My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
Actionable vs. Emancipatory Game Design ResearchAki Järvinen
My keynote at the Games: Design & Research conference at Volda, Norway, June 3rd, 2010, discussing the challenges of building bridges between academic game research and game design & development.
Scenarios For Design: Interaction10 Workshop by Elizabeth BaconElizabeth Bacon
This presentation supported a 4-hour workshop taught by Liz Bacon at the Interaction10 conference in Savannah, Georgia on February 4, 2010. It describes the nuts-and-bolts of applying a scenario-based approach to design. It also covers some of the theoretical underpinnings of this method as well as how it supports effective team communication and collaboration. Liz will be writing a book on this subject, and welcomes your comments here or directly via http://www.devise.com/contact.
From learning design to game design and back; the Cyberdam examplePieter van der Hijden
Presentation by Pieter van der Hijden (pvdh@sofos.nl) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.
Actionable vs. Emancipatory Game Design ResearchAki Järvinen
My keynote at the Games: Design & Research conference at Volda, Norway, June 3rd, 2010, discussing the challenges of building bridges between academic game research and game design & development.
Scenarios For Design: Interaction10 Workshop by Elizabeth BaconElizabeth Bacon
This presentation supported a 4-hour workshop taught by Liz Bacon at the Interaction10 conference in Savannah, Georgia on February 4, 2010. It describes the nuts-and-bolts of applying a scenario-based approach to design. It also covers some of the theoretical underpinnings of this method as well as how it supports effective team communication and collaboration. Liz will be writing a book on this subject, and welcomes your comments here or directly via http://www.devise.com/contact.
From learning design to game design and back; the Cyberdam examplePieter van der Hijden
Presentation by Pieter van der Hijden (pvdh@sofos.nl) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.
Design and development better togetherGregory Raiz
Many organizations have designers and developers but often these disciplines don't work well together. Great software comes from the communication of these two disciplines.
Hi,
User Experience and Design Thinking for Startup is a talk about understanding people and designing business for them.
I explained the principles that I created to sell the benefits to invest in UX when you need to develop a service or a product. I also gave some examples using this principles.
My 7 UX Principles:
Essential, People Focus, Smart, Attractive, Practical, Innovator and Flexible.
So, after explain an approach I talked about Design Thinking, using that approach to develop service design focused in Startups.
I hope that you enjoy the slides and please, give me your feedback.
Best Regards,
Rafel Daron
Twitter: rafaeldaron
Email: rafaeldaron@gmail.com
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
What The Psychology of Video Games Can Teach You About Product Engagement - J...Habit Summit
Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.
Looking for blue ocean look to the cloud rhys dekleMary Chan
"The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design."
Improving Productivity with SharePoint 2013 and GamificationChristian Buckley
An overview of some key productivity enhancements in SharePoint 2013, with guidance on how gamification improves productivity -- and how SharePoint might be used as a gamification platform. Presented with Jussi Mori, Sr. SharePoint Consultant at Peaches Industries.
Gaming Companies and Communities for Drupal OpenSense Labs
Game developers are considered geniuses, and the fact that Drupal influences a large portion of success is a no secret. Here are some of the reasons why gaming companies and communities are adopting for Drupal over any other CMS.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Design and development better togetherGregory Raiz
Many organizations have designers and developers but often these disciplines don't work well together. Great software comes from the communication of these two disciplines.
Hi,
User Experience and Design Thinking for Startup is a talk about understanding people and designing business for them.
I explained the principles that I created to sell the benefits to invest in UX when you need to develop a service or a product. I also gave some examples using this principles.
My 7 UX Principles:
Essential, People Focus, Smart, Attractive, Practical, Innovator and Flexible.
So, after explain an approach I talked about Design Thinking, using that approach to develop service design focused in Startups.
I hope that you enjoy the slides and please, give me your feedback.
Best Regards,
Rafel Daron
Twitter: rafaeldaron
Email: rafaeldaron@gmail.com
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
What The Psychology of Video Games Can Teach You About Product Engagement - J...Habit Summit
Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.
Looking for blue ocean look to the cloud rhys dekleMary Chan
"The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design."
Improving Productivity with SharePoint 2013 and GamificationChristian Buckley
An overview of some key productivity enhancements in SharePoint 2013, with guidance on how gamification improves productivity -- and how SharePoint might be used as a gamification platform. Presented with Jussi Mori, Sr. SharePoint Consultant at Peaches Industries.
