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.
An approach to problem solving and solution building that includes games, serious games, gamification and more. This slideshare introduces the topic in a simple way.
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
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.
An approach to problem solving and solution building that includes games, serious games, gamification and more. This slideshare introduces the topic in a simple way.
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
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
Brains and games: How to incorporate mental health and human experience into ...Laura Donohue
Videogames have evolved tremendously since their inception and have become more than simply a medium for providing entertainment. They have become a vehicle for social and emotional engagement and education. In today’s climate, game designers and developers have shifted their focus from simply making pleasurable games to games that explore a range of complex emotional and human experiences. Games such as Depression Quest provide players with an immersive emotional and enlightening experience. Game mechanics such as problem solving and decision making take on new meaning due to the nature of the game.
SPARX is another game designed to teach coping skills to adolescents with depression and anxiety. It is clear that a new wave of game design is emerging. Designers have begun representing the colorful spectrum of human experience and integrating content and mechanics that elicit specific emotional responses. In our talk, Laura Donohue, social worker and videogame enthusiast, and Catt Small, UX and visual designer and developer, will discuss the integration of mental health and human experience into games. We will discuss how to design games that elicit certain emotional responses through various mechanics and environments. Ultimately, we hope to inspire participants to create emotionally informed games.
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.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Dynasty trusts are fine estate planning tools. Wills are no longer enough in many estate plans, especially for those looking for planning tools that serve many purposes. Learn more about dynasty trusts in this presentation.
Storyboards - telling the stories of your users visuallyStefan Ivanov
Many things are really simple and very familiar but that does not mean that they are obvious. The storyboard is a concept that perfectly exemplifies this statement. And despite the fact that many of us have grown up with these (I got my first Mickey Mouse magazine in 1991 when I was four), it is often frustrating how to have them work for us. When I got to understand the power of storyboards 20 years later, I was truly fascinated with them and have been using them ever since.
This workshop will not teach you how to draw beautifully, this requires a little talent and a lot of practice. We will talk about communicating our ideas with the different stakeholders in a visual way. About depicting the frustration of users to the management visually so that it is easy for them to grasp. About expressing an envisioned solution to a customer and receiving rapid feedback in an easy to understand fashion and at a very low price. About putting all stakeholders on the same page in regard to what the problems are and what the solutions might look like. About providing context for the various scenarios in which a product is being used. The benefits are numerous and our goal will be to get you familiar with the power of telling visual stories through storyboards.
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
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
Brains and games: How to incorporate mental health and human experience into ...Laura Donohue
Videogames have evolved tremendously since their inception and have become more than simply a medium for providing entertainment. They have become a vehicle for social and emotional engagement and education. In today’s climate, game designers and developers have shifted their focus from simply making pleasurable games to games that explore a range of complex emotional and human experiences. Games such as Depression Quest provide players with an immersive emotional and enlightening experience. Game mechanics such as problem solving and decision making take on new meaning due to the nature of the game.
SPARX is another game designed to teach coping skills to adolescents with depression and anxiety. It is clear that a new wave of game design is emerging. Designers have begun representing the colorful spectrum of human experience and integrating content and mechanics that elicit specific emotional responses. In our talk, Laura Donohue, social worker and videogame enthusiast, and Catt Small, UX and visual designer and developer, will discuss the integration of mental health and human experience into games. We will discuss how to design games that elicit certain emotional responses through various mechanics and environments. Ultimately, we hope to inspire participants to create emotionally informed games.
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.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Dynasty trusts are fine estate planning tools. Wills are no longer enough in many estate plans, especially for those looking for planning tools that serve many purposes. Learn more about dynasty trusts in this presentation.
Storyboards - telling the stories of your users visuallyStefan Ivanov
Many things are really simple and very familiar but that does not mean that they are obvious. The storyboard is a concept that perfectly exemplifies this statement. And despite the fact that many of us have grown up with these (I got my first Mickey Mouse magazine in 1991 when I was four), it is often frustrating how to have them work for us. When I got to understand the power of storyboards 20 years later, I was truly fascinated with them and have been using them ever since.
This workshop will not teach you how to draw beautifully, this requires a little talent and a lot of practice. We will talk about communicating our ideas with the different stakeholders in a visual way. About depicting the frustration of users to the management visually so that it is easy for them to grasp. About expressing an envisioned solution to a customer and receiving rapid feedback in an easy to understand fashion and at a very low price. About putting all stakeholders on the same page in regard to what the problems are and what the solutions might look like. About providing context for the various scenarios in which a product is being used. The benefits are numerous and our goal will be to get you familiar with the power of telling visual stories through storyboards.
Usability and evaluating it. Forming hypothesis, defining controlled and measured variables for the experiment, selecting a task for the experiment and designing it. Taking care of learning effects, conducting the study and analyzing the data. Indigo Studio remote usability studies.
Why is it so that some products become a huge success and other don’t? I bet that each of you has racked his brains with this question for a while. I also did it many, many times. Why do I catch myself buying products every now and then that don’t offer any usability? Why do I keep things that I hardly ever use? And how come there are objects that I use every day without even noticing, as a habit? This talk will answer all these questions by looking into the emotional connections we establish with certain products. We will quantify our perception of objects to get a deeper understanding of the various factors that affect us. We will discuss emotions, usability, conceptual models and much more relating to Don Norman’s famous framework for the Three Levels of Design.
Latvijas Investīciju un attīstības aģentūras atbalsts uzņēmējiem Ekonomikas ministrija
Latvijas Investīciju un attīstības aģentūras atbalsts uzņēmējiem
Linda Grīnfelde, Latvijas Investīciju un attīstības aģentūra
2014.gada 2.decembris, Daugavpils
Gamification of Learning: Am I the Only Idiot here?Zsolt Olah
Storytelling used to illuminate the differences betweeen gamification, game-based learning and game thinking. For Instructional Designers venturing into the woods of gamification.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Fundamentals of Learning Game Design - ATD CIC 2017Sharon Boller
Learn the value that learning games can have - and how games link to learning and remembering. Discover the power of playing games to learn how to design games and "high-power" game elements to include.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Not WHEN Games but WHICH Learning GamesSharon Boller
L&D people think games are useful in a subset of situations. This session showcases numerous games to show how vast the landscape of learning games can be - from games involving only people to tabletop games to asynchronous digital games
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
24. What do we want?
Feedback on Gamedenken
and eventually…
25. Gamedenk Community
People who actively:
- Implement playful interactions in everyday
life
- Think critically about the use of Gamification
- Seek the boundaries of gamefulness
- Invent instruments to make gameful designs
of everything
26. Our instrument:
Gamestorm
Game Jam with non-game related situations.
Reality is Broken, how are we going to fix it?
Gamestorm + Paper Prototyping
36. “Next time Gadget!”
Themes
ZZP/Healthcare/MKB/New Tech/Rage
Quit/Consoles/Gamification is
Bad/Gamification is Good/Best
Practices/Worst Failures/What do you
do?/Game Mechanics/Psychology/
Marketing/Instruments/Ludification/…?
37. “Next time Gadget!”
Thoughts?
Did you like this Meetup?
Do you want more?
How often do you want this?
What do you want with Gamedenken?
38. Thank You and Drinks!
Any questions?
Suggestions?
Shoot me! or mail me
at max@setup.nl