Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
This document discusses gamification and persuasive technologies. It begins with a quote about how playing games can prevent aging. It then covers the history of games and defines gamification. Various theories of motivation are presented, including intrinsic and extrinsic motivation. The player's journey is discussed. Types of gamification techniques and hacks for growth are presented. BJ Fogg's model of mass interpersonal persuasion is summarized as relying on automated experiences, social distribution, rapid cycles, huge social graphs, and measurable impacts.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
The document outlines the vision and mission of Grasslark, which is fighting plastic waste by developing single-use containers. It then discusses ideas around developing an offer to help a targeted audience solve a problem through a unique approach. The rest of the document provides guidance on developing the idea through deep diving, observing, asking questions, getting perspectives, prototyping, and iterating based on feedback to improve before launching.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.
PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics
Thessaloniki Re:publica Conference : How to create an addiction for good with...Ercan Altuğ YILMAZ
This document discusses how to use gamification to create positive addictions. It provides examples of how companies and apps have used elements of games and rewards to motivate behaviors. The document also references theories around motivational design and the relationship between ability, motivation, and triggers in influencing behavior change. It advocates gamifying life activities for good and creating addiction for positive goals by making tasks easy, rewarding effort socially, and continuing the motivational loop.
1. The document summarizes a talk given by Shainiel Deo, CEO of Halfbrick Studios, about how they created the globally popular mobile game Fruit Ninja.
2. Deo discussed Halfbrick's process of idea generation where employees pitch game concepts and form teams to prototype ideas. Fruit Ninja was pitched and developed through this process.
3. Deo provided insights into Fruit Ninja's design elements that contributed to its success, such as fast gameplay, universal appeal, and ensuring failure states were low cost to encourage repeated play.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
This document discusses gamification and persuasive technologies. It begins with a quote about how playing games can prevent aging. It then covers the history of games and defines gamification. Various theories of motivation are presented, including intrinsic and extrinsic motivation. The player's journey is discussed. Types of gamification techniques and hacks for growth are presented. BJ Fogg's model of mass interpersonal persuasion is summarized as relying on automated experiences, social distribution, rapid cycles, huge social graphs, and measurable impacts.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
The document outlines the vision and mission of Grasslark, which is fighting plastic waste by developing single-use containers. It then discusses ideas around developing an offer to help a targeted audience solve a problem through a unique approach. The rest of the document provides guidance on developing the idea through deep diving, observing, asking questions, getting perspectives, prototyping, and iterating based on feedback to improve before launching.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.
PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics
Thessaloniki Re:publica Conference : How to create an addiction for good with...Ercan Altuğ YILMAZ
This document discusses how to use gamification to create positive addictions. It provides examples of how companies and apps have used elements of games and rewards to motivate behaviors. The document also references theories around motivational design and the relationship between ability, motivation, and triggers in influencing behavior change. It advocates gamifying life activities for good and creating addiction for positive goals by making tasks easy, rewarding effort socially, and continuing the motivational loop.
1. The document summarizes a talk given by Shainiel Deo, CEO of Halfbrick Studios, about how they created the globally popular mobile game Fruit Ninja.
2. Deo discussed Halfbrick's process of idea generation where employees pitch game concepts and form teams to prototype ideas. Fruit Ninja was pitched and developed through this process.
3. Deo provided insights into Fruit Ninja's design elements that contributed to its success, such as fast gameplay, universal appeal, and ensuring failure states were low cost to encourage repeated play.
This document discusses how video games can be effective learning environments that are better aligned with how the brain functions compared to traditional classrooms. It provides examples of early video games and how they have become more complex over time to continue engaging the brain. The document suggests video games can teach problem solving, simulate real-world situations, and increase literacy. It then provides various free and paid options for creating one's own video games and recommends several books on game design for teens.
ISAS Learning is an Epic Win February 2012Jane McGonigal
The document discusses the positive effects of gaming and provides 10 practical ways to incorporate gamer superpowers into the classroom to engage students. It notes that 92% of two-year-olds play games and that games can teach problem-solving skills. It then lists 10 positive emotions people experience from gaming and provides examples of educational games that teach about science, history and world issues. Finally, it offers 10 suggestions for how teachers can use games to tap into students' interests and diverse learning styles.
