The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
This is my interpretation of Design Thinking – a very well know framework! I have mixed it with a few well know lenses for innovation – again, nothing new. It is presented here just as an aid for those who may not already be using it!
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
This is my interpretation of Design Thinking – a very well know framework! I have mixed it with a few well know lenses for innovation – again, nothing new. It is presented here just as an aid for those who may not already be using it!
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Quest2Teach is a series of game-infused 3D virtual learning curricula created for teacher education. These immersive experiences provide authentic and individualized practice for teachers, designed to help them make the leap from theory to practice. In Quest2Teach, pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and professional network.
In these immersive worlds, learners create their professional avatar, play out roles, solve authentic problems, fail safely, and see the impact of their individual decisions and trajectories, while gaining experience and fluency in these theories-in-action.
The first of its kind in teacher education, Q2T was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media. Contact anna.arici@asu.edu for guest accounts and more information.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
Within this presentation I analyze how the process of Design Thinking might be a good fit for applying gamification on products or services. This assumption is based on various characteristics, but mainly its user-centric attributes and iterative process.
While this is mainly a theoretical analysis, I am currently experimenting with this approach and will update these slides at a later point. I am open for any discussion or suggestion.
Based on the article of my blog:
http://workplayce.blogspot.co.at/2013/09/gamification-thinking-structure.html
@dmeusburger
Encouraging Action Through Design and TestingSarah Newcomb
Consumers are more empowered than ever by the expansion of choice and information, but this comes at the cost of cognitive load. Often, we have more information available than we know what to do with. Learn how to overcome the pitfalls of information overload through design principles and A/B testing.
Designing Serious Game for Behavioral Change in HealthcareAntonio Grillo
DESIGNING SERIOUS GAMES FOR BEHAVIORAL CHANGE IN HEALTHCARE USING CONNECTED OBJECTS.
Game Design tools, how to Design an efficient Motivational Framework, Examples of Game Mechanics, Pervasive solutions vs. Intrusive Solutions, the role of the Artificial Intelligence as main engine, the Internet of Caring Things to shape a better world for YOU.
Everything I have experienced in designing an IA based digital companion to treat chronicle disease by changing behavior.
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Quest2Teach is a series of game-infused 3D virtual learning curricula created for teacher education. These immersive experiences provide authentic and individualized practice for teachers, designed to help them make the leap from theory to practice. In Quest2Teach, pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and professional network.
In these immersive worlds, learners create their professional avatar, play out roles, solve authentic problems, fail safely, and see the impact of their individual decisions and trajectories, while gaining experience and fluency in these theories-in-action.
The first of its kind in teacher education, Q2T was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media. Contact anna.arici@asu.edu for guest accounts and more information.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
Within this presentation I analyze how the process of Design Thinking might be a good fit for applying gamification on products or services. This assumption is based on various characteristics, but mainly its user-centric attributes and iterative process.
While this is mainly a theoretical analysis, I am currently experimenting with this approach and will update these slides at a later point. I am open for any discussion or suggestion.
Based on the article of my blog:
http://workplayce.blogspot.co.at/2013/09/gamification-thinking-structure.html
@dmeusburger
Encouraging Action Through Design and TestingSarah Newcomb
Consumers are more empowered than ever by the expansion of choice and information, but this comes at the cost of cognitive load. Often, we have more information available than we know what to do with. Learn how to overcome the pitfalls of information overload through design principles and A/B testing.
Designing Serious Game for Behavioral Change in HealthcareAntonio Grillo
DESIGNING SERIOUS GAMES FOR BEHAVIORAL CHANGE IN HEALTHCARE USING CONNECTED OBJECTS.
Game Design tools, how to Design an efficient Motivational Framework, Examples of Game Mechanics, Pervasive solutions vs. Intrusive Solutions, the role of the Artificial Intelligence as main engine, the Internet of Caring Things to shape a better world for YOU.
Everything I have experienced in designing an IA based digital companion to treat chronicle disease by changing behavior.
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
Transforming the quality of development conversations at scaleHuman Capital Media
Companies everywhere are searching for ways to improve employee performance. Many look towards employee ratings and bonuses for the solution, but find this simply isn’t moving the needle as desired. Perhaps the problem is we’ve been tinkering around the edges rather than tackling the issue where it’s hardest: improving the quality of managerial conversations.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Team Lead Succeed – Helping You And Your Team Achieve High-Performance TeamworkAPMDonotuse
APM event hosted by Wessex Branch on 28 September 2023.
