanted or how they
would interact/respond…..
39. We set out to create a new “Classic” Disney attraction
by combining the swashbuckling adventures of “Pirates
of the Caribbean” and the charming sweetness of “It’s a
Small World.
45. No mater how well executed without a single clear thematic
focus and emotional hooks guest/user will leave unsatisfied,
cold and confused.
Find the “emotional core” of every experience and use
whatever devise necessary (cute character, engaging theme
song) to deeply connect your guest/user
50. What we thought user/guest wanted
or how they would interact/respond…
51. “Research” told us that the guest wanted a high level of
golf play challenge
thought this high challenge element would differentiate
this course from others in the market
Created very steep putting greens to increase challenge
55. When designing our second course we reduced the
difficulty of play and try to “level the playing field “for
players of every age.
Many holes were designed to give you a “Hole in one”
adding to a high level of satisfaction, especially for our
younger guests.
57. Know your audience!
The Disney “family audience” needed an experience that
leveled the playing field so people of all ages could have
a satisfying experience.
58. So what are the big take away
learnings from my ”fine tuning?”
59. Don’t depend on IP to carry an experience- the core activity should be
fun and entertaining without having to know “the story and
characters.” (Monsters Ride)
When creating a “game “experience make sure it really is a game with
clear objectives and positive feedback (Monsters Ride)
Know your users expectations and ask yourself if they are really being
addressed? (Buzz Lightyear Shooting Ride)
Don’t think changing the format (video game to ride) will change users
expectation. (Buzz Lightyear Shooting Ride)
When designing for a group make sure you understand their collective
dynamic.(DCL Water Play and Shade)
60. Listen to your users wants but be sure you understand
what they are really asking for. Don’t fall victim to “the
curse of knowledge.” (DCL Water Play and Shade)
Experiences need a single clear thematic focus (Cute or
swashbuckling) (Sinbad Ride)
61. Find the “emotional core” of every experience and use whatever devise
necessary (cute character, engaging theme song) to deeply connect your
guest/user (Sinbad Ride)
Know your Audience! Who are you designing for! (Miniature Golf)
When designing for a broad spectrum of ages and abilities, make sure the
experience works for and satisfies everyone. (Miniature Golf)