An overview on what Gamification is all about, and how to crafting a strategy based on human motivation and engagement styles.
For the most up to date version of this deck, please head over to http://www.slideshare.net/gametize/gamification101.
The document discusses designing for curiosity. It defines curiosity as being motivated by things that are novel, comprehensible, positively relevant, and safe. It suggests stoking curiosity by inviting people into experiences that are relevant, safe, and have a solvable unpredictability. Some ways to do this include providing safety so people don't feel dumb, making them care before telling them what to know, giving puzzles they can proudly solve, and gradually revealing content rather than all at once. Curiosity can be encouraged through novel experiences, surprises, hinting at hidden information, creating unresolved complexity, and offering rich possibility spaces to explore.
Developing your Agile skills through social GamesAgile Montréal
The end state of a highly performing Scrum team is described in the Scrum Guide by Ken Schwaber and Jeff Sutherland as follow: ""when the values of commitment, courage, focus, openness and respect are embodied and lived by the Scrum Team, the Scrum pillars of transparency, inspection, and adaptation come to life and build trust for everyone"". Then the authors add: ""the Scrum Team members learn and explore those values as they work with the Scrum events, roles and artifacts."" We simply believe we can fast-track the development of these Agile core values through daily social games.
For the past three years, we have been experimenting with half a dozen of Scrum teams, offering opportunities to play a large variety of games (board games, card games, baby-foot, etc...) during the lunch hour and after hours. The results of this experimentation have quickly exceeded our expectations.
Ludo Bruyere
Éric Boivin
This document discusses gamification, which is using game mechanics and design principles to motivate and engage people. It covers topics such as game thinking, why games work by appealing to psychological needs, gamer types, and gamification tools and frameworks. The goal of gamification is to encourage behaviors or skills through digital games rather than personal engagement. It focuses on enabling players to achieve goals that also benefit an organization.
Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
This document discusses various topics related to game design, including game concepts, gameplay mechanics, world/story/characters, levels, interfaces, and the development process. It covers player types and interaction patterns. It also discusses game pioneers like Chris Crawford, Sid Meier, and Will Wright, and provides references for further reading on game design literature.
1. Meetings are unavoidably boring when there is little shared knowledge and understanding between participants due to large, dispersed groups with differentiated roles.
2. However, meetings are still necessary for accountability in sharing information and making decisions.
3. The document proposes increasing shared understanding through methods like social streams and colocation, and establishing alternative practices for specific meeting purposes like sharing non-critical information or making simple decisions. This could help reduce unnecessary boring meetings while maintaining accountability.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
Game design involves solving two main problems: interface and fun. The interface must provide clear and intuitive feedback to help players understand the game. Fun is a subjective concept and difficult to define, but goals and rewards can motivate players according to theories of fun. Effective game design draws on techniques like those used by Miyamoto at Nintendo to create engaging and enjoyable gameplay.
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altuğ YILMAZ
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Amy Jo Kim
This document discusses 7 core concepts for designing compelling products using game techniques without gamification. It argues that intrinsic motivators like power, autonomy and belonging are more effective than extrinsic rewards. The 7 concepts are: 1) Know your players and design for their needs, 2) Build fun into the core activity loop, 3) Design for novice, regular and enthusiast players, 4) Make the system easy to learn but hard to master, 5) Guide players towards mastery with mechanics, 6) Increase challenge as players progress, and 7) Embrace intrinsic motivators over extrinsic rewards like points and badges. The goal is to engage players through the "flow channel" as challenges increase.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
Colin Anderson's 2012 Turing Festival talk on Commercially Sustainable Creativity. Please note images used in this talk do not belong to the author, they have been sourced from the web.
Alok Ranjan has over 8 years of experience in human resources. He currently works as a Manager - HR (Business Partner) where he is responsible for tasks like business and HR strategy management, organization effectiveness, manpower planning and recruitment, performance management, employee engagement, and rewards and recognition. Previously he has held roles as Associate Manager (HR) at GMR Airport Developers Limited and Deputy Manager (HR Cluster Manager) at HCL Technologies. He has expertise in recruitment, especially for technical roles, and in organizational development.
