Designing for inclusion
Presented by An Coppens
www.gamificationnation.com
@GamificationNat
Gamification Nation
• Founded in 2012 by An Coppens
• Boutique gamification design consultancy
• Solutions we offer:
– Bespoke gamification design
– Online gamification community
– Learner and employee engagement masterminds
– Serious games
HRD Visionary Award 2016- An
In 2016 – HRD Visionary Award
In 2017 – Recognised at Gold standard
for e-learning globally
Industry recognised
An Coppens was nominated for top contributions
to the Gamification industry at the Gamification
World Congress November 2016
Educational game finalist 2017
TIGA Games Industry Awards
What have we worked on so far..
• Sales gamification to improve performance and on-boarding of
new hires
• Loyalty scheme for e-commerce platform
• Learning campus gamification to create more engagement
• Membership engagement on online forum
• Learning quest for climate improvement
• Innovation hackaton for new products, delivery and
distribution methods
• Learning content gamification
• Gamified learning curriculum design
• …
Gender bias
The Hexad - gender
Is gamification only for millennials?
Generations at work today
The Hexad - age
What about culture?
Informal
Homogenous
Formal
Multi-cultural
So should you aim to create the
same design to fit all?
Definition of inclusive design
'The design of mainstream products and/or
services that are accessible to, and usable by, as
many people as reasonably possible ... without
the need for special adaptation or specialised
design.'
British Standards Institute (2005)
• KPI's & metrics
• Culture
• Business objectives
Business
specifics
• Motivation
• Behaviour
Understanding
the player
• Design
• Test
• Iterate
• Implement
• Support
Gamification
design
Our non-negotiables
Copyright Gamification Nation - 2014
Game theme Test assumptions
Rituals Stories
Observe
Survey
Interview
Paper
Pilot
Develop personae
What we look for…
Scenario’s to test
• Does this application appeal to all personas?
• What are the potential stumbling blocks per persona?
• What would be the objective to use the tool for each
persona?
• How long will it take for that objective to be reached?
• What can be improved?
• What motivational factors would you add or take out?
• What game mechanics would you add or take out?
• What communication style, modes and messaging
works best?
• How will achievement sharing take place?
• What celebration is appropriate?
Inclusion focus points
User research
Pilot testing
Communication
On-boarding
Nurturing continued engagement
Privacy
End-game & celebration
Develop and implement
Iterate &
implement
Test
Develop
Continuous feedback loops
TEST PILOT WITH DIFFERENT
AUDIENCE SEGMENTS
Men – Women – age groups – tech savvy – tech novices – etc.
WORK = FUN
@GamificationNat
www.gamificationnation.com

Inclusive Gamification design by An Coppens for Gamifyus

  • 1.
    Designing for inclusion Presentedby An Coppens www.gamificationnation.com @GamificationNat
  • 2.
    Gamification Nation • Foundedin 2012 by An Coppens • Boutique gamification design consultancy • Solutions we offer: – Bespoke gamification design – Online gamification community – Learner and employee engagement masterminds – Serious games
  • 3.
    HRD Visionary Award2016- An In 2016 – HRD Visionary Award In 2017 – Recognised at Gold standard for e-learning globally
  • 4.
    Industry recognised An Coppenswas nominated for top contributions to the Gamification industry at the Gamification World Congress November 2016 Educational game finalist 2017 TIGA Games Industry Awards
  • 5.
    What have weworked on so far.. • Sales gamification to improve performance and on-boarding of new hires • Loyalty scheme for e-commerce platform • Learning campus gamification to create more engagement • Membership engagement on online forum • Learning quest for climate improvement • Innovation hackaton for new products, delivery and distribution methods • Learning content gamification • Gamified learning curriculum design • …
  • 6.
  • 9.
  • 10.
    Is gamification onlyfor millennials?
  • 11.
  • 12.
  • 13.
  • 14.
    So should youaim to create the same design to fit all?
  • 15.
    Definition of inclusivedesign 'The design of mainstream products and/or services that are accessible to, and usable by, as many people as reasonably possible ... without the need for special adaptation or specialised design.' British Standards Institute (2005)
  • 17.
    • KPI's &metrics • Culture • Business objectives Business specifics • Motivation • Behaviour Understanding the player • Design • Test • Iterate • Implement • Support Gamification design Our non-negotiables Copyright Gamification Nation - 2014
  • 18.
    Game theme Testassumptions Rituals Stories Observe Survey Interview Paper Pilot Develop personae What we look for…
  • 19.
    Scenario’s to test •Does this application appeal to all personas? • What are the potential stumbling blocks per persona? • What would be the objective to use the tool for each persona? • How long will it take for that objective to be reached? • What can be improved? • What motivational factors would you add or take out? • What game mechanics would you add or take out? • What communication style, modes and messaging works best? • How will achievement sharing take place? • What celebration is appropriate?
  • 20.
    Inclusion focus points Userresearch Pilot testing Communication On-boarding Nurturing continued engagement Privacy End-game & celebration
  • 21.
    Develop and implement Iterate& implement Test Develop Continuous feedback loops
  • 22.
    TEST PILOT WITHDIFFERENT AUDIENCE SEGMENTS Men – Women – age groups – tech savvy – tech novices – etc.
  • 23.

Editor's Notes

  • #8 Source: IDG Infographic – data source Motivation Factor & Boston Research Group
  • #9 Research from Uri Gneezy, et al.
  • #11 Is gamification only for millenials
  • #12 Source: http://www.executivevoice.co.uk/wp-content/uploads/2016/04/different-communication-preferences.jpg
  • #17 Source: http://www.inclusivedesigntoolkit.com/whatis/whatis.html