Tandem Design's goal is to help teams making transformational games maximize every team member's contribution, deeply ground their prototypes in theory, and have a clearer, more-shared game vision throughout their process. Tandem Design focuses on making to reflect and iterating on theory and related transformational goals.
Are you tired of attending or leading the same old boring requirements-gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this class is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this class, you will learn seriously fun ways to do work-seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for? Come to this class and learn how to put these tools into action!
By attending this class, you will be able to:
Introduce new and field-tested concepts for creating a clear and compelling vision for SharePoint
Facilitate more effective requirements-gathering sessions
Identify and avoid five problem patterns that plague many project teams
Hit the ground running with new templates that you can use to facilitate your own Innovation Games
Are you tired of attending or leading the same old boring requirements-gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this class is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this class, you will learn seriously fun ways to do work-seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for? Come to this class and learn how to put these tools into action!
By attending this class, you will be able to:
Introduce new and field-tested concepts for creating a clear and compelling vision for SharePoint
Facilitate more effective requirements-gathering sessions
Identify and avoid five problem patterns that plague many project teams
Hit the ground running with new templates that you can use to facilitate your own Innovation Games
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
Slides from my talk at Bitspiration 2012. Posing the question if fun is a helpful concept in game testing and what alternatives there are. Giving a case study of an indie action game and showing further implications.
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game Karl Kapp
Video games seem to be the perfect medium for helping people learn. However, few companies are able to invest the time and resources to create a video game–type learning module. This session, in a case study format, covers the steps taken to conceptualize, develop, and deliver an immersive 3-D game to teach sales concepts. Examine the required tradeoffs, discover where to find relatively low-cost 3-D assets, and learn how the combination of fantasy and branching story techniques help make the game engaging. We'll also examine how an underlying model is used to evaluate the effectiveness of the learners' game play and provide constructive feedback to improve their performance in the field.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
Slides from my talk at Bitspiration 2012. Posing the question if fun is a helpful concept in game testing and what alternatives there are. Giving a case study of an indie action game and showing further implications.
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game Karl Kapp
Video games seem to be the perfect medium for helping people learn. However, few companies are able to invest the time and resources to create a video game–type learning module. This session, in a case study format, covers the steps taken to conceptualize, develop, and deliver an immersive 3-D game to teach sales concepts. Examine the required tradeoffs, discover where to find relatively low-cost 3-D assets, and learn how the combination of fantasy and branching story techniques help make the game engaging. We'll also examine how an underlying model is used to evaluate the effectiveness of the learners' game play and provide constructive feedback to improve their performance in the field.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.
PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
Leanna Prater - Can You Create A Game?: Rethinking Student AssessmentSeriousGamesAssoc
Presenter: Leanna Prater, District Technology Resource Teacher, Fayette County Public Schools
The Can You Create a Game Challenge is a framework to help educators bridge the gap between a student’s need to play, create and explore new digital tools while addressing state mandated standards for assessment. When carefully written, the Can You Create a Game Challenge uses a combination of game development/ designer constraints, player goals, narrative structures of a game and a student plan sheet for teachers to intentionally plan for and assess specific learning targets within student created digital games. In addition, students demonstrate understanding of skills, content knowledge, computation thinking, problem solving and creativity. Recent results of teacher creation and use of Can You Create a Game Challenge, the framework and classroom applications will be shared, as well as the 5E inquiry based instructional design model which can be use with existing games in the classroom.
Games for Learning – Design Principles for Student Engagement in Blended Lear...DreamBox Learning
Educational games and apps are a useful tool for Blended Learning, making it important to choose games in different content areas that not only align with standards and support learning goals, but engage students as well. In this session, Max Holechek, UX Designer, Ayu Othman, Art Director and Dr. Tim Hudson, explored games from a developers eyes. They discussed how game design principles can be used effectively to increase student engagement and achievement, both in the classroom and in digital environments. They shared examples of games that employ these principles in different content areas and in games that are solely developed for entertainment. They also explained how to classify and select educational games according to their purposes and needs.