Speaker: Nick Fewings, Managing Director, Ngagementworks
Only 10% of teams achieve high-performance, with 50% being average and 40% dysfunctional.
In this session, delivered by award-winning conference speaker Nick Fewings, and author of best-seller Team Lead Succeed, Nick will share his 30+ years of leading teams and facilitating team development.
Nick has profiled 1,000 of individuals and worked with 100s of teams.
Those attending will benefit from understanding;
The importance of knowing WHO is in your team, both from a behavioural and technical skills aspect.
The 16 areas of high-performance teamwork, and their importance.
In March 2022, Nick Fewings, MD of Ngagementworks, published Team Lead Succeed, based on his 30+years of both leading operational and project teams, and subsequently facilitating team development around the world.
It has become a best seller, has 96% 5-star reviews, has been read on 5 of the 7 continents, and has been accepted for the prestigious Business Book Awards 2023.
In this interactive session, Nick will share learning from Team Lead Succeed that can be applied immediately and make a positive difference to your teamwork. Nick will share the importance of knowing both WHO is in your team and also HOW effective your teamwork is.
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Behaviour change is the measurable outcome of good UX design. Here's a review of a few design techniques and processes to help UX designers to create sustainable behaviour change.
Similar to Play, Collaborate, & Change Workshop (20)
Webinar: What Did I Miss? The Hidden Costs of Depriortizing Diversity in User...Mad*Pow
Characteristics like race, ethnicity, gender, and disability status can have a significant impact on how we experience the world, and how the world experiences us. In UX research, diversity is the first thing to vanish from the recruit when the going gets tough; Megan will talk about what we miss when that happens, and what researchers can do about it in their own practice. This presentation will demonstrate why a diverse recruit is imperative for a strong user research study, provide examples of what we miss when the recruit is homogeneous, and offering tactics for addressing the issue.
Presented by Megan Campos, Experience Research Director, Mad*Pow
Watch the presentation at https://youtu.be/E41q8Nx67Do
Webinar: Intro to Strategic Foresight & Futures ThinkingMad*Pow
Presented by Mad*Pow Experience Strategist, Liz Possee Corthell.
When the future is uncertain, how can organizations design and innovate boldly but responsibly? Futures thinking is an approach to strategic design that considers what is likely to change and what is likely to stay the same in the future, as a means to be more reflective in strategic planning. Considered by some to be more of an art, and by others to be a science, futures thinking gives us a framework to talk about our current world, and how the world may look in the future.
To quote futurist Dr. Sohail Inayatullah, “With futures thinking, we use the future to change the present. “
In this webinar, you’ll learn that futures thinking is not an effort to predict the future, but rather a means to illuminate unexpected implications of present-day issues that empower individuals and organizations to actively design desirable futures. The emphasis isn’t on what will happen, but on what could happen, given various observed drivers.
It’s a way of gaining new perspectives and context for present-day decisions, as well as for navigating the dilemma at the heart of all strategic thinking: the future can’t be predicted, yet we have to make choices based on what is to come.
This presentation will include a few tools you can start using right away, as well as a few activities to get us thinking about the future.
Let’s Get Meta: Applying Service Design To Improve Employee Experiences… and ...Mad*Pow
Love it or hate it, people spend most of their lives working. Those working hours include behaviors, tasks, and, interactions that all add up to… experiences… and how well the employee experience is designed can have far reaching impacts on the delivery of products and services to customers. As the world embraces human centered design and focuses more and more on the importance of thoughtfully designed customer experiences, we must not lose sight of the other humans in our experience ecosystem, (not just the ones paying for a product or service). Employee experience is more than just physical environments and HR benefits – it’s about understanding the unique needs of people who mediate the experiences of others, whether through direct interaction with customers or behind the scenes roles with downstream effects. Thankfully, the very tools that help us design and deliver exceptional experiences for customers also help us understand and support the employees within an organization.
Join this webinar to learn more about service design, and how grounding your customer engagement strategies in service design methods can provide uniquely powerful aids to improve employee experience– retaining talent, scaling operational efficiencies, and ultimately empowering your employees to deliver better customer experiences in turn.