1. The document describes an innovative solution from ACOEM for automatically recognizing different types of building acoustics measurements using a 01dB sound level meter.
2. The solution can recognize measurements taken in source rooms to determine reverberation time or sound power level, measurements in receiving rooms to determine sound insulation values, and measurements to determine impact noise levels.
3. It utilizes default detection parameters and priority rules to analyze sound level data and classify measurements in real-time, facilitating an optimized workflow for acoustic testing and reducing errors versus manual classification.
This document discusses how video games can be effective learning environments that are better aligned with how the brain functions compared to traditional classrooms. It provides examples of early video games and how they have become more complex over time to continue engaging the brain. The document suggests video games can teach problem solving, simulate real-world situations, and increase literacy. It then provides various free and paid options for creating one's own video games and recommends several books on game design for teens.
ISAS Learning is an Epic Win February 2012Jane McGonigal
The document discusses the positive effects of gaming and provides 10 practical ways to incorporate gamer superpowers into the classroom to engage students. It notes that 92% of two-year-olds play games and that games can teach problem-solving skills. It then lists 10 positive emotions people experience from gaming and provides examples of educational games that teach about science, history and world issues. Finally, it offers 10 suggestions for how teachers can use games to tap into students' interests and diverse learning styles.
An overview on what Gamification is all about, and how to crafting a strategy based on human motivation and engagement styles.
For the most up to date version of this deck, please head over to http://www.slideshare.net/gametize/gamification101.
The document discusses designing for curiosity. It defines curiosity as being motivated by things that are novel, comprehensible, positively relevant, and safe. It suggests stoking curiosity by inviting people into experiences that are relevant, safe, and have a solvable unpredictability. Some ways to do this include providing safety so people don't feel dumb, making them care before telling them what to know, giving puzzles they can proudly solve, and gradually revealing content rather than all at once. Curiosity can be encouraged through novel experiences, surprises, hinting at hidden information, creating unresolved complexity, and offering rich possibility spaces to explore.
Developing your Agile skills through social GamesAgile Montréal
The end state of a highly performing Scrum team is described in the Scrum Guide by Ken Schwaber and Jeff Sutherland as follow: ""when the values of commitment, courage, focus, openness and respect are embodied and lived by the Scrum Team, the Scrum pillars of transparency, inspection, and adaptation come to life and build trust for everyone"". Then the authors add: ""the Scrum Team members learn and explore those values as they work with the Scrum events, roles and artifacts."" We simply believe we can fast-track the development of these Agile core values through daily social games.
For the past three years, we have been experimenting with half a dozen of Scrum teams, offering opportunities to play a large variety of games (board games, card games, baby-foot, etc...) during the lunch hour and after hours. The results of this experimentation have quickly exceeded our expectations.
Ludo Bruyere
Éric Boivin
This document discusses gamification, which is using game mechanics and design principles to motivate and engage people. It covers topics such as game thinking, why games work by appealing to psychological needs, gamer types, and gamification tools and frameworks. The goal of gamification is to encourage behaviors or skills through digital games rather than personal engagement. It focuses on enabling players to achieve goals that also benefit an organization.
Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
This document discusses various topics related to game design, including game concepts, gameplay mechanics, world/story/characters, levels, interfaces, and the development process. It covers player types and interaction patterns. It also discusses game pioneers like Chris Crawford, Sid Meier, and Will Wright, and provides references for further reading on game design literature.
1. Meetings are unavoidably boring when there is little shared knowledge and understanding between participants due to large, dispersed groups with differentiated roles.
2. However, meetings are still necessary for accountability in sharing information and making decisions.
3. The document proposes increasing shared understanding through methods like social streams and colocation, and establishing alternative practices for specific meeting purposes like sharing non-critical information or making simple decisions. This could help reduce unnecessary boring meetings while maintaining accountability.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
Game design involves solving two main problems: interface and fun. The interface must provide clear and intuitive feedback to help players understand the game. Fun is a subjective concept and difficult to define, but goals and rewards can motivate players according to theories of fun. Effective game design draws on techniques like those used by Miyamoto at Nintendo to create engaging and enjoyable gameplay.
