Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
This guide was prepared for the September 2015 Dpharm Conference in Boston as a catalyst for discussion around disruptive innovation in drug development.
The ideas transfer well to any industry and we invite you to use it next time you are needing fresh thinking.
This workshop had 5 main goals:
1) Overview about design thinking
2) Understand a bit about how our mind works through the 30 circles exercise
3) Work deep on the problem definition
4) Brainstorming through using Disney Method to stimulate the creative side of the mind
5) Prototype something tangible
Introduction to LEGO SERIOUS PLAY with Natalie SuttonNatalie Sutton
LEGO SERIOUS PLAY is a facilitated thinking, communication and problem solving technique used by teams, individuals and organisations. Natalie Sutton is a certified facilitator and explains the process in this presentation.
IDEO U's Storytelling for Influence course content mapped to the design think...Ren Chang Soo
Supplementary material developed to onboard teaching team members who have a strong grounding in the design thinking process, and for learners who are curious how the course content relates to the design thinking process
Conversational AI and Chatbot IntegrationsCristina Vidu
Conversational AI and Chatbots (or rather - and more extensively - Virtual Agents) offer great benefits, especially in combination with technologies like RPA or IDP. Corneliu Niculite (Presales Director - EMEA @DRUID AI) and Roman Tobler (CEO @Routinuum & UiPath MVP) are discussing Conversational AI and why Virtual Agents play a significant role in modern ways of working. Moreover, Corneliu will be displaying how to build a Workflow and showcase an Accounts Payable Use Case, integrating DRUID and UiPath Robots.
📙 Agenda:
The focus of our meetup is around the following areas - with a lot of room to discuss and share experiences:
- What is "Conversational AI" and why do we need Chatbots (Virtual Agents);
- Deep-Dive to a DRUID-UiPath Integration via an Accounts Payable Use Case;
- Discussion, Q&A
Speakers:
👨🏻💻 Corneliu Niculite, Presales Director - EMEA DRUID AI
👨🏼💻 Roman Tobler, UiPath MVP, Co-Founder & CEO Routinuum GmbH
This session streamed live on March 8, 2023, 16:00 PM CET.
Check out our upcoming events at: community.uipath.com
Contact us at: community@uipath.com
This guide was prepared for the September 2015 Dpharm Conference in Boston as a catalyst for discussion around disruptive innovation in drug development.
The ideas transfer well to any industry and we invite you to use it next time you are needing fresh thinking.
This workshop had 5 main goals:
1) Overview about design thinking
2) Understand a bit about how our mind works through the 30 circles exercise
3) Work deep on the problem definition
4) Brainstorming through using Disney Method to stimulate the creative side of the mind
5) Prototype something tangible
Introduction to LEGO SERIOUS PLAY with Natalie SuttonNatalie Sutton
LEGO SERIOUS PLAY is a facilitated thinking, communication and problem solving technique used by teams, individuals and organisations. Natalie Sutton is a certified facilitator and explains the process in this presentation.
IDEO U's Storytelling for Influence course content mapped to the design think...Ren Chang Soo
Supplementary material developed to onboard teaching team members who have a strong grounding in the design thinking process, and for learners who are curious how the course content relates to the design thinking process
Conversational AI and Chatbot IntegrationsCristina Vidu
Conversational AI and Chatbots (or rather - and more extensively - Virtual Agents) offer great benefits, especially in combination with technologies like RPA or IDP. Corneliu Niculite (Presales Director - EMEA @DRUID AI) and Roman Tobler (CEO @Routinuum & UiPath MVP) are discussing Conversational AI and why Virtual Agents play a significant role in modern ways of working. Moreover, Corneliu will be displaying how to build a Workflow and showcase an Accounts Payable Use Case, integrating DRUID and UiPath Robots.
📙 Agenda:
The focus of our meetup is around the following areas - with a lot of room to discuss and share experiences:
- What is "Conversational AI" and why do we need Chatbots (Virtual Agents);
- Deep-Dive to a DRUID-UiPath Integration via an Accounts Payable Use Case;
- Discussion, Q&A
Speakers:
👨🏻💻 Corneliu Niculite, Presales Director - EMEA DRUID AI
👨🏼💻 Roman Tobler, UiPath MVP, Co-Founder & CEO Routinuum GmbH
This session streamed live on March 8, 2023, 16:00 PM CET.
Check out our upcoming events at: community.uipath.com
Contact us at: community@uipath.com
12 Secrets of Making Every Presentation Fun, Engaging and EnjoyableSketchBubble
Whether you’re going to present at a large conference or in front of a small audience, knowing how to make your presentation fun, engaging and enjoyable; is going to give you a big leg up on your competition.
At Big Fish Presentations, we know that boring presentations have absolutely nothing to do with the topic. If the content doesn't seem interesting, you can change that by how you present the information. Here are 8 ways to make ANYTHING interesting.
Lean Product Management for Enterprises: The Art of Known Unknowns Thoughtworks
Natalie Hollier presentation was given at the Lean Strategy + Design Salon meetup in New York: http://www.meetup.com/LeanStrategyPlusDesign/events/200913392/
Check out Natalie's website: http://www.nataliehollier.com/
If you work in Scrum environment or you’re just a team member who is trying to guide a conversation – then these interactive facilitation techniques are for you. In this session focus will be on games which you could use in virtual environment.