Presented by Jen Briselli, Mad*Pow SVP Experience Strategy & Service Design
Behavior Change Design: A Comprehensive Yet Practical Approach to Improving H...Mad*Pow
We live in an age where most of the pressing health issues we face as a society can be linked directly or indirectly to underlying social and behavioral determinants. These two issues present not only significant challenges to healthcare providers but also to payers seeking cost-effective ways to manage population health and provide value. Supporting people in living healthier lifestyles is, therefore, a fundamental concern for both affected and at-risk populations as well as for healthcare payers, providers, caregivers, and governments.
But how do we best support people in adopting and sustaining health promoting and protective behaviors, and reducing or avoiding health-risk behaviors over the course of a lifetime? The answer, lies of course, in the ever-maturing science of behavior change. The past decade has materialized a renaissance of theory-and-evidence-to-practice approaches that focus not only on identifying ‘what works’ when it comes changing behavior for a given problem, population, and context but also on how these techniques can be used to deploy interventions through any channel to change behavior and achieve meaningful outcomes.
This webinar will present an overview of the essential components of modern, applied behavioral science, and a process model for the design, implementation, and evaluation of effective behavior change interventions.
Communication Strategies to Keep Employees Engaged and Informed During a Chronic Crisis
View the webinar here: https://youtu.be/2frLDn5C_zs
As the new normal continues to evolve, companies are being challenged daily to keep employees engaged and informed while supporting their business operations. Throughout the pandemic, employees have demonstrated their adaptability in the face of remote working, unanticipated childcare needs, furloughs, and isolation. Many employers are realizing that effective employee communication is the key.
Join Mad*Pow Founder and Chief Experience Officer Amy Heymans and Beth Clauss, President, Small Potatoes Communications, to learn how they have helped clients engage their employees, strengthen their company culture and create a unified and informed employee community. The webinar will cover how organizations can create an employee communications strategy that helps employees weather the unique circumstances of a long-term, ongoing crisis, while navigating the treacherous waters of promoting productivity and profits during a pandemic.
Design More Innovative Solutions with a Holistic Understanding of the Chronic...Mad*Pow
Hosted by Jen Briselli, SVP of Experience Strategy and Service Design, Mad*Pow and Priyama Barua, Director of Experience Strategy, Mad*Pow.
Through years of work across the health care ecosystem, Mad*Pow has developed The Chronic Health Experience Map. This artifact represents a human-centered architecture of the health ecosystem for someone managing a chronic condition. It illustrates common health related events so designers and innovators can build empathy for the health seeker’s experiences at different points on their journey and design more meaningful solutions that build value and improve health outcomes.
In this Webinar, the co-creators of this map will share insights from the research that led to this map’s creation, and discuss examples of how they’ve successfully used it in work with healthcare clients, along with tips and tricks for using it in your own organization.
The map is free to download at https://bit.ly/3gta94n. Print it, or paste the downloaded file into a Mural or Miro board to facilitate remote collaboration during an ideation session.
Accessibility for Design & Content hosted by VP, Content Strategy, Marli Mesibov & Director, Experience Design, James Christie
Mad*Pow is offering a two hour accessibility workshop for people who design digital products and services. Through a mix of presentations and participatory activities attendees will learn and practice the skills needed to ensure digital sites and services meet the needs of a real-world diverse audience.
Design and content teams have nearly universally embraced user experience, which is wonderful news for their audiences! Unfortunately, too many still lack the knowledge or ability to create accessible, inclusive designs. That means the final experiences are great for some people, but not all.
Standards and guidelines exist, but they can be complicated and long winded. Join us to move past the legalese. You will participate in activities that give you tools to improve your UX work.
This workshop is valuable for any UX designer, content strategist, product manager, or anyone else with an impact on design decision making.
By the end of the workshop, participants will
Understand the various levels of accessibility
Gain a working knowledge of the legal and regulatory frameworks that define and enforce digital accessibility
Practice how to identify and categorize accessibility problems — so you can fix them
Plan and prepare accessible design and content, before it gets to your users.
FXD attendees kicked off their experience at a half-day Leadership Forum, 12:30pm -4:30pm on October 24, 2019. This forum was comprised of a diverse, creative, thoughtful group of thinkers and leaders from across the financial ecosystem and they were engaged an intimate and inspiring conversation.