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altuğ YILMAZ
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
Beyond Gamification: 7 Core Concepts for Creating Compelling Products Amy Jo Kim
This document discusses 7 core concepts for designing compelling products using game techniques without gamification. It argues that intrinsic motivators like power, autonomy and belonging are more effective than extrinsic rewards. The 7 concepts are: 1) Know your players and design for their needs, 2) Build fun into the core activity loop, 3) Design for novice, regular and enthusiast players, 4) Make the system easy to learn but hard to master, 5) Guide players towards mastery with mechanics, 6) Increase challenge as players progress, and 7) Embrace intrinsic motivators over extrinsic rewards like points and badges. The goal is to engage players through the "flow channel" as challenges increase.
Game On: From Game-Zero to Gaming in No Time - UX Cambridge 2011Ryan Haney
Innovation games work and are a great addition to your UX tool-kit. They save time, help to build better products, can help difficult teams to collaborate and generally are more fun. But introducing these games to an unreceptive or even receptive organisation can be a challenge. Knowing which games to use and when to use them, getting stakeholder and team member buy-in, and bringing games out of product definition workshops and in to everyday/weekly meetings can feel like an uphill battle.
In this collaborative session we'll explore ways to overcome these hurdles. We'll look at strategies to get comfortable with playing games as well as ways to get your entire organisation to embrace them.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
Colin Anderson's 2012 Turing Festival talk on Commercially Sustainable Creativity. Please note images used in this talk do not belong to the author, they have been sourced from the web.
Alok Ranjan has over 8 years of experience in human resources. He currently works as a Manager - HR (Business Partner) where he is responsible for tasks like business and HR strategy management, organization effectiveness, manpower planning and recruitment, performance management, employee engagement, and rewards and recognition. Previously he has held roles as Associate Manager (HR) at GMR Airport Developers Limited and Deputy Manager (HR Cluster Manager) at HCL Technologies. He has expertise in recruitment, especially for technical roles, and in organizational development.
1. The document describes an innovative solution from ACOEM for automatically recognizing different types of building acoustics measurements using a 01dB sound level meter.
2. The solution can recognize measurements taken in source rooms to determine reverberation time or sound power level, measurements in receiving rooms to determine sound insulation values, and measurements to determine impact noise levels.
3. It utilizes default detection parameters and priority rules to analyze sound level data and classify measurements in real-time, facilitating an optimized workflow for acoustic testing and reducing errors versus manual classification.
This document provides instructions for a tongue exercise game where players count how many times they can lift an ice cube with a spoon before it melts. The game has different levels where players can use shaped ice cubes, add items inside the ice, or use different sized spoons. The goal is to enjoy exercising your tongue through counting spoon elevations in a fun competition to see who can get more elevations before their ice cube melts.
This document appears to be a list of photo illustrations or montages created by Andrew Kavanagh in 2013. There are over 30 titles listed, with evocative and thought-provoking phrases that seem to relate to themes of life, death, science, spirituality, humanity, and the passage of time. Many of the titles reference natural phenomena, human constructs, and abstract concepts.
Presentazione User Conference ManageEngine Italia 2013, soluzioni per il monitoraggio completo dell'infrastruttura IT, rete, sistemi, applicazioni e storage.
Three key factors determine the fate of clinical trials for lupus: patients, interventions, and endpoints. Early lupus trials faced challenges including patient heterogeneity, active versus inactive disease definitions, and background treatments obscuring treatment effects. Rituximab and abatacept failed phase 3 trials potentially due to easy-to-fail endpoints and aggressive background medications. Using more sensitive endpoints like BILAG A flares versus milder definitions may have shown benefits. Later trials like BLISS incorporated lessons learned to successfully demonstrate drug efficacy using refined trial designs. Ongoing late-stage trials continue evolving approaches.
The document summarizes several emerging mechanisms of action being investigated for the treatment of lupus, including:
1. Biologics that target B cells such as rituximab, ocrelizumab, epratuzumab, belimumab, LY2127399, blisibimod, atacicept, and sifalimumab.