Centre for Entrepreneurship (C4E) of the University of Cyprus and Berklee Institute for Creative Entrepreneurship (ICE) present the:
Why are some designs better than others, and what can you do about it? (The workshop)
If you've ever described a poster as heavy, a website as dense, an app as clumsy or an object as whimsical, you probably already know the answer. Recent psychology research is showing that experiential metaphors are key emotional drivers that impact our perception of the world. Applying these findings to design confirms what designers have learned throughout their careers—good design is subconscious first and rational second. Michael will share stories from this research and the IDEO portfolio then share tools to help you be more consciously subconscious.
Lego Serious Play & Business Model CanvasJan Peeters
I made a report on the Lego Serious Play workshop I organized together with Flanders DC. We used the Lego Serious Play method to deliver a business model canvas for an innovative carpet.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
ChatGPT Mastery and the chatGPT Handbook.pdfJirotgak Gotau
The book titled "Chat GPT Mastery and The Chat GPT Handbook" is a comprehensive guide that explores the fascinating world of AI-powered chatbots and the remarkable capabilities of ChatGPT, an advanced language model. With concise explanations, the book covers key concepts such as pre-processing, datasets, databases, GPT models, TPUs, and more.
Readers will discover how chatbots like ChatGPT can simulate human-like conversation, understand user prompts, and generate intelligent responses. The book delves into the intricacies of pre-training and fine-tuning, shedding light on how models like ChatGPT learn from vast amounts of data to provide personalized and engaging interactions.
Moreover, the book explores the broader landscape of AI technologies, including APIs, SDKs, and webhooks, which enable seamless integration of chatbots into various applications. It emphasizes the importance of user-centric design, inclusivity, and scalability in creating effective and user-friendly chatbot experiences.
Throughout the pages, readers will gain insights into advanced topics such as BERTScore, embeddings, multimodal capabilities, and transformative applications of AI. With concise and accessible explanations, this book is perfect for both beginners and enthusiasts seeking a deeper understanding of chatbots and their potential.
"Chat GPT Mastery and The Chat GPT Handbook" offers a captivating exploration of AI-driven conversational agents, empowering readers to grasp the intricacies of the technology and envision its transformative possibilities for practical application.
You can find more interesting books on chatGPT and Ai on amazon. Here's my link to the best ChatGPT and Ai books on amazon: https://amzn.to/43GLTUx
How to have better relation with ChatGPTAli Tavanayan
Slides from the Session 3 of the Vancouver ChatGPT Experts meetup group.
This is level 100 (Basic) content about how to make prompts and take advantage of ChatGPT in different areas.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
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.
12 Secrets of Making Every Presentation Fun, Engaging and EnjoyableSketchBubble
Whether you’re going to present at a large conference or in front of a small audience, knowing how to make your presentation fun, engaging and enjoyable; is going to give you a big leg up on your competition.
At Big Fish Presentations, we know that boring presentations have absolutely nothing to do with the topic. If the content doesn't seem interesting, you can change that by how you present the information. Here are 8 ways to make ANYTHING interesting.
Lean Product Management for Enterprises: The Art of Known Unknowns Thoughtworks
Natalie Hollier presentation was given at the Lean Strategy + Design Salon meetup in New York: http://www.meetup.com/LeanStrategyPlusDesign/events/200913392/
Check out Natalie's website: http://www.nataliehollier.com/
If you work in Scrum environment or you’re just a team member who is trying to guide a conversation – then these interactive facilitation techniques are for you. In this session focus will be on games which you could use in virtual environment.
Centre for Entrepreneurship (C4E) of the University of Cyprus and Berklee Institute for Creative Entrepreneurship (ICE) present the:
Why are some designs better than others, and what can you do about it? (The workshop)
If you've ever described a poster as heavy, a website as dense, an app as clumsy or an object as whimsical, you probably already know the answer. Recent psychology research is showing that experiential metaphors are key emotional drivers that impact our perception of the world. Applying these findings to design confirms what designers have learned throughout their careers—good design is subconscious first and rational second. Michael will share stories from this research and the IDEO portfolio then share tools to help you be more consciously subconscious.
Lego Serious Play & Business Model CanvasJan Peeters
I made a report on the Lego Serious Play workshop I organized together with Flanders DC. We used the Lego Serious Play method to deliver a business model canvas for an innovative carpet.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
ChatGPT Mastery and the chatGPT Handbook.pdfJirotgak Gotau
The book titled "Chat GPT Mastery and The Chat GPT Handbook" is a comprehensive guide that explores the fascinating world of AI-powered chatbots and the remarkable capabilities of ChatGPT, an advanced language model. With concise explanations, the book covers key concepts such as pre-processing, datasets, databases, GPT models, TPUs, and more.
Readers will discover how chatbots like ChatGPT can simulate human-like conversation, understand user prompts, and generate intelligent responses. The book delves into the intricacies of pre-training and fine-tuning, shedding light on how models like ChatGPT learn from vast amounts of data to provide personalized and engaging interactions.
