User  Experience   of  Reality JANE MCGONIGAL, PhD   game director  @  the Institute for the Future
Reality is broken.
 
 
 
Games work better. Better  instructions Better  feedback Better  emotions Better  community
 
“ We are witnessing what amounts to no less than a  global mass exodus  to virtual worlds and other online gaming environments.” –  economist Edward Castranova
It’s a  quality of life  problem. And quality of life is just another way of saying “ user experience   of   reality .”
So what is the future of  reality  UX ?
 
 
What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
 
 
 
The Quality of Life Index The Happy Planet Index “ Gross National Happiness” Subjective Life Satisfation   The Canadian Index of Well-Being World’s Most Livable Cities The Vanderford Riley Well Being Schedule The Authentic Happiness Inventory
 
 
Are  UX designers  in the happiness business? YES YOU ARE!!!
A future forecast ( 2013 ):  the rise of the  h appiness engineers
Quality of life  becomes the primary metric for evaluating interactive brands, services, environments, and experiences.* *see  TARA HUNT  – “Happiness is your new business model”
Positive psychology  is increasingly a principal, explicit influence on interactive design and development.
Communities form around different visions of  a   real life   worth living .
Good user experience is defined as a measurable increase in  real happiness,   or well-being  –  the new capital .
By 2013,  Reality   UX design  is the leading-edge of happiness engineering .
 
Multiplayer games  are the  ultimate   happiness   engines .
What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
Alternate   Reality   Gaming
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Happiness  = participation in every possible moment. In other words, ENGAGEMENT .
WE  WILL  HARNESS OUR  COGNITIVE SURPLUS . * 100 million mental hours     WIKIPEDIA 5 days of  World of Warcraft 4 episodes of  American Idol *read CLAY SHIRKY
WE  WILL  HARNESS OUR  COGNITIVE SURPLUS . * 100 million mental hours     WIKIPEDIA 5 days of  World of Warcraft OR,  1 season  of American Idol  votes
We will increasingly operate within an   economy of of   engagement.
 
the   L O ST   ring
 
 
 
 
 
 
 
 
 
 
the   L O ST   ring Improved  Reality UX  for the 2008 Olympics!
So wh at’s important? Reality is broken.  Games work better. You,  the UX designers , are our best hope for fixing reality  --  IF you choose to harness the  power of games .
What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
So what’s important?
STEAL THIS SLIDE! Nicole Lazzaro –  www.xeodesign.com Edward Castranova –  Exodus from Reality Tara Hunt –  www.horsepigcow.com BJ Fogg –  www.bjfogg.com   Gamasutra -  www.gamasutra.com   Alternate Reality Gaming Network -  www.argn.com   Jane McGonigal -  www.avantgame.com
www.SUPERSTRUCTGAME.org Sign up NOW , play  Sept 22  – Nov 6 2008

User Experience of Reality

  • 1.
    User Experience of Reality JANE MCGONIGAL, PhD game director @ the Institute for the Future
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
    Games work better.Better instructions Better feedback Better emotions Better community
  • 7.
  • 8.
    “ We arewitnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” – economist Edward Castranova
  • 9.
    It’s a quality of life problem. And quality of life is just another way of saying “ user experience of reality .”
  • 10.
    So what isthe future of reality UX ?
  • 11.
  • 12.
  • 13.
    What humans crave:1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
  • 14.
  • 15.
  • 16.
  • 17.
    The Quality ofLife Index The Happy Planet Index “ Gross National Happiness” Subjective Life Satisfation The Canadian Index of Well-Being World’s Most Livable Cities The Vanderford Riley Well Being Schedule The Authentic Happiness Inventory
  • 18.
  • 19.
  • 20.
    Are UXdesigners in the happiness business? YES YOU ARE!!!
  • 21.
    A future forecast( 2013 ): the rise of the h appiness engineers
  • 22.
    Quality of life becomes the primary metric for evaluating interactive brands, services, environments, and experiences.* *see TARA HUNT – “Happiness is your new business model”
  • 23.
    Positive psychology is increasingly a principal, explicit influence on interactive design and development.
  • 24.
    Communities form arounddifferent visions of a real life worth living .
  • 25.
    Good user experienceis defined as a measurable increase in real happiness, or well-being – the new capital .
  • 26.
    By 2013, Reality UX design is the leading-edge of happiness engineering .
  • 27.
  • 28.
    Multiplayer games are the ultimate happiness engines .
  • 29.
    What humans crave:1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
  • 30.
    Alternate Reality Gaming
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
    Happiness =participation in every possible moment. In other words, ENGAGEMENT .
  • 46.
    WE WILL HARNESS OUR COGNITIVE SURPLUS . * 100 million mental hours  WIKIPEDIA 5 days of World of Warcraft 4 episodes of American Idol *read CLAY SHIRKY
  • 47.
    WE WILL HARNESS OUR COGNITIVE SURPLUS . * 100 million mental hours  WIKIPEDIA 5 days of World of Warcraft OR, 1 season of American Idol votes
  • 48.
    We will increasinglyoperate within an economy of of engagement.
  • 49.
  • 50.
    the L O ST ring
  • 51.
  • 52.
  • 53.
  • 54.
  • 55.
  • 56.
  • 57.
  • 58.
  • 59.
  • 60.
  • 61.
    the L O ST ring Improved Reality UX for the 2008 Olympics!
  • 62.
    So wh at’simportant? Reality is broken. Games work better. You, the UX designers , are our best hope for fixing reality -- IF you choose to harness the power of games .
  • 63.
    What humans crave:1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
  • 64.
  • 65.
    STEAL THIS SLIDE!Nicole Lazzaro – www.xeodesign.com Edward Castranova – Exodus from Reality Tara Hunt – www.horsepigcow.com BJ Fogg – www.bjfogg.com Gamasutra - www.gamasutra.com Alternate Reality Gaming Network - www.argn.com Jane McGonigal - www.avantgame.com
  • 66.
    www.SUPERSTRUCTGAME.org Sign upNOW , play Sept 22 – Nov 6 2008