2. Drugs that block co-stimulatory molecules like abatacept or modulate T cells such as forigermod.
3. Established immunosuppressants like mycophenolate mofetil and investigational approaches targeting proteasomes, TLRs, laquinimod, TWEAK
Plastic Molding Technology, Inc. (PMT) is a plastic injection molding company that specializes in insert molding and overmolding. They have over 40 years of experience in the industry and operate out of a 60,000 square foot facility with 59 injection molding machines. PMT produces over 150 million parts per year and has a focus on complex insert molding applications for automotive and industrial customers.
Plastic Molding Technology, Inc. (PMT) is a plastic injection molding company that specializes in insert molding and overmolding. They have over 40 years of experience in the industry and operate out of a 60,000 square foot facility with 59 injection molding machines. PMT produces over 150 million parts per year and has a focus on complex insert molding applications for automotive and industrial customers.
AirBox: a participatory ecosystem for PM2.5 monitoringLing-Jyh Chen
The document describes the AirBox ecosystem for participatory PM2.5 monitoring in Taiwan. It discusses how the system was built from an initial participatory sensing project in 2013 using low-cost sensors and volunteers, to the current ecosystem involving academia, communities, industry and government. The ecosystem is based on open hardware, software and data, and has expanded from Taiwan to other parts of Asia.
From AirBox to Smart City: where are we and what's next?Ling-Jyh Chen
The document discusses the AirBox project, which aims to monitor PM2.5 levels through participatory citizen sensing. It describes how over 1,600 AirBox devices have been deployed across 24 countries to measure air quality. The data is openly available through APIs and dashboards. The project also focuses on education and community engagement around air pollution issues. Applications of the large sensor network data include tracking emission sources, anomaly detection, and informing government policymaking to help make cities smarter.
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
The document provides an overview of a game design course. It discusses how games are a major form of entertainment in the 21st century and combines game worlds, rule sets, and player engagement. Students in the course will iteratively design, visualize, develop, document, and test unique game concepts. Effective game design operates within constraints like gameplay mechanics. The course also examines the relationship between artist, designer, and player. It introduces students to game design fundamentals and the discipline of designing games.
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
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
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.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
1. The document provides an overview of a presentation on game design and experience for UX practitioners.
2. It discusses why UX designers should care about games and how game design principles can be applied to other domains. Key concepts discussed include motivation, learning, and persuasion.
3. The presentation covers game prototyping techniques, elements of player experience, and essential game design concepts like objectives, constraints, and core mechanics.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
This document provides an overview of key aspects of game design for a class project. It discusses gameplay elements like objectives, progression, and mechanics. It also covers structural roles in game development such as game designer, art designer, and level designer. The document aims to help students understand the process of designing a game and provides examples and resources to support building a game design document.
Game mechanics are methods that agents (players and NPCs) use to interact with and change the game state. They include actions like shooting, jumping, and turning. Game rules provide the framework for how game mechanics can be used, for example allowing a chess piece to move but not allowing two pieces to occupy the same space. Good game balance considers factors like fairness between players, an appropriate challenge level for players, meaningful choices, the right mix of skill and chance, and freedom versus control. Well-designed puzzles have goals that are clear, allow progress to be seen, seem solvable, and gradually increase in difficulty.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
Game Aesthetics & Branding by James Pearmain (Jimp)mochimedia
Visual aesthetics are important in games as they provide the main connection between the game and player. Attractive designs are perceived as more usable and help immerse players in the game's world. Strong characters that players can relate to are particularly effective as they encourage engagement and involvement. Familiar franchises and sequels can guarantee success by building on existing brands, but they risk stifling creativity. Varied aesthetics that reflect gameplay functions help sustain player interest.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
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.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
The document discusses principles of conservative gamification, which aims to transform non-game activities into games while adhering closely to definitions of games. It outlines philosopher Johan Huizinga's definition of play and how conservative gamification is guided by applying Huizinga's principles. These include making play voluntary, separating it from reality, avoiding negative stress, having no external rewards, clearly defining time/space, and using fixed rules. The document provides examples of applying these in gamification and evaluates a case study where sales training for an optics chain was gamified based on these principles.
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.
Sarah Romoslawski and Marina Kobayashi presented this talk at the 1st Game Design Conference in San Francisco on September 17th, 2012. The talk defines Games User Research (GUR), and includes two perspectives on practicing GUR at different companies, using GUR with different platforms, genres, and with different target audiences.