Moreover, the book explores the broader landscape of AI technologies, including APIs, SDKs, and webhooks, which enable seamless integration of chatbots into various applications. It emphasizes the importance of user-centric design, inclusivity, and scalability in creating effective and user-friendly chatbot experiences.
Throughout the pages, readers will gain insights into advanced topics such as BERTScore, embeddings, multimodal capabilities, and transformative applications of AI. With concise and accessible explanations, this book is perfect for both beginners and enthusiasts seeking a deeper understanding of chatbots and their potential.
"Chat GPT Mastery and The Chat GPT Handbook" offers a captivating exploration of AI-driven conversational agents, empowering readers to grasp the intricacies of the technology and envision its transformative possibilities for practical application.
You can find more interesting books on chatGPT and Ai on amazon. Here's my link to the best ChatGPT and Ai books on amazon: https://amzn.to/43GLTUx
How to have better relation with ChatGPTAli Tavanayan
Slides from the Session 3 of the Vancouver ChatGPT Experts meetup group.
This is level 100 (Basic) content about how to make prompts and take advantage of ChatGPT in different areas.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
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.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
This eBook introduces you to the Game the System™ Model of #Gamification Instructional Design - a Proven Method for implementing gamification in your training, talent development, and productivity initiatives.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
Schedule a Workshop in your city or attend our next scheduled Regional Workshop. Find more information at http://www.sententiagames.com/certifications.html
HRCI, SHRM, and ATD Recertification Credits Available
Created by Monica Cornetti, CEO Sententia Gamification
www.monicacornetti.com
www.sententiagames.com
guru@sententiagames.com
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.
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
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.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
The Great Escape from the Prison House of Language: Games, Production Studies...Sebastian Deterding
My talk at the DiGRA/FDG 2016 "Why production studies? Why now?" panel, asking how production studies can answer to basic cultural and hermeneutic questions.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...Sebastian Deterding
Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
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Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Just add points? What UX can (and cannot) learn from games
1. Just add points?
what ux designers can
(and cannot) learn from games
Sebastian Deterding
UXCamp Europe
Berlin, May 30, 2010
cbn
2. The Fun
Theory Problems...
1 3
2 4
Why games What we
are fun can learn
There‘s a meme currently circulating in the UX community that the best way to motivate user behaviour is to make it fun – and the best
way to make it fun is game mechanics. Today, I‘d like to (1) present this meme, (2) summarise the research on why games are fun, (3)
show some problems with applying game design in other contexts, and (4) point out what we can actually learn from game design.
4. Can we get more people to use the
bottle bank by making it fun to do?
The most articulate version of »The Fun Theory« is a recent viral video campaign by Volkswagen Sweden that runs by that name.
Here‘s one example how they use game mechanics to motivate users to use the bottle bank.
6. »Fun is the easiest way to
change people‘s behaviour.«
Thefuntheory.com
On the campaign website, you‘ll find more videos, a (now closed) competition and the core idea: »Fun is the easiest way to change
people‘s behaviour.« (One thing I always wonder is: What happens on day 2? What is the »replay value« of these designs? But more on
that later.)
7. 1982: Thomas Malone
To wit, the idea that we can deduce heuristics for designing more enjoyable applications from video games is nothing new. If you look
up the scholarly HCI databases, you‘ll already find papers on this in the early 1980s, the first heydays of video games (http://bit.ly/
csscek.)
8. Work made
fun gets done!
1994: The Fish! Strategy
In the 1990s, there was a business bible craze around »The FISH! strategy«. Briefly, it states that for employees to be productive and
creative, they have to be intrinsically motivated, which is best achieved by a playful attitude towards their work. (In a sense, Dan H.
Pink‘s recent business bible »Drive« is just a reiteration of this focus on intrinsic motivation.)
9. Research Design Application
Yet there is also a growing amount of serious research (especially within the learning sciences) on creating more motivating work and
learning environments by leveraging game design. Within the design community, you find no shortage of presentations and blog posts
on the topic, and there are already some applications explicitly using game mechanics (links at the end of this presentation).
10. Games With A Purpose
Maybe the most well-known application are the »Games With A Purpose« by re:captcha inventor Luis von Ahn, like the »ESP Game«:
On the surface, players earn points by guessing which word comes to mind of an anonymous counterpart when seeing a picture. In the
background, the inputs are used as highly accurate image tags.
11. Book Oven
Another example is »Book Oven«, a web platform for book publishing. The platform crowdsources the otherwise tedious act of proof
reading by presenting users with small snippets of text. Users earn points for every snippet checked, and can compare themselves with
other users on a leader board – to apparently amazing effects:
12. »One editor told me: Your
bite-sized edits is Crack
Cocaine for proof readers.«
Hugh McGuire
cofounder, bookoven.com
According to co-founder Hugh McGuire, a lot of professional proof readers who do this kind of thing for a living during daytime log into
Bookoven in the evening to do it for free.