Gaming Companies and Communities for Drupal OpenSense Labs
Game developers are considered geniuses, and the fact that Drupal influences a large portion of success is a no secret. Here are some of the reasons why gaming companies and communities are adopting for Drupal over any other CMS.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Immersive 3D Environment Using Kinect and Voice Commands Kinda Altarbouch
Implement an editor for 3D environment using Unity3D, Kinect and voice commands. The system enables the designer/gamer to design her own 3D world with own hands and own voice.
My talk from Northern Game Summit at Kajaani, Finland, focusing on tricks of the trade regarding design games that are free to play but monetize with micro-transactions such as in-app-purchases. The design problem is broken down to two approaches, with emphasis on the more complex model of monetizing with a variety of virtual goods. The presentation ends with 5 tips on how to design for F2P success.
My slides from a talk I gave at the Centre for Computer Game Research at ITU Copenhagen. They provide a brief overview to my Ph.D. and an introduction to three methods with which game play can be analysed from particular perspectives.
Introducing Applied Ludology: Hands-on Methods for Game Design ResearchAki Järvinen
My presentation in the international conference of the Digital Games Research Association in Tokyo, September 27th 2007. This talk outlines the results of my Ph.D. project, 1998-2007.
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
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.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
11. • 10.00: Introduction to workshop and
participants
Programme • 10.15 Lecture: The Design and
Business of Networked Play
• 11.00 break
• 11.15 Exercise: Brainstorming social
network game mechanics
• 11.45 Exercise debrief & Introduction
to design templates
• 12.00 Lunch Break
12. • 12.30 Introduction: Design Drivers & Patterns for
Programme Social Games
• 13.00 Exercise: Social Game Design
• 13.30 Exercise: Designing the Service Aspect
• 14.00 Coffee break
• 14.30 Iterating the Game Concept & Preparing
game concept presentations
• 15.00 Concept presentations & Evaluations
• 15.45 Workshop debrief & closing
16. Focus of the
day • Not: the ‘games people play’
in social networks
• Yes: Game applications for
social networks
• In particular: Facebook
17. Business of
‘social • Zynga, the market leader in
social game development,
games’ aims at 1 million $ revenue
per day
• Reportedly they are half way
there
18. Success • For a social game, he said
success is driven by by
factors virality, engagement, and
monetization. “Each of these
variables you can effect over
time. None of them are fixed
[variables].”
- PlayFish COO
23. • A company’s success on
Zynga’s Facebook revolves around
recipe for three factors:
success • ability to maximize viral
channels (to drive new users),
• the ability to create an
effective internal engagement
loop within an application, and
• access to an open
communication channel with
Facebook’s platform people.
25. What is
• ‘game design’ is ‘the process
of designing the content and
‘Game rules of a game.
Design’, • also used to describe both the
anyway? game design embodied in an
actual game as well as
documentation that describes
such a design.
• This is indeed what the
workshop is about, but...
26. Social Game
Design goes • Into the realm of Interaction
beyond game design:
design as we • ‘Interaction design is the art of
know it facilitating interactions
between humans through
products and services.’ (Dan
Saffer)
• And, furthermore...
27. Social Game
Design goes
• Into the realm of Service
Design:
beyond game
design as we • ‘A service is a chain of activities
that form a process and have
know it value for the end user.’
• service design focuses on
context, i.e. ‘the entire system
of use’.
28. Motivations • Social connectedness,
for social • Psychological well-being,
media use • Gratification,
(Benkler)
• Material gain
• All these can be facilitated
through designing play, and
games
29. Four • Peter Kollock (1999) has
motivations defined four motivations for
contributing in online
for communities:
contributing
in online • Reciprocity,
communities • Reputation,
• Increased sense of efficacy, and
• Attachment to and need of a
group.
30. Designing
opportunities
for players to • = designing social game
mechanics as means of
express their interaction that allow players
motives to express their motives
31. Playful • Inherent Sociability
qualities of • Spontaneity
network use
(adapted • Symbolic Physicality
from Rao) • Narrativity
• Asynchronicity
51. Exercise #1
Add description of
your game mechanic
here
52. Exercise #2
Designing for the
network, for the
casual mindset, and
how it is virally
engaged into play –
even how do you
copywrite your
notifications might
matter substantially