Have you ever imagined creating the next Mario Bros?
Are you passionate about developing games?
We found 11 awesome quotes about game design from some of our favorite authors.
Check out our latest app Word Hack:
http://www.wordhackapp.com/
Need a custom mobile app? Let's talk!
http://www.bluelabellabs.com/
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
2. Everything can be framed as a game
Once reframed, you can design your
own games
And create more innovation, learning,
fun and mastery
(plus better physical and mental health,
& longer life)
3 M E S S A G E S
10. Point of the Game
HOW ARE GAMES STRUCTURED?
Existential Rules
Rules of Action
Rules of Strategy
Goals
Outcomes
Effects
Required
Allowed
Not Allowed
Historical
Experimental
Generative
Space
Players
Pieces
11. When creating a new game,
how can you design greatness?
Deconstruct Rules & Beliefs
Redesign Point & Rules
Play with new Rules
Consider Playability & Storyline
Experiment & Evolve
12. Game design can encourage beneficial
behavior
Farmer’sFarmer’s
HarvestHarvest
RegularRegular
YieldYield
DoubleDouble
YieldYield
FertiliFertili
ze?ze?
Yes
No
Double $$Double $$
14. Rethinking game rules can
enhance experiences
Market Cap $500 Million*Market Cap $500 Million*Market Cap $57 Million*Market Cap $57 Million*
*As of May 2010
15. Gameframing can encourage creativity &
productivity
100 Billion TV Hours 100 Million Wikipedia Hours, etc.
16. How do Beliefs become Rules?
““Build teamBuild team
consensus”consensus”
““Create completeCreate complete
functionality in everyfunctionality in every
prototype”prototype”
““Make every designMake every design
look great”look great”
““Consider technicalConsider technical
constraints first”constraints first”
DesignDesign
““Beliefs” can becomeBeliefs” can become
““Rules”Rules”
17. Changing Beliefs Changes Rules
Belief 1Belief 1 Belief 2Belief 2 Belief 3Belief 3
NewNew
Belief 1Belief 1
NewNew
Belief 2Belief 2
NewNew
Belief 3Belief 3
Kids won’tKids won’t
understandunderstand
ShakespeareShakespeare
Kids wantKids want
to playto play
““greatness”greatness”
Only expertsOnly experts
know howknow how
to writeto write
Anyone canAnyone can
contributecontribute
knowledgeknowledge
FarmersFarmers
don’t knowdon’t know
how to savehow to save
People havePeople have
moments ofmoments of
resolutionresolution
22. How about changing UX rules?
Belief 1Belief 1 Belief 2Belief 2 Belief 3Belief 3
NewNew
Belief 1Belief 1
NewNew
Belief 2Belief 2
NewNew
Belief 3Belief 3
Need teamNeed team
consensusconsensus
ExperimentExperiment
withwith
many designmany design
optionsoptions
TechnicalTechnical
constraintsconstraints
a prioritya priority
SuspendSuspend
constraintsconstraints
until lateruntil later
Make everyMake every
design lookdesign look
greatgreat
Early designsEarly designs
will bewill be
very roughvery rough
24. Consider All the game elements...
Point of the Game
Existential Rules
Rules of Action
Rules of Strategy
Goals
Outcomes
Effects
Required
Allowed
Not Allowed
Historical
Experimental
Generative
Space
Players
Pieces
25. Experiment with your
game design...
Deconstruct Rules & Beliefs
Redesign Point & Rules
Play with new Rules
Consider Playability & Storyline
Experiment & Evolve
26. “Play is FUN!!”...
Challenges
“Not too hard, not too easy”
Levels
Feedback
Rewards / Encouragement / Pleasure
Penalties / Pain
Milestones / Measures / Metrics
Community Recognition
Customization / Style
Velocity of Rewards / Excitement
- I’m excited about this course because it gives you a framework to redesign everything, from life to work to learning. - I think GameFraming may change the way we learn throughout our lives, and give us something vastly more powerful in terms of building real skills and creativity.