13. twitter
In a very similar way, Twitter has recently crowdsourced its translation – again with small snippets, points earned per snippet, and
levels. Even these bare bones mechanics seem to work quite well: To achieve level 11, one has to translate 1484 snippets – and I know
quite a number of people in my twittersphere who are at level 10.
14. 2
Why games
are fun
So the obvious question is: Why? Why is this so motivating, so much fun? What exactly is at work here?
15. Just add points!
The answer I find reiterated over and over in most of the current debate in UX design is: »Just add points (and leaderboards)!« Points
are seen as a kind of monosodium glutamate you can spice up any interaction or product with.
16. Foursquare
Foursquare best exemplifies this approach: To motivate a desired user behaviour (check-ins), users earn points for performing it. The
points are then displayed on leaderboards to stimulate competition, and users can achieve levels or badges with a certain number of
points or combination of check-ins.
17. »Fun is just another word
for learning.«
Raph Koster
a theory of fun for game design
However, this approach is way too simplistic if seen in context of the wealth of thought and research in game studies and game design.
Personally, I think that Raph Koster most concisely summed up what we currently know about why games are fun when he said: »Fun is
just another word for learning.«
18. »Fun from games arises out of mastery.
It arises out of comprehension. It is the
act of solving puzzles that makes games
fun. With games, learning is the drug.«
Raph Koster
a theory of fun for game design
Now, »fun is learning« sounds quite counterintuitive at first. What Koster means (and what is backed up by research on intrinsic
motivation) is that the fun of games is the positive experience of mastering something: a new skill, a solved puzzle, a recognised
pattern. We win a game by noticing and then mastering the rule patterns – and this experience of competence creates fun.
19. http://www.flickr.com/photos/photonquantique/3364593945/sizes/l/
http://www.flickr.com/photos/sulamith/1342528771/sizes/o/
We flee from We flee into
To give you an example: The same kind of mathematics that school kids usually despise in school is actively sought out and performed
by them with intense focus and joy in Trading Card Games like »Magic: The Gathering«, where mastery requires complex
multiplication, fractions, and statistic analysis of which card combinations form a winning deck. So what makes the difference?
20. »Fun is just another word
for learning.«
under optimal conditions
Raph Koster
a theory of fun for game design
What separates games from school (and what we have to add to Koster‘s definition) is that games create optimal conditions for
learning. Fun is learning – under optimal conditions. And games show us just what exactly those optimal conditions are.
21. »Reality is broken.
Games work better. …
Games are the ultimate
happiness machines.«
Jane McGonigal
ux week 2009
In a sense, this is the point researcher and game designer Jane McGonigal makes: Games take to heart many principles of positive
psychology, which is why they are far more enjoyable than everyday life. So – what are those principles? Let‘s return to the
crowdsourced twitter translation. Even this simple interface already shows many of the most important design principles.
22. S.M.A.R.T. goals
Principle #1: Games set specific, measurable, actionable, realistic and timed short- and long-term goals (you might say they do time
management 101 for the user). Short-term: I am level 4 and want to get to level 5. Long-term: Level 11! In contrast, think of how often in
life (or school) we have no, unclear, vague or even conflicting goals? Not so in games.
23. Clear, bite-sized
actions and choices
Principle #2: The available actions to achieve our goals are made explicit – and prepackaged so that we can directly execute them.
Twitter presents the text we have to translate directly and in small doable portions: 1 Action = click & translate 1 sentence. Game menus
in point-and-click adventures are overviews of objects and verbs – we »just« have to decide which action is the right one (cf. designer
Sid Meier: »A game is a series of interesting decisions«). In everyday life, the actions and choices available to us are mostly unclear,
vague or not packaged into immediately doable steps, i.e. »lose weight«, »write that novel«, »get rich«, ...
24. Clear action–goal
relations
Principle #3: The relation between the available actions and choices and our goals are clear. It is uncertain whether we succeed in
performing the action (here: translate the text), but how success brings us closer to our goal is immediately visible with numerical
exactitude. Conversely, do we know in everyday life whether a chosen action will really bring us closer to our goals, and how much so?
25. Clear status
Principle #4: Our current status ist absolutely clear. In games, we always know »where« we stand – spatially (via map displays), in
terms of our skills and possessions (listed in menus, inventories and character sheets), in relation to our goals (points and mission
stats) and in our relation to other players (visualised in leaderboards or social graphs).
26. Excessive positive feedback
Principle #5: Games give instant, unambiguous, excessively strong positive (and negative) feedback. My favourite example is the
Pachinko-like game »Peggle« by Popcap Games. The goal is to shoot all orange pellets from a screen with a bouncing metal ball.
Here‘s what happens if you clear the last orange pellet of a level:
28. Scaffolded challenges
That‘s the kind of feedback I‘d like to get for a successful project. But on to principle #6: The challenges we face, the goals we strive for
get a little more difficult with each step. On twitter, we have to translate a little more each level to reach the next one. Why is this
important?
29. anxiety
lo w«
»f
Difficulty
boredom
Skill/time
Mihaly Csikszentmihalyi
flow: the psychology of optimal experience
The answer comes from psychologist Mihaly Csikszentmihalyi: We usually feel best when the challenges we face perfectly match our
skills. More, and we are stressed, less, and we‘re bored. Since we constantly learn and improve our skills, the challenges must grow
with our skills – otherwise, boredom ensues.