The 5 Gamification Languages: The secret to gameful experiences that last (Ga...Lennart Nacke
Good design is at the heart of gamification and learning. To become outstanding designers, we must have a language to communicate our ideas to our teams. Sometimes our gameful design languages (or design approaches) are different and communication suffers. This talk outlines how you can find your primary gamification language and introduces five languages: (1) goals and challenges, (2) quality of content and context, (3) incentives, (4) motivating actions, (5) system mechanics. Each of these present different perspectives on pursuing gameful design, but they are not always distinct – in fact, being able to speak all five gamification languages fluently will make you a better gameful designers. The talk will introduce each gamification design language with examples of how to apply these languages in a gamified learning context. You will be able to self-assess your gamification language and comprehend the language of other gameful designers in your time. If you learn more than your primary gamification language, you can apply these languages to improve your gameful designs for wider audiences.
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.
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.
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.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
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?
3. GAME-DRIVEN GOAL DELINEATION
1. Iterating on Theory and Related Goals
• Iteratively make clear, well-defined goals
• Use this iterated theory to make more effective games
4. GOAL-DRIVEN GAME DESIGN
2. Anchoring Reflection Using Prototypes
• Use game prototypes to ground reflection and discussion of goals
• Use prototypes to inform understanding of theory
5. ALIGNMENT
3. Aligning the Team’s Shared Mental Model
• Give an interdisciplinary team the tools to understand each other’s contributions
• Evaluate both game and research artifacts as a group
6. THE 7 STEPS OF TANDEM DESIGN
• Delineate Goals – define your transformational goals
• Literature Review - understand and define your goals,
ground them in literature on related theory
• Iterate Delineation – repeat goal delineation loop
• Align – ensure team is moving towards the same goal
• Prototype – create playable prototypes
• Playtest – play game prototypes early and often for feedback
• Iterate Design – repeat game design loop
7. DEMONSTRATING TANDEM DESIGN
THROUGH OUTBREAK
E AC H S TAG E O F TAN D E M D E S I G N I S F L E X I B L E ,
T H E F O L L O W I N G AR E S AM P L E AC T I V I T I E S F O R E AC H S TAG E
8. OUTBREAK FINAL DESCRIPTION
• Collaborative board game
• Players explore a mad scientist’s mansion and hunt for the cure to a
terrible outbreak
• Players are uncertain what is in each room
• Find out what is in the room by playing a 20-questions-like mini game
• Game Goal: comfort asking questions, comfort with
uncertainty
11. OUTBREAK EXAMPLES
DELINEATING GOALS
SAMPLE ACTIVITIES
• Set high-level goal of the game
• Individually brainstorm sub-
goals from the earlier lit review,
collect and funnel as a group
• After a playtest, re-center goal
based on play dynamics
• Set “increasing curiosity” goal
• Extract from the literature
through group playstorming
“comfort with questions”
• Set additional goal based on
play “developing good
questions
13. OUTBREAK EXAMPLES
LITERATURE REVIEW
SAMPLE ACTIVITIES
• Take the goal, operationalize it
through research literature
• Take list of sub-goals and play
dynamics, read literature on
each for a deep-dive
• Post-playtest, re-read literature
to ensure that the theory
implemented is true to what the
literature says
• One team member reviewed 15
papers on curiosity, team
extracted a list of “curiosity”
outcomes
• Read literature on why question-
asking is difficult and how it
relates to curiosity
• Re-read question literature and
compare to play dynamics from
playtest field notes
14. SAMPLE LOW-FI “RESEARCH ARTIFACT”
FROM OUTBREAK, A LIST OF THEORIES AND
OUTCOMES
Theories Curiosity
Outcomes
Magic Circle Emotion
Contagion Positive
Valence/High
Arousal Modeling Pluralistic
Ignorance
Collective/Social Identity
Psychological Distancing
Value/Role Consistency
Imagining future and past
selves
Self-affirmation
Compartmentalization of
identity
Growth Mindset
Benevolent Masochism
Misattribution of Arousal
Increased tolerance for
uncertainty
Curiosity Contagion
Failure is not a threat
Search for unanswered
questions
Questions are normal
16. ITERATE OR ALIGN?
SAMPLE QUESTIONS TO ASK
• Do I know enough (bare minimum) to start making a playable
prototype?
• Do I need to understand the theory I’m trying to use more deeply?