- Why would this be important? When looking at the work of the innovators and teachers of interaction and design, we benefit from lots of valuable insights, principles and practices developed over the years. And these have helped us to get to the point where we are now as an industry. - Some companies are able to create products that are fun, enjoyable, engaging and even addictive. What do they do to succeed consistently?- What did the original innovators do?- What we will uncover today, is a way that you can systematically develop new products, processes, ideas, and practices for your work, and your life. - This new approach combines years of research by many distinguished scholars from psychology, anthropology, neuroscience, storytelling, education, economics, and video game design. - Gameframing is a new way to reframe everything that we do, break the rules, re-design our work and life, keep pushing our edge, create more, earn more, and have more fun.
What is the importance of play? - Why does a polar bear, without food for the previous 4 months, spend time to play with a dog?- Play is pervasive in the animal kingdom (show video of animals playing)
- One of the hallmarks of play is that it seems purposeless. however, the pervasiveness of play argues that it must have a purpose- What cats learn in play-fighting is not how to hunt... even cats that don't play-fight can hunt. What cats learn is to socialize. Learn emotional intelligence.- A penalty-free rehearsal of normal give and take necessary in social groups
- Animals that play a lot learn how to navigate their world and adapt to it- In play, we try out things that don't threaten our physical or emotional well-being- Play-deficit has been shown in the laboratory to be much like the well-documented sleep-deficit- Neoteny is an adaptation to retain the playfulness of youth. Labradors exhibit play behavior throughout their life. Wolves, however, grow into adults with stricter roles in the hierarchy, and survive in the wild better. But in the environment of humans, labradors are better adapted.- Neoteny has drawbacks. But it has fostered civilizations, art, music.- Studies show that play throughout life, prolongs life. People continue to learn and explore, people are less prone to dementia, neurological problems, heart disease and other things that have nothing to do with the brain.- If we stop playing, grow out of play, our behavior becomes fixed, we are not interested in new and different things- When we stop playing, we stop developing, laws of entropy take over, we fall apart.
- Humans have many advantages over animals, from opposable thumbs to a neo-cortex. - The neo-cortex gives us the unique ability to formulate highly complex communication, and in particular stories - These stories, ones that capture our imagination, inspire and guide us, give our lives purpose and direction, follow a regular pattern
- This same pattern repeats throughout all the movies we watch - The stories we tell, the books we read - From time immemorial to today, there is an archetypal hero we all subconsciously strive to be...
- The Hero’s Journey takes the hero of the story on an adventure of transformation - Where challenges, tests await - This journey through a new world of discovery, and back... - Why I bring this up is we live this journey in our lives - We also seek this experience in our daily life... - And if we design this into the games we create... we tap into a deep emotional river that can carry people along...
- Here is the brief story of a man that touched the lives of all his students, by playing games that showed them their greatness... - He designed games, and play, that transformed their lives... - He designed an environment, that allowed each child to see their own greatness... - Through stories... - These children then carried their touch of greatness throughout their lives... - He tapped into the Hero's Journey....
The fundamental structure of games is comprised of four parts - The Point of the Game - The Existential Rules - The Rules of Action - The Rules of Strategy
- To create a new game, you can often start from an existing game that works somewhat well, but has some limitations - Perhaps some aspect of the game isn’t to your liking... in the case of Chess, perhaps it takes too long to play... so you add some rules to speed up the game... creating Speed Chess - Perhaps the space on the board is too limiting, in your opinion, you want more variation... so you invent a new board and rules of action - By playing with the new game, you get a sense of how the game works... how playable it is... - We've talked about storyline... and... - We’ll talk about playability in a moment... - Remember to experiment with the new game, and change it again based on your observations...
- What’s the point of inventing a new game? - Designing something better!!!... - For one, game designs can incorporate aspects of human nature and encourage behavior that enhances our lives... - In Africa, farmers are encouraged to use fertilizer to increase their crop yields... fields there produce one tenth what their U.S. counterparts do... - In their first year of use, fertilizer can double crop yields and farmer income... substantially improving people's quality of life...
- Unfortunately, farmers typically delay buying their fertilizer until right before the next planting season... - Since 90% of the farmers don’t plan well enough in advance, to save enough for fertilizer, they can’t afford the fertilizer when the planting season begins... - Economists wanted to see if something would work better... - So they created a bunch of games, and played them with the farmers, to see what game design worked the best... - In the end, the best game design was to offer the farmers free shipping if they paid for their fertilizer right after their harvest... when the farmers had a moment of resolution... - The net desired result was the doubling of crop yields and farmer income...