During the forum, Mad*Pow’s Chief Design Officer, Michael Hawley hosted structured networking and workshop-type activities designed to identify and answer key challenges of the financial services industry. By coming together in structured dialog and sharing ideas from a leadership perspective, attendees created opportunities to learn from each other and help us lead our organizations to deliver better experiences. The forum was rich with opportunities for attendees to grow their networks and build new relationships with other leaders in finance.
Specific topics for discussions were driven by the participants in the forum, so they were as relevant as possible. The structure of the event will allowed us to build toward collective insight and inspiration:
“Meet Your Peers” – Facilitated networking and identification of challenges to designing to great experiences in finance
“Solving Challenges” - Idea sharing and relevant experiences, process, and organizational approaches to key challenges
“Imagining the Future” – Learning and finding inspiration from others by collaboratively constructing stories and future experience ideas.
Engaging with People Through Multiple Touchpoints, Channels, and Technologies.
New technologies, device types, and evolving patient expectations place a large burden on service offerings from health organizations. New technologies can be disruptive, but they can also be disrupting, especially if organizations don’t have a strategy on how to deal with the evolving landscape. Virtual reality pain management? Passive low-band telemetry data? Health monitoring? We will discuss approaches that health organizations can take to manage the ever evolving technology landscape and shifting patient dynamic from hospital care to home care.
Facilitator: Jonathan Podolsky, VP Experience Strategy, Mad*Pow
Human-Centered Design and Innovation in Health Organizations.
There is increasing acknowledgement and movement toward human-centered design and design thinking for innovation, service design, and product development. However, evolving and transforming toward these practices in well-established and highly regulated health organizations is a challenge. Organizations have explored Innovation Centers, re-organizing around products and service lines, aligning with functional domains, and expanding design thinking through training. Attendees will share their experiences as we collectively look at how health organizations can evolve to get the most impact from their design transformation efforts.
Facilitator: Adam Connor, VP Design Transformation, Mad*Pow.
Designing for Health Behavior Change.
Beyond use of digital tools and services, health organizations are increasingly considering how they can help people make positive change in their lives. Additionally, there are potential business benefits to changing behaviors to align with the organization's objectives. But designing for behavior change is challenging and has long-term outcome goals that may not be aligned with short-term business incentives for health organizations. Issues of trust and ethics also come into play. With these complex factors in mind, this discussion will explore the strategic options for health organizations to consider related to changing behavior.
Facilitator: Dr. Amy Bucher, Behavior Change Design Director, Mad*Pow.
Aline Holzwarth is an applied behavioral scientist, primarily focusing on digital health research and scientifically informed product design. She is Head of Behavioral Science at Pattern Health, a healthcare technology company that makes it easy to create personalized care plans (patterns) for patients, leveraging behavioral science to help patients stick to these patterns. She also co-founded the Behavior Shop, a behavioral science advisory company, and holds an appointment as Principal of the Center for Advanced Hindsight at Duke University, an applied behavioral science lab that helps people be happier, healthier and wealthier, at home and abroad.
Vanessa is the research director for IFTF's Future 50 Partnership, a network of future-smart organizations that support strategic foresight research into the urgent futures that will shape the next decade across the business, social and civic spheres. Her research and foresight work delivers and scales real-world impact with a focus on health and healthcare, equity and technology.
Prior to Institute for the Future, Vanessa worked in a variety of roles at the intersection of inclusive design, innovation and health, advancing product and business strategy for technology that advances health equity and programs and strategies that foster entrepreneurship among underrepresented populations.
She is a frequent speaker and has been recognized as a 2018 Aspen Ideas Festival Spotlight Health Scholar, 40 Under 40 Tech Diversity Silicon Valley, 2016 New Leaders Council San Francisco Fellow, 200 Black Women in Tech to Follow on Twitter and as a 2016 TEDMED Research Scholar. Vanessa earned her BA in psychology from Yale University and her MPH in global health from Columbia University
Trina Histon, Aubrey Kraft, W. Scott Heisler, Kaiser Permanente Care Manageme...Mad*Pow
How Kaiser Permanente is using human centered design to help members understand and improve their emotional health
In this session you will learn:
One
We will share key insights from our journey to stand up an ecosystem for emotional health and wellness with digital therapeutics in multiple care settings and ‘self-serve’ access to these tools and resources on our patient facing portal.
Two
We will also share our learnings on the application of human centered design to mental health, our preliminary data and insights on the development of a digital therapeutic formulary for emotional health and wellness and key takeaways we have so far on what it takes to integrate these tools across clinical pathways.