30. http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php
Chunking
And this is where twitter partly fails: Harder challenges are not just »more of the same« (i.e. earn more points), but different and more
complex ones. Good games let you master one simple thing, then another one, and then they chunk both into a more complex
combination of the two which you have to master, and so on. (Above is a skill atom and the complete chunking chain for Tetris.)
31. Social comparison
Game designers test and balance this difficulty curve of their game until it perfectly matches the learning curve of their audience; often,
the difficulty dynamically adjusts to player performance. Now to the seventh and last principle: Games create social comparison to
facilitate both social learning and motivating competition. Twitter does this subtly by displaying who‘s in the game and at what level.
32. http://www.flickr.com/photos/30279269@N04/3946300019/
The well-formed action
Personally, I call these the principles of well-formed action, as they not only apply to games, but capture part of what makes any
everyday action satisfying and motivating – »optimal experiences« in the terms of Csikszentmihalyi or Jane McGonigal. Games provide
a kind of crutches purpose-built to facilitate and guide well-formed action.
33. Quick recap
• Clear status, goals, actions, decisions,
goal-action relations
• Excessive feedback
• Scaffolded challenges matched
to the users‘ growing skills
• Chunking
• Social comparison
So if we just follow these principles when designing our applications, they will be just as much fun as games – correct?
34. Problems...
3
Well, yes and no. These are certainly generally valid and valuable principles for the design of any interaction. But I see three broad
problems with the direct transfer of game design to software or websites.
35. bl em
ro 1
P #
game design
Difficulty
usability
Ability/Time
The first problem is a conflict of cultures and goals: Usability and UX come from the world of tasks and productivity. Our primary goal
has always been to make applications as easy as possible, to keep the learning curve as flat as possible – boring, but simple. If you‘d
ask a usability engineer to optimize a video game, this is what probably would come out:
37. Ticket
Drag point through
maze to receive ticket
Imagine the engaging suspense of this game with the added time pressure when you see that your train will arrive in just a minute …
And to ensure that this doesn‘t get boring once you figured out the labyrinth ...
38. Ticket
Level 2
Drag point through
maze to receive ticket
… there‘s level 2!
39. game work
Emotion Conflict of Tasks
Intensity interest Efficiency
Duration Speed
Behind these different cultures of thinking and design is a manifest conflict of interest: The whole point of games is to create intense
emotions, and to prolong their experience as much as possible. By contrast, productivity software is all about getting your work done as
efficiently and quickly as possible. How you feel is at best a secondary consideration.
40. game work
Only Emotion Tasks
sometimes Intensity Efficiency
Duration Speed
Only sometimes, ensuring intrinsic user motivation is so essential that emotion becomes conducive to or even a prerequisite for task
completion – say, in creative work or unremunerated user work. Another case are end-user products where the quality of experience is
part of the selling proposition or market differentiator. In those cases, we have to ensure usability and fun/emotion.
41. bl em
ro 2
P #
Game Designers are mightier
Problem number two: Game designers are far more powerful than designers of software or websites. What do I mean with that?
42. Let‘s assume for a minute that Microsoft Word would be Super Mario Bros.
=
http://en.wikipedia.org/wiki/File:Super_Mario_Bros_box.jpg http://en.wikipedia.org/wiki/File:Microsoft_Word_Icon.svg
43. Image: Joshua J. Sloan http://bit.ly/2R4KHx, purestylin http://bit.ly/3gkXMb
If this screen would be a typical screen of a user typing a document on Microsoft Word, which elements of this screen would an
interaction designer be able to design?
44. What we design
(the tool)
Answer: The interaction designer would only be able to design Mario: the tool the user uses to affect his/her world.
45. What the user/manager designs
(goals)
What we design
(the tool)
The goals the user has to achieve with said tool are not set by the designer, but by the user her/himself (or a third party – like his/her
supervising manager): Write a report of X pages about Y until Z.
46. What the user/manager also designs
(objects and environments)
Likewise, the objects that the user works on with his/her tools and the broader environment of his/her task is set by the user or a
supervising manager: the texts to be referred to, the colleagues who can be asked, etc.
47. game design
(HR) Management!
Difficulty
Skill/Time
Yet the difficulty curve emerges from the relation of skills, tools, objects, environment and goals: How difficult something is depends
on what I try to achieve with which tools in which environment. In games, this complex whole is designed by the game designer. In
work life, it is »designed« by our supervisors and HR people (a.k.a. »job rotation«, »job enrichment«, etc.).
48. http://www.brickshelf.com/cgi-bin/gallery.cgi?i=3225718
Business Process Reengineering?
Put differently, if we as designers wish to craft a fun, engaging difficulty curve in productivity contexts, we have to step away from
designing the application in isolation and tackle the whole work context – which isn‘t interaction design anymore – it‘s business
process reengineering.
49. How might we ...
let users easily integrate
their environments and
goals into our systems?
