Gamification
INTERACTION DESIGN
A referential book such as a handbook or manual.
Interaction Design: Gamification
INDEX
Overview
Game Mechanisms
Visual Elements
Rewards
Interaction Design: Gamification
Overview
Interaction Design: Gamification
Gamification is the use of game mechanics
and game design techniques in non-game
contexts. 

Typically gamification applies to non-game
applications and processes, in order to
encourage people to adopt them, or to
influence how they are used.
Gamification works by making technology more engaging, by
encouraging users to engage in desired behaviors, by showing a path
to mastery and autonomy, by helping to solve problems and not being a
distraction, and by taking advantage of humans’ psychological
predisposition to engage in gaming.
The technique can encourage people to perform chores that they
ordinarily consider boring, such as completing surveys, shopping, filling
out tax forms, or reading web sites.
Available data from gamified websites, applications and processes
indicate potential improvements in areas like user engagement, ROI,
data quality, timeliness and learning.
OVERVIEW
Interaction Design: Gamification
Game Mechanisms
Interaction Design: Gamification
The first and fundamental step is to create
and adopt a mechanism of play that defines
the relationship be- tween the users and
content and offering a fun and positive
experience with the brand.
The Discovery

The mechanics of the discovery is fun because everyone loves to
explore. Be the first to discover something can

be exciting knowing that there

are more reasons for a player to continue browsing. Earn points each
time you discover something or a badge for loyal users to visit with
more often your sites and/or applications.
Motivation

To some extent users want to become more involved with using a
website because all these incentives make sense to them and make
them feel good. As a designer, you can create a more compelling
experience by using simple incentives or game-like scenarios.
There are multiple rewards and incentives throughout the game, to keep
them focused, motivated and excited about the final outcome. In UX
design incentives take the form of badges (Foursquare), scores (Klout),
numbers reflecting popularity (Facebook, Twitter) and usage (Digg),
memberships and experience related symbols or tags (pro, new user).
Sharing and Collaboration

Since prehistoric time, man has always clustered in tribes since relation-
ships with other individuals and active participation in the groups
produces a high degree of satisfaction the human nature.
The active participation of the user in the collaboration process
becomes a strategic choice for every brand.
GAME MECHANISMS
Interaction Design: Gamification
Visual Elements
Interaction Design: Gamification
The visual elements are part of the
Gamification ecosystem. The audience
aspect these specific of visual elements in
any game mechanism world:.
Notifications objects

The object provides instant feedback for user actions thus involvement
in- creases dramatically. The Notifier informs the user about the points
and badges earned, levels that he/she has reached and all other
information important to the users. The user chooses which informa-
tion to receive and how often to receive it.
Progress Bar

The progress-bar is a simple concept in the process of determining the
gamification. The instant feedback provided by the progress bar
visually motivates the user to complete activities despite of the time that
these require.
Leaderboard

The Leader-board al- lows users to confront each other and create
competition. The Lead- erboard normally includes a variety of formats,
comparing only friends, users of any platform or users who share a
relationship with the player (usually people in proximity to the player)
Profile

The user profile is the “home” user. View the details of his identity, his
badge and more information relevant to show in his stats.

Social

Sharing and invite friends in the same game environment.

Avatar

An avatar is a visual repre- sentation of the player. The avatar can be a
simply picture (like Face- book) or a more structured. Giving a face to a
player is a key factor in engaging with others.
VISUAL ELEMENTS
Interaction Design: Gamification
Rewards
Interaction Design: Gamification
The reward system is the last element to
close the Gamification process circle. The
aspected form of rewards are:
Points

Points are a reward for players who purchase through ac- tions and are
allocated according to the player’s achievement. Rewarding a player
with more points for specific actions is a method to influence the actions
of the user. The definition of points is one of the first things to do in the
project preparation.
Levels

The levels represent a method for players to show their status and
seniority in a community. The players are motivated to hear what action
they need in the game to earn points necessary to advance the level
and unlock new benefits.
Badges

Badges are the motivation for unlocking and completing cer- tain
actions. The easiness or the difficulty to earn badges are not relevant
but become an attraction to share with friends.
Virtual goods