Three
Understand how human centered methods map to health literacy
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
2. Olga Elizarova
Sr. Behavior Change Analyst @ Mad*Pow
Curiosity. It is something that moved me from one
continent to another, enabled me to change my
occupation 360, helped me to get to where I am right
now, meet incredible people on the way and, most
importantly, helped me to not be afraid to try new things.
What is my superpower?
3. Ciara Taylor
Gameful Experience Designer
My Super Power is contagious laughter and the
ability to get people to play!
What is my superpower?
4. Agenda
Ice Breaker
What is Behavior Change Design?
Behavior Change 101
What is a Game + What is Play?
Game Design 101
Let’s Play a Game!
Pitch
Key Takeaways
Thank you!
7. A set of processes and activities that are
applied to design an intervention
(product, service) that aim to change a
defined and modifiable behavior.
8. Behavior Change Design
• Thrives at the intersection of behavioral and social sciences, motivation,
data science, psychology and design.
• Aims to understand behaviors in their contexts, implement human
centered solutions and evaluate their effects.
• Differs from “regular design” by incorporating academic literature and
evidence-based methodology into the practice of design.
• Creates sustainable change by addressing the root causes of behaviors
through holistic interventions.
9. How it’s Being Used
Individual Level Intervention
Channel of delivery: Digital
Community Level Intervention
Channel of delivery: Physical environment
Policy Level Intervention
Channel of delivery: Multi-modal
12. Do
Design for a population that you have
research about and people with lived
experience to draw on.
Don’t
Design for a population you know nothing
about based on assumptions.
13. Designing Using Intervention Mapping
Health
problem
Desired
goal
Groups
at-risk
Understand
behavior
Effective
methods &
strategies
Logic of
Change
Design
effective
messages,
materials
and activities
Impact Proces
s
Iteration
PRE-INTERVENTION
INTERVENTION
DESIGN
POST INTERVENTION
Eldredge, L. Kay Bartholomew, et al. Planning health promotion programs: an intervention mapping approach. John Wiley & Sons, 2016.
14. Intervention mapping is a tool for
designing, implementing and evaluating
a behavior change intervention.
Eldredge, L. Kay Bartholomew, et al. Planning health promotion programs: an intervention mapping approach. John Wiley & Sons, 2016.
15. Eldredge, L. Kay Bartholomew, et al. Planning health promotion programs: an intervention mapping approach. John Wiley & Sons, 2016.
CLIENT
VISUAL DESIGN, INTERACTION
DESIGN, EXPERIENCE DESIGN
SERVICE DESIGN
CLIENT
RESEARCH
CONTENT STRATEGY
The 6 Steps Tool
describes the iterative process from problem identification to problem solving.
BEHAVIOR CHANGE
DEVELOPMENT
16. Designing Using COM-B Model
CAPABILITY
BEHAVIOR
OPPORTUNITY
MOTIVATION
COM-B Model,
Susan Michie, et al.
17. Michie, Susan, et al. "Development of a taxonomy of behaviour change techniques used in individual behavioural support for smoking cessation." Addictive behaviors 36.4 (2011): 315-319
Goals and Planning
1.1. Goal setting (behavior)
1.2. Problem solving
1.3. Goal setting (outcome)
1.4. Action planning (develop
treatment plan)
1.5. Review behavior goal(s)
1.6. Discrepancy between
current
behavior and goal
1.7. Review outcome goal(s)
1.8. Behavioral contract
1.9. Commitment
Feedback and monitoring
2.1. Monitoring of behavior by others
without feedback
2.2. Feedback on behaviour
2.3. Self-monitoring of
behaviour
2.4. Self-monitoring of
outcome(s) of behaviour
2.5. Monitoring of outcome(s)
of behavior by others without
feedback
2.6. Biofeedback
2.7. Feedback on outcome(s) of behavior
Natural Consequences
5.1. Information about health
consequences
5.2. Salience of consequences
5.3. Information about social and
environmental consequences
5.4. Monitoring of emotional
consequences
5.5. Anticipated regret
5.6. Information about emotional
consequences
Comparison of behavior
6.1. Demonstration of the behavior
6.2. Social comparison
6.3. Information about others approval
Associations
7.1. Prompts/cues
7.2. Cue signaling reward
7.3. Reduce prompts/cues
7.4. Remove access to the reward
7.5. Remove aversive stimulus