One middle step might be to ask ourselves who we might help users to integrate their environments and goals into our rule systems –
just like a GTD time management application helps users to organise their life by offering a structure and workflow that they then
populate with their own tasks.
50. Two examples for this approach are the time management application RescueTime, which essentially tracks the amount of time you
spend with different applications (and on different websites) and allows you to set goals (e.g. »no more than two hours of YouTube per
day«), or Chore Wars, which allows you to make household chores a part of an Online Roleplaying Game.
51. bl em
ro 3
P #
http://www.flickr.com/photos/musebrarian/443103590/sizes/o
The third and last problem I like to call the »Tom Sawyer problem«: In the famous novel by Mark Twain, Tom Sawyer has to paint a
fence white and is derided by some passing friends who go fishing. By insisting that he‘d rather paint the fence than go fishing, Tom is
able to persuade his friends that painting is actually fun – and has them pay for the privilege of painting the fence for him.
52. »Tom ... had discovered a great
law of human action, without
knowing it – namely, that in order
to make a man or a boy covet a
thing, it is only necessary to make
the thing difficult to attain.«
Mark Twain
the adventures of tom sawyer (1876)
There are two things happening in this story. One is the psychological mechanism known as the »hard-to-get« phenomenon: If
something is hard to get (e.g. expensive, almost sold out, etc.), we usually conclude that it must be very valuable.
53. »If he had been a great and wise
philosopher, like the writer of this
book, he would now have
comprehended that Work consists
of whatever a body is obliged to do,
and that Play consists of whatever
a body is not obliged to do.«
Mark Twain
the adventures of tom sawyer (1876)
The second (and in our context, more relevant) thing is a core psychological and social difference between work and play: We usually
experience as work what we have to do by some external force, whereas to experience something as play, we must feel that we have
chosen to do it voluntarily. (kthx @stephenanderson for pointing me to Twain‘s story.)
54. »First and foremost, then, all play is a
voluntary activity. … It is done at leisure,
during ›free time‹. Every child knows
perfectly well that he is ›just pretending‹,
or that it was ›just for fun‹.«
Johan Huizinga
homo ludens (1938)
This actually goes back to the earliest definitions of play. According to the doyen of game studies, Johan Huizinga, the two core features
of play are: (1) It is done voluntarily, and (2) it is a »make-believe« activity without serious consequences. (There‘s a rich discussion on
how games often do have consequences – think Russian Roulette – but we don‘t have the time to dive into the scholarly details here.)
55. voluntary
no serious
consequence
Now if you take a second look at all the examples where game mechanics work just fine – ESP Game, Bookoven, twitter translations –
you‘ll find that they are all voluntary »leisure« activities that don‘t have any serious consequence for the user. They are indeed »just a
game«.
56. Work Play
This explains why one and the same activity – analysing spreadsheets – is experienced as work (and people demand payment for it) in
one case, and in another case (like the Online Roleplaying Game »Eve Online«), it is experienced as fun (and people pay for it). In the
game, analysing spreadsheets is done voluntarily and has few serious consequences (the same is true for Trading Cards vs. school).
57. http://www.flickr.com/photos/juliandibbell/234192868/sizes/o/in/set-72157594279649151/
Chinese Gold Farming
Another example: In China and elsewhere, there are employed professional players who earn virtual items in Online Roleplaying Games
that are then resold for real money on platforms like ebay. Although these players definitely play a game, they experience this as work.–
It is not done voluntarily (they have to sit their 8 hours), and they get into trouble if they don‘t achieve their daily quota of virtual gold.
58. »Just pretending«
So how we experience a situation very much depends on how we and the people around us frame it. Think of the movie »Life is
beautiful«, where a Jewish son and father are held in a concentration camp. The father is able to present this situation of utmost
consequence and involuntariness as a game of hide-and-seek to his son – hence the son experiences the situation very differently.
59. Games With A Purpose
And this is not just a matter of fiction. Take the ESP Game. Google was so fond of the concept and its success that it bought the idea
and rebranded it as the »Gooogle Image Labeler«.
60. Google Image Labeler
What was presented as a fun game of mind reading is now presented as work for Google. The game mechanics stay the same, but the
framing is different – and the user stats tell us that the Image Labeler is much less successful than the ESP Game in engaging users.
62. Who decides whether this is play
(or playing is allowed)
However, whether the interaction with that tool is experienced as fun, engaging play or not depends on the user and his/her social
context. Together, they define whether what they currently do is »just a game«, voluntary and without consequence, or a serious matter,
no joking around. I can say for myself that meeting XYZ is »just a game«. But if my colleagues don‘t play along, I won‘t succeed.
63. How might we...
induce a playful
attitude?
This means that if we want to create the experience of play, the design challenge is not how to include game mechanics, but how to
induce a playful stance in the user towards the activity they are engaging in – what game philosopher Bernhard Suits called »the lusory
attitude«.
64. http://www.flickr.com/photos/indy138/2852103473/sizes/o/
Easter Eggs
One possible way to achieve this are easter eggs – small, surprising, delightful details that the user will only discover by chance and that
have no functional value at all (like this lawn gnome in Half-Life 2). There is something about such intentional non-functional excess
that signals a momentary license be non-serious, non-instrumental.