The virtual goods prizes are virtual or “accessories” for the avatar.
These items add depth to the project and motivate people to socialize
and express themselves. The virtual prizes in the process of
gamifcation can be added late.
Coupons

The Coupons are a sort of special prize for the player’s achievement
and emphasize the connection between the user and the brand.
REWARDS
www.mircopasqualini.com
Thank you.
Author: Mirco Pasqualini, April 2014

Gamification Elements

  • 1.
    Gamification INTERACTION DESIGN A referentialbook such as a handbook or manual.
  • 2.
  • 3.
  • 4.
    Interaction Design: Gamification Gamificationis the use of game mechanics and game design techniques in non-game contexts. 
 Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans’ psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, filling out tax forms, or reading web sites. Available data from gamified websites, applications and processes indicate potential improvements in areas like user engagement, ROI, data quality, timeliness and learning. OVERVIEW
  • 5.
  • 6.
    Interaction Design: Gamification Thefirst and fundamental step is to create and adopt a mechanism of play that defines the relationship be- tween the users and content and offering a fun and positive experience with the brand. The Discovery
 The mechanics of the discovery is fun because everyone loves to explore. Be the first to discover something can
 be exciting knowing that there
 are more reasons for a player to continue browsing. Earn points each time you discover something or a badge for loyal users to visit with more often your sites and/or applications. Motivation
 To some extent users want to become more involved with using a website because all these incentives make sense to them and make them feel good. As a designer, you can create a more compelling experience by using simple incentives or game-like scenarios. There are multiple rewards and incentives throughout the game, to keep them focused, motivated and excited about the final outcome. In UX design incentives take the form of badges (Foursquare), scores (Klout), numbers reflecting popularity (Facebook, Twitter) and usage (Digg), memberships and experience related symbols or tags (pro, new user). Sharing and Collaboration
 Since prehistoric time, man has always clustered in tribes since relation- ships with other individuals and active participation in the groups produces a high degree of satisfaction the human nature. The active participation of the user in the collaboration process becomes a strategic choice for every brand. GAME MECHANISMS
  • 7.
  • 8.
    Interaction Design: Gamification Thevisual elements are part of the Gamification ecosystem. The audience aspect these specific of visual elements in any game mechanism world:. Notifications objects
 The object provides instant feedback for user actions thus involvement in- creases dramatically. The Notifier informs the user about the points and badges earned, levels that he/she has reached and all other information important to the users. The user chooses which informa- tion to receive and how often to receive it. Progress Bar
 The progress-bar is a simple concept in the process of determining the gamification. The instant feedback provided by the progress bar visually motivates the user to complete activities despite of the time that these require. Leaderboard
 The Leader-board al- lows users to confront each other and create competition. The Lead- erboard normally includes a variety of formats, comparing only friends, users of any platform or users who share a relationship with the player (usually people in proximity to the player) Profile
 The user profile is the “home” user. View the details of his identity, his badge and more information relevant to show in his stats.
 Social
 Sharing and invite friends in the same game environment.
 Avatar
 An avatar is a visual repre- sentation of the player. The avatar can be a simply picture (like Face- book) or a more structured. Giving a face to a player is a key factor in engaging with others. VISUAL ELEMENTS
  • 9.
  • 10.
    Interaction Design: Gamification Thereward system is the last element to close the Gamification process circle. The aspected form of rewards are: Points
 Points are a reward for players who purchase through ac- tions and are allocated according to the player’s achievement. Rewarding a player with more points for specific actions is a method to influence the actions of the user. The definition of points is one of the first things to do in the project preparation. Levels
 The levels represent a method for players to show their status and seniority in a community. The players are motivated to hear what action they need in the game to earn points necessary to advance the level and unlock new benefits. Badges
 Badges are the motivation for unlocking and completing cer- tain actions. The easiness or the difficulty to earn badges are not relevant but become an attraction to share with friends. Virtual goods
 The virtual goods prizes are virtual or “accessories” for the avatar. These items add depth to the project and motivate people to socialize and express themselves. The virtual prizes in the process of gamifcation can be added late. Coupons
 The Coupons are a sort of special prize for the player’s achievement and emphasize the connection between the user and the brand. REWARDS
  • 11.