7.6. Satiation
7.7. Exposure
7.8. Associative learning
Repetition and substitution
8.1. Behavioral practice/rehearsal
8.2. Behavior substitution
8.3. Habit formation
8.4. Habit reversal
8.5. Overcorrection
8.6. Generalisation of target behavior
8.7. Graded tasks
Comparison of outcomes
9.1. Credible source
9.2. Pros and cons
9.3. Comparative imagining of future
outcomes
Reward and threat
10.1. Material incentive (behavior)
10.2. Material reward (behavior)
10.3. Non-specific reward
10.4. Social reward
10.5. Social incentive
10.6. Non-specific incentive
10.7. Self-incentive
10.8. Incentive (outcome)
10.9. Self-reward
10.10. Reward (outcome)
10.11. Future punishment
Regulation
11.1. Pharmacological support
11.2. Reduce negative emotions
11.3. Conserving mental resources
11.4. Paradoxical instructions
Antecedents
12.1. Restructuring the physical
environment
12.2. Restructuring the social
environment
12.3. Avoidance/reducing exposure to
cues for the behavior
12.4. Distraction
12.5. Adding objects to the environment
12.6. Body changes
Identity
13.1. Identification of self as role model
13.2. Framing/reframing
13.3. Incompatible beliefs
13.4. Valued self-identify
13.5. Identity associated with changed
behavior
Schedules consequences
14.1. Behavior cost
14.2. Punishment
14.3. Remove reward
14.4. Reward approximation
14.5. Rewarding completion
14.6. Situation-specific reward
14.7. Reward incompatible behavior
14.8. Reward alternative behavior
14.9. Reduce reward frequency
14.10. Remove punishment
Covert learning
16.1. Imaginary punishment
16.2. Imaginary reward
16.3. Vicarious consequences
Self-belief
15.1. Verbal persuasion about capability
15.2. Mental rehearsal of successful
performance
15.3. Focus on past success
15.4. Self-talk
Shaping knowledge
4.1. Instruction on how to perform the
behavior
4.2. Information about Antecedents
4.3. Re-attribution
4.4. Behavioral experiments
Social Support
3.1. Social support (unspecified)
3.2. Social support (practical)
3.3. Social support (emotional)
Designing Using Behavior Change Techniques
20. Benefits of Games
• Create safe spaces for exploration and experimentation
• Provide social support and influence
• Bring players together as a community
• Give players a sense of purpose and control
21. How it’s Being Used
At Home Physical TherapyFinancial Wellbeing
24. Social Play
• Learning through observation
• Relationship building through shared goals
• Bring Performance in the sense of accountability, showmanship &
competition
• Emotional contagion through shared experiences
28. Fun from games, comes from
experiences of mastery. Games offer
challenges that are attainable - not too
hard, but not to easy so that we can
experience a sense of achievement and
accomplishment…
29. Do
Consider how you can design a gameful
experience using game mechanics that
will add value and meaning holistically.
Don’t
Add game design elements to an already
existing experience.
30.
31. • Players
• Objectives
• Procedures
• Rules
• Resources
• Conflict
• Boundaries
• Obstacles
Elements of Gameplay
• Fiction
• Character
• Narrative
36. Problem Space Analysis
Modifiable risk factors: behaviors, social and
environmental factors
Non-modifiable risk factors : genetics, age, gender etc.
39. Goal
• What can help you address this problem?
• What is the goal that you are helping people to achieve ?
• Do you know how to achieve it?
• Modify or eliminate the cause of the problem
• Reduce the risk factors
• Eliminate the problem
• Circumvent non-modifiable problems
• Remove the barriers to the desired behavior
• Enable desired behaviors changes
51. 01: N00B
+ Need an Invitation to Play
+ Learning how to play the game is the game for them.
+ Make onboarding easy. Teach through doing. Immersive
tutorials
+ Fast, easy successes.
+ Telegraph future increased opportunities for action.
52. 02: PLAYER
+ Get the game and how it works
+ Have had some successes and failures and are
learning how to master the game.
+ Increased choice, opportunity, ability, anticipation of needs
satisfying experience keeps them coming back.
+ Most of a game's design goes into supporting this group.
53. 03: ELDER
+ Have been around and in the system for a long time.
+ The ‘game’ for them my be played out.