65. http://www.flickr.com/photos/titanas/1051688629/sizes/o
Easter Eggs
The business card printing service moo.com does a good job in this: Not only is their copywriting and design with little drop characters
consistently playful, but there are many lovingly-crafted-yet-nonfunctional details that surprise and delight – like this imprint inside the
cardboard box around a set of cards that you only discover when you take the box apart before throwing it away.
66. Quick recap
Tutorials
Social
Productivity
Networks
»Leisure«
software
Music etc.
To summarise again, game mechanics and inducing a playful attitude to create »fun« experiences usually works best where (1) the
designer can craft the goals and environment as well (e.g. tutorials), and (2) the usage context is one of voluntary, consequence-free
leisure time, like social networks, music recommendation sites, etc. Game and play are less suitable for hardcore productivity contexts.
67. Ribbon Hero
Microsoft‘s Office tutorial game »Ribbon Hero« for instance is a good application of game mechanics in productivity contexts. The
game sets the goals and the materials to work on. Also, learning a new tool usually happens under less supervision and is a more self-
structured activity than other work tasks.
68. Attent
On the other hand, I assume that the e-mail management application »Attent« by Seriosity, which adds a virtual currency to e-mail, will
likely clash with instrumental attitudes and demands in the workplace and hence not produce a similarly engaging experience (though I
have no data to prove that and am happy to be disproven).
69. 4
What we
can learn
But all is not lost: As I said, there are contexts where game design can help in designing engaging applications, and there are general
design principles to be learned from game design. More specifically, I think that UX designers can take three things from game design.
70. ss on
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Collecting Points Social comparison Narrativity
Intermittent Customization Real Money Trading Baroque visuals
reinforcement
Design Patterns (of course)
The first thing are design patterns like the principles of well-formed action. I won‘t go into detail here because (1) there are too many of
them and (2) other people have covered this area, so have a look at the resources referenced at the end of this presentation.
71. http://www.flickr.com/photos/8147452@N05/2913356030/sizes/o/
Configure, don‘t add
One caveat though: As with interaction design patterns, »more« does not equal »better«. Take Chess: Chess has a very unique
experiential quality of intense focus and ratiocination. If you add the game mechanic of time pressure (i.e. speed chess), the experience
does not just become better, it completely changes. Game design is about such configuration of mechanics, not mere addition.
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Rule Design
The second lesson to be taken from game design is rule design. If you are on facebook, you will undoubtedly have noticed these
recommendations displayed in the sidebar of your dashboard. There‘s a rule (and recommendation engine) deciding when and where
which recommendations are displayed in reaction to which user behaviours.
73. »In designing transactional and content-
rich web sites, rules provide an
underlying structure that governs the
experience: what is displayed, when it’s
displayed, and how it responds to user
actions.«
Daniel Brown
designing rules, ia summit 2009
As Daniel Brown pointed out in his talk at the 2009 IA Summit, more and more elements on websites and web applications become
dynamic in this sense. It is no longer one interface to every customer, but the interface dynamically adapts in reaction to user behaviour
– and this adaptation is governed by underlying rules.
74. Mechanics Dynamics Aesthetics
Marc LeBlanc
mda: a formal approach to game design
How do we design these rule systems so that we achieve an intended user experience? This is the core competence of game designers.
They offer us models to understand these relations, like Marc LeBlanc‘s MDA model. Put simply: The game rules (mechanics) afford
the interaction between user and system (dynamics), which affords the user experience (aesthetics).
75. mechanic dynamic aesthetic
+$ + Poverty Frustrating
-$ - Gap end game
Monopoly
One example: In Monopoly, you buy streets and houses with money, which earn you more money. Conversely, if you lose money, you
have to sell houses and streets and hence earn less money. In the game, this leads to a slowly growing but largely irreversible poverty
gap, which makes for a frustrating end game for the losing player. Other games have a more balanced and hence enjoyable end game.
76. Mafia Wars
Another example: On login, the facebook game Mafia Wars allows players to gift one virtual item to their friends on Mafia Wars, and
every item one receives can be reciprocated once. (Letting you gift another person first without any immediate benefit to yourself is a
smart use of the persuasive principle of reciprocity, by the way.)
77. mechanic dynamic aesthetic
Free gift Mutual Bond,
on login gifting obligation
Mafia Wars
Overall, what this game mechanic does is spur a dynamic of mutual gifting among players, which affords a mutual sense of bonding
and obligation among players that effectively binds the players to the platform itself.
78. Testing & Balancing
Again, a caveat: In its first version, this mechanic produced a very »spammy« dynamic and hence not the intended aesthetics, which is
why Mafia Wars recently redesigned it. The lesson here: Rule systems need just as much iterative testing and optimising like any other
design aspect, and this is what separates good game design from bad or mediocre.
79. Depth: Foursquare ...
Another important quality of rule design is depth. As game designer Sid Meier said, a good game is »easy to learn, difficult to master«.