-Alterations to a game design can have impressive results... -The timed sale, putting time pressure on a customer, has been proven to work successfully... -Gilt uses this to sell their luxury items... adding a sense of excitement, limited availability, and desirability to their “flash sales”... -All aspects of the Gilt “game design” have led to their impressive growth, in contrast to other luxury purveyors who have been around longer...
-Game design isn’t limited to recreational activities... -Even though a sense of play intentionally has a purposelessness, a sense of freedom from feeling like the activity is without consequence, these elements can be added to some very productive endeavors... -After all, if your games can harness some of the 100 billion hours people here in the U.S. spend watching TV, what Clay Shirky calls the “Cognitive Heat Sink”, you can give people outlets for their creativity, and build the next Wikipedia -A couple more crowdsourced productivity applications include the Facebook and Twitter translators...
-So how in the design world have we built “rules” that limit our options... -Some of these “rules” are actually “beliefs” that we take as "reality"... -We have the power to change them.... -Some design “rules” are listed here... and while initially they may seem powerful, they also limit our options and what design process we follow...
-Just as simply as we can choose a different set of rules for the game of chess, we can deconstruct our beliefs about how things need to be done, and invent new ones... -We can do this for our work, our relationships, with life... -Here are a few beliefs, that if we change them, we can change the rules of the games we play... -We can redesign how we view life, and play again... -Who doesn’t want more fun and freedom in life?...
- Since we’re designers here, I thought it would be fun to illustrate a few UX examples... - Here are several products that resulted from deconstructing and redesigning several games... leading to several industry innovations... - Usability research, it was held, needed to be conducted in person, face-to-face...
- The designer of Morae didn't believe that research had to be conducted in person, and when screen recording and Web cam became possible, he created the product we use today... - Yet, even then, beliefs about how research had to be conducted still affected it’s design... specifically that all usability research needed to be moderated to be useful...
-When I realized that research could be conducted remotely, and use automation to test a site with hundreds of participants simultaneously, combining market research and usability research, I created a company called NetRaker to change the game yet again... -In hindsight, I was still limited by beliefs... this time, that usability research needed to be formal and detailed...
-Once another crew of game changers realized they could use guerrilla research methods online, doing something similar to what we did at NetRaker, but making it even simpler, they could put quick and cheap research in the hands of every product team... This is UserTesting.com -So, as you can see, these three games from similar a “need” - Different background - Different observations - Different design -People innovated when they questioned beliefs and changed the game...
-In the design domain I took another game, and reconsidered the “beliefs”, the “rules”, that people took to be a given, and designed a new game... -For each belief or rule, I created a new rule... -And from this, invented a new design methodology that made experimental research and design possible...
- These rules changed and adapted based on real life experience - Along with our client Agilent, we changed the rules of design to enable experimental research and design in the Agilent organization... - We changed the game - We came up with a more streamlined and efficient way to manage a project - We designed a new game that enabled us to experimentally design new interfaces during the formative stages of a project - This led to big improvements in the site - It also served to dissolve internal disputes about what design was the best
- So, these are just a couple examples of how changing the games we play can help us innovate, evolve, play, and enjoy more... - If you start looking at your work, and life, and look at the beliefs you hold to be “true” and “fixed”, you will discover some of them are beliefs that can be redesigned
- Remember these game elements, and to experiment with your game designs, and you can start injecting more challenge and fun into everything you do...
- This has been a short primer in GameFraming... I have given you something you can use as you look at your work, and life... - I leave you with this... - What makes things fun is the challenge, those things that are “not too hard” frustrating, and “not too easy” boring... - Think of the tests and challenges in the Hero's Journey... - Give your games “levels” to achieve, that keep pushing your edge... - And design in “feedback” rewards of pleasure, and penalties of pain, simple measures of success, and encourage celebration with your community... - Keep the game “you”, by customizing it to your style, making it your own... - And keep building excitement with a high velocity of rewards...
- For more on GameFraming, I encourage you to contact me, and join my list of Beta Testers... - Thank you for being a wonderful audience!!!...