• Have I spent too much time on theory?
Note: you should never spend too much time in a single loop
18. OUTBREAK EXAMPLES
ALIGNMENT
SAMPLE ACTIVITIES
• A group brainstorm of one-
sentence game ideas based
on reviewed literature
• A team playtest of one
member’s game prototype
• A discussion of one specific
theory and its relation to
multiple prototypes
• Six team members brainstormed
65 ideas, clustered into 15 high-
level concepts
• Outbreak prototype 1 designed
by 2 team members, all 6 play
the prototype to better eval. it
• Discuss how growth mindset
plays out in multiple prototypes
19. OUTBREAK EXAMPLE GAME IDEAS
FROM ALIGNMENT #1
“A high-stress, escape the
room game where you ask
questions to find clues to
escape while the board
shrinks”
“A deck-building game using
positive self-affirmation and
identity cards”
“A role-playing spaceship game
where you must complete your
mission and fix the spaceship
before it launches”
Role-Playing
Question-Asking
Games About
EmotionCaretaking Games
21. OUTBREAK EXAMPLES
PROTOTYPING
SAMPLE ACTIVITIES
• Script one single round of
game play
• Diverge and create two
versions of the same game
with one changed mechanic
• Make a fully playable game in
low-fi materials
• Draft a rule list
• Wrote a script of each question
a sample player would ask and
how other players would
respond
• Changed one mechanic to make
question-asking round either
timed or not timed
• Draft a rule list that can be fully
read and game playable for non-
team members
24. OUTBREAK EXAMPLES
PLAYTESTING
SAMPLE ACTIVITIES
• Playtest just one mechanic or
one round of game play with
the internal team
• Playtest the full game in the
field with your target audience
• Handoff the game to a group of
colleagues to see how they
play without facilitation
• Team members try out a
choose-your-own adventure
mechanic, find that content
generation is overwhelming
• Field playtests at local
afterschool programs with
adolescent students
• Handoff to a group of colleagues
with instructions, observe and
record playtest notes
26. TANDEM TRANSFORMATIONAL
GAME DESIGN
• Iterating on Theory
• Questioning assumptions about our goals
• Discovered a diverse set of sub-goals relevant to curiosity
• Anchoring Reflection Using Prototypes
• Articulated a relationship between curiosity and uncertainty
• Kept multiple stakeholders on the same page
• Alignment
• Give an interdisciplinary team the tools to understand each other’s contributions
• Evaluate both game and research artifacts as a group
28. ABOUT THE PRESENTERS
We are a research team at Carnegie Mellon University in
the Human Computer Interaction Institute currently
designing and studying game-based interventions.
Alexandra To
CMU HCII
PhD Student
Elaine Fath
Schell Games
Game Designer
Jessica Hammer
CMU HCII, ETC
Faculty
Geoff Kaufman
CMU HCII
Faculty
29. ACKNOWLEDGEMENTS
Thanks to the SCIPR (Sensing Curiosity in Play and Responding) project
and co-PIs Justine Cassell, Jessica Hammer, and L.P. Morency, generously
funded by the Heinz Family Foundation.
We also thank Eda Zhang, Anny Fan, and Catherine Kildunne for their
support in playtesting and designing Outbreak.
To., A., Fath, E., Zhang, E., Ali, S., Kildunne, C., Fan, A., Hammer, J., Kaufman, G. (2016) “Tandem
Transformational Game Design: A Game Design Process Case Study”, 2016 Meaningful Play.