This is why foursquare often becomes boring quickly: Once you understand the basic mechanic, there‘s nothing new to learn and
master. Whatever fun remains is derived from the social metagame of competing with peers for the mayorship of some place.
80. … vs. Foodspotting
Contrast this with Foodspotting, a kind of foursquare-meets-Yelp! where people recommend specific dishes in specific restaurants to
each other. Again, there‘s a desired behaviour (spotting foods), there‘s points and badges …
81. … vs. Foodspotting
… but if you take a look at their »About« page, you‘ll see that the rule system actually introduces two different kinds of points – »noms«
and »reputation« – that interact with each other. I haven‘t used Foodspotting enough to qualify how successful this system is, but it‘s
definitely a move in the right direction of »deeper« rule systems.
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FarmVille
The third and final lesson is that not all games and gamers are alike. Game design offers us a greater precision and clarity in speaking
about just what we mean when we say »fun«. FarmVille for instance is the most successful social game so far that definitely delivers
fun to tens of millions of users.
83. Fallout 3
Now look at Fallout 3, one of the most successful recent roleplaying games, which again most definitely delivers fun to its millions of
users. But is it the same kind of fun as with FarmVille? Most certainly not. So the question is: Which different kinds of fun are there?
What kind of fun appeals to which demographic? And which kinds of fun might not mix so well?
84. Hard Fun Easy Fun
Fiero Curiosity
emotion < choice < mechanic > choice > emotion
People Fun Serious
Amusement Fun
Relaxation
Nicole Lazzaro
four fun keys
Nicole Lazzaros »4 Fun Keys« are but one (good) answer to such questions (for another take, see Marc LeBlanc‘s 8 kinds of fun). Put
more generally, game design gives us models, theories, empirical data and vocabularies to better understand and thus design for the
different kinds of fun that exist.
85. Recap
1. The core fun in games is learning
under optimal conditions.
2.To create it, we must be able to design
goals and environments as well.
3. Play depends on voluntary contexts
without serious consequence.
4.Game design gives us patterns, models
and words for emotion and rule design.
86. If you read just one book ...
on Game Design, make it
Jesse Schell‘s The Art of
Game Design: A Book of
Lenses. Smart, inspiring,
comprehensive – even
beyond games.
Link: http://bit.ly/1GHeP5
Review: http://bit.ly/14Ieri
87. A close second ...
is Tracy Fullerton‘s Game
Design Workshop. Delivers
lots of interviews with
game designers and in-
depth methods for offline
game prototyping.
Link: amzn.to/dfRsyS
88. Read more books!
Raph Koster Johan Huizinga
A Theory of Fun Homo Ludens
for Game Design
Mihaly Csikszentmihalyi David W. Shaffer
Flow: The psychology of How Computer Games
optimal experience Help Children Learn
James Paul Gee Byron Reeves & J. L. Reyd
What video games have to Total Engagement
teach us about learning ...
89. On Slideshare
Amy Jo Kim Jane McGonigal
Putting the Fun in Functional: The User Experience of
Applying Game Mechanics ... Reality
Dan Saffer Nicole Lazzaro
Gaming the Web: Using the The Four Keys to Fun
structure of games ...
Aki Järvinnen Stephen P. Anderson
Game Design for The Art and Science of
Social Networks Seductive Interactions
90. On Slideshare
Daniel Brown Holger Dieterich
Designing Rules What can we learn from
game design?
John Mark Josling Kars Alfrink
Playing On! Interface Playful IAs
lessons from games
Nadya Direkova Amy Jo Kim
Game Design for MetaGame Design
Web Designers
91. On Slideshare
Philip Fierlinger* Jonathan Boutelle
Designing a Game Changer Game-inspired
RIA Design
* with kind thanks for the cover »inspiration«
Aki Järvinnen
Workshop: Game Design
for Social Networks Want more?
You might follow me on Slideshare
to receive updates on slides I favorite.
Vily Lehdonvirta
Why do people buy
virtual goods?
92. Even more stuff
Daniel Cook Daniel Cook
The Princess Rescuing The Chemistry of
Application Game Design
Marc LeBlanc Jane McGonigal
Mechanics, Dynamics, The engagement economy
Aesthetics
Stephen Anderson John Ferrara
When data gets up close Playful design (book in
and personal progress)
93. Even more stuff
Jesse Schell Playful
Design Outside the Box Conference series
Jesse Schell David Carlton
Gamepocalypse blog Critical Compilation
94. You should follow them on twitter
aquito Whatsthehubbub
Aki Järvinnen Kars Alfrink
NicoleLazzaro amyjokim
Nicole Lazzaro Amy Jo Kim
avantgame getmentalnotes
Jane McGonigal Stephen P. Anderson
95. You should follow them on twitter
raphkoster jesseschell
Raph Koster Jesse Schell
danlockton ibogost
Dan Lockton Ian Bogost
96. If you liked this ...
persuasive design you can do better
Or: The Fine Art of Separating Lessons Learned from Government
People for their Bad Behaviours meets SNS
97. Thanks.
Short URL for this presentation: bit.ly/justadd
@dingstweets
sebastian@codingconduct.cc
codingconduct.cc
License: Creative Commons by-nc/3.0