In order to keep them around, you can:
+ Create a more difficult game
+ Give them Governance Privileges
+ Make them Team Captains or Mentors
57. How can Michelangelo accomplish this goal?
Help Michelangelo eat
5 servings of
vegetables per day.
58. 1. Decide to eat
more vegetables
2. Set up a goal for
daily vegetable
intake
3. Monitor daily
vegetable intake
4. Compare it to the
goal
5. Identify barriers &
triggers
preventing him
from eating
vegetables
6. Problem solve for
the barriers &
triggers
Help Michelangelo eat
5 servings of
vegetables per day.
How can Michelangelo accomplish this goal?
61. Designing Using COM-B Model
CAPABILITY
BEHAVIOR
OPPORTUNITY
MOTIVATION
COM-B Model,
Susan Michie, et al.
62. 1. Review the
benefits of quitting
2. Compare the
benefits to
disadvantages of
smoking
3. Set up the goal to
smoke 0
cigarettes a day
4. Identify triggers
for smoking
5. Make a plan for
coping with
triggers
6. Monitor the
progress towards
the goal
Help Marla smoke
0 cigarettes a day.
What do people that achieve this goal have in common?
63. 1. Review the
benefits of quitting
2. Compare the
benefits to
disadvantages of
smoking
3. Set up the goal to
smoke 0
cigarettes a day
4. Identify triggers
for smoking
5. Make a plan for
coping with
triggers
6. Monitor the
progress towards
the goal
● Awareness of the smoking’s function in
bigger life picture
● Knowledge about benefits of quitting and
disadvantages of smoking
● Knowledge about triggers (psychological,
physiological, social and other)
● Knowledge about alternative ways to
manage triggers (coping plans)
● Skills to identify triggers and determine their
connection to smoking
● Skills and resources to carry out coping
plans
● Skills to monitor progress towards the goal
● Confidence in ability to quit
● Confidence in ability to carry out coping
plans
● Having a goal to quit smoking
● Motivation to quit and sustain cessation
Help Marla smoke
0 cigarettes a day.
What do people that achieve this goal have in common?
70. Observable, replicable, and active
components of an intervention designed
to help people change their behavior.
Michie, Susan, et al. "The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an
international consensus for the reporting of behavior change interventions." Annals of behavioral medicine 46.1 (2013): 81-95.
71. Problem Solving
We expect people to have factors or barriers that might prevent them from
starting a new behavior.
How to apply
Analyze , or prompt the person to analyze, factors influencing the behavior
and generate or select strategies that include overcoming barriers and/or
increasing facilitators.
Example
Identify specific triggers (e.g. being in a pub, feeling anxious) that generate
the urge to drink and develop strategies for avoiding the triggers or for
managing negative emotions that motivate drinking.
72. How many behavior change techniques should you use?
Michie, Susan, et al. "The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus for the reporting of
behavior change interventions." Annals of behavioral medicine 46.1 (2013): 81-95.
73. • Goal-setting behavior
• Goal-setting outcome
• Instructions on how to
perform
a behavior
• Action planning
• Behavior Substitution
• Prompts/cues
1. Michie, Susan, et al. "The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus
for the reporting of behavior change interventions." Annals of behavioral medicine 46.1 (2013): 81-95.
2. Team, Behavioural Insights. "EAST: Four simple ways to apply behavioural insights." See: http://www. behaviouralinsights. co. uk/wp-
content/uploads/2015/07/BIT-Publication-EAST_FA_WEB. pdf (2014).
Behavior Change Technique Cards
• Self-monitoring of behavior
• Providing feedback on
behavior
• Providing feedback on
outcome of behavior
• Problem solving (Relapse
prevention)
• Behavioral Contract
• Social support
• Social Comparison
81. Answer
What is it?
Who is it for?
What does it do?
Who delivers it?
Where does it happen?
How often would people need to interact with it for it to “work”?
Who will adopt and implement it?
Why do you think it will be successful?
85. Answer
What is it?
Who is it for?
What does it do?
Who delivers it?
Where does it happen?
How often would people need to interact with it for it to “work”?
Who will adopt and implement it?
Why do you think it will be successful?
88. 1. Design for a population that you have research about and people with lived
experience to draw on.
2. Design gameful experiences using game mechanics that will add value and
meaning hollistically.
3. Play, Collaborate, Change!