Carnegie Mellon
Human Computer
Interaction Institute
tinyurl.com/tandemdesign alexandrato.com
30. TANDEM TRANSFORMATIONAL
GAME DESIGN
Carnegie Mellon
Human Computer
Interaction Institute
PRESENTED BY
ALEXANDRA TO (AATO@CS.CMU.EDU), ELAINE FATH, JESSICA HAMMER, GEOFF KAUFMAN
Editor's Notes
I’m a PhD student in the Human Computer Interaction Institute at Carnegie Mellon University
Today I’m going to talk about…
Tandem Transformational Game Design
a design process that consists of two cyclical sub-processes - game-driven goal delineation and goal-driven game design
given these 3 main tenets of transformational game design, i want to talk about two of the main ideas in tandem design
iterating on theory and related goals
anchoring reflection using prototypes
I WANT TO BE CLEAR THAT…
-the ideas in our process are not new,
-these ideas already exist in game design practices and in academic research on design
-but we are presenting a method for doing this in practice
given these 3 main tenets of transformational game design, i want to talk about two of the main ideas in tandem design
iterating on theory and related goals
anchoring reflection using prototypes
I WANT TO BE CLEAR THAT…
-the ideas in our process are not new,
-these ideas already exist in game design practices and in academic research on design
-but we are presenting a method for doing this in practice
We used Tandem Design to define our goals, align our team, and create rapid physical prototypes
non-digital, increase curiosity
Speaking about the SCIPR project in detail is beyond the scope of this talk, it is the case study for this design process, but i’m happy to chat with anyone afterwards about this ongoing project
Outbreak is a board game in which players explore an isolated research base
They’re hunting for the cure to a terrible plague
But players are uncertain what is in each room of the base and whether it can hurt them or help them
They can find out by playing a 20-questions like mini-game, which we’re not going to talk about today
Today, we’re going to focus on making rooms that provoke player curiosity, that make players want to ask questions
The very first step for anyone using tandem design is to delineate goals
in this first step, you may come in with a really sharp, clearly defined goal, and that’s great
it’s also possible to start much broader and more vague, you will keep refining and getting clearer through tandem design’s scaffolding
for SCIPR, we knew we wanted to increase curiosity, and we knew our target population was for middle school students
The very first step for anyone using tandem design is to delineate goals
in this first step, you may come in with a really sharp, clearly defined goal, and that’s great
it’s also possible to start much broader and more vague, you will keep refining and getting clearer through tandem design’s scaffolding
for SCIPR, we knew we wanted to increase curiosity, and we knew our target population was for middle school students
Here is an artifact that came from our first round of literature review
What you’re seeing is some of our notes from a meeting in which we identified related psychological theories.
This is part of a larger list, this is what we found most interesting and wanted to pursue further
We went for volume first and did a little filtering and clustering and came up with this list. The transcription is on the right.
So it turned out there was a lot of richness here in our first pass
Curiosity turns out to be quite complicated
The very first step for anyone using tandem design is to delineate goals
in this first step, you may come in with a really sharp, clearly defined goal, and that’s great
it’s also possible to start much broader and more vague, you will keep refining and getting clearer through tandem design’s scaffolding
for SCIPR, we knew we wanted to increase curiosity, and we knew our target population was for middle school students
The very first step for anyone using tandem design is to delineate goals
in this first step, you may come in with a really sharp, clearly defined goal, and that’s great
it’s also possible to start much broader and more vague, you will keep refining and getting clearer through tandem design’s scaffolding
for SCIPR, we knew we wanted to increase curiosity, and we knew our target population was for middle school students
Here are just a few of those 65 1-sentence game ideas
The very first step for anyone using tandem design is to delineate goals
in this first step, you may come in with a really sharp, clearly defined goal, and that’s great
it’s also possible to start much broader and more vague, you will keep refining and getting clearer through tandem design’s scaffolding
for SCIPR, we knew we wanted to increase curiosity, and we knew our target population was for middle school students
We made 5 prototypes, today we’re only going to talk about one of them
——————
Today I want to focus on one game, Outbreak
The very first step for anyone using tandem design is to delineate goals
in this first step, you may come in with a really sharp, clearly defined goal, and that’s great
it’s also possible to start much broader and more vague, you will keep refining and getting clearer through tandem design’s scaffolding
for SCIPR, we knew we wanted to increase curiosity, and we knew our target population was for middle school students
The very first step for anyone using tandem design is to delineate goals
Just to reiterate here are two of the main ideas from Tandem Design, and some of the benefits tandem design had for OUR process
we questioned assumptions and uncovered rich information about our goals
and we kept out team aligned and produced research in addition to game prototypes
Tandem Transformational Game Design
a design process that consists of two cyclical sub-processes - game-driven goal delineation and goal-driven game design
I’m a PhD student in the Human Computer Interaction Institute at Carnegie Mellon University
Today I’m going to talk about…