I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’.
‘Engaging Use’ – adding this dynamism has become of great interest to the emotional design of the user experience practitioner. Even though it is still, somewhat, in its infancy. We will be looking at playfulness, funology, and what has come to be known as ‘Gamification’. We will then continue with a look at the wider design of ‘things’ as our interfaces and computational interactions move from the desktop to the embedded and imbedded environment.
Social Ideas: mUmBRELLA and TCO Social Media AcademyTCO
A presentation that explores the creation & planning of a specific Social Idea that harnesses owned & shared media to earn its own media! This will be useful to help understand how to plan & use tactical social media activities to gain awareness of your brand / business activities.
Evaluation Methodologies and How To Apply Them - Evaluation methodologies are the principal means by which the UX specialist answers the questions ‘What needs to be done?’, and after an interface manipulation has occurred, ‘What is the effect of this manipulation?’
IRL - UX work design espoused by the ‘standard’ textbooks often assume perfection in the process. They assume that there are no limitations on the time required for the work to occur; they assume that there are no limitations on the skills required for the work to occur; and they assume that there are no limitations on the instruments required for the work to occur – to name but three.
Efficient47 use or usability48. To my way of thinking both terms mean the same thing, and in reality were going to be talking about usability. However, you should be thinking of usability in more general terms; the more general terms of efficient use. This is because the concept of usability is much broader than the narrow confines of ‘Task Completion Time’ it is often associated with [9241-100:2011, 2011] usability, in the context of UX, seems to be simple but in reality can be quite taxing. Complex computerised systems and interfaces are becoming increasingly widespread in everyday usage, components of computerised systems are embedded into many commercial appliances. Indeed, the miniaturisation of computerised systems, often found in mobile telephones and personal digital assistants, is on the increase.
@article{Harper2014aa,
Abstract = {Visually disabled people typically use methods of `sensory translation' to access data via assistive technology. These technologies conventionally render content under the direction of the user into a form that can be perceived by that user -- in effect the interface and content are adapted to suit their sensory requirements -- but simple sensory translation is not enough for big, broad and complex data. Why is this -- and how can things be better?},
Author = {Simon Harper},
Date-Added = {2014-05-27 13:03:23 +0000},
Date-Modified = {2014-05-27 13:03:34 +0000},
Doi = {http://dx.doi.org/10.6084/m9.figshare.1037547},
Howpublished = {Slideshare},
Journal = {Invited Talk - Human Behaviour Network, Manchester Informatics, Manchester UK},
Month = {May},
Title = {Accessibility of Big and Broad Data - http://goo.gl/UpekPK},
Url = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Year = {2014},
Bdsk-Url-1 = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Bdsk-Url-2 = {http://dx.doi.org/10.6084/m9.figshare.1037547}}
Designing your evaluations is one of the most important aspects of any user experience process. If these evaluations are designed badly you will not be able to apply the correct analysis, and if you cannot apply the correct analysis you will not be able to make any conclusions as to the applicability or success of your interventions at the interface or interactive level. In reality this means that if this is not done correctly the previous ≈215 pages of this book have been, to a large extent, pointless.
Social Ideas: mUmBRELLA and TCO Social Media AcademyTCO
A presentation that explores the creation & planning of a specific Social Idea that harnesses owned & shared media to earn its own media! This will be useful to help understand how to plan & use tactical social media activities to gain awareness of your brand / business activities.
Evaluation Methodologies and How To Apply Them - Evaluation methodologies are the principal means by which the UX specialist answers the questions ‘What needs to be done?’, and after an interface manipulation has occurred, ‘What is the effect of this manipulation?’
IRL - UX work design espoused by the ‘standard’ textbooks often assume perfection in the process. They assume that there are no limitations on the time required for the work to occur; they assume that there are no limitations on the skills required for the work to occur; and they assume that there are no limitations on the instruments required for the work to occur – to name but three.
Efficient47 use or usability48. To my way of thinking both terms mean the same thing, and in reality were going to be talking about usability. However, you should be thinking of usability in more general terms; the more general terms of efficient use. This is because the concept of usability is much broader than the narrow confines of ‘Task Completion Time’ it is often associated with [9241-100:2011, 2011] usability, in the context of UX, seems to be simple but in reality can be quite taxing. Complex computerised systems and interfaces are becoming increasingly widespread in everyday usage, components of computerised systems are embedded into many commercial appliances. Indeed, the miniaturisation of computerised systems, often found in mobile telephones and personal digital assistants, is on the increase.
@article{Harper2014aa,
Abstract = {Visually disabled people typically use methods of `sensory translation' to access data via assistive technology. These technologies conventionally render content under the direction of the user into a form that can be perceived by that user -- in effect the interface and content are adapted to suit their sensory requirements -- but simple sensory translation is not enough for big, broad and complex data. Why is this -- and how can things be better?},
Author = {Simon Harper},
Date-Added = {2014-05-27 13:03:23 +0000},
Date-Modified = {2014-05-27 13:03:34 +0000},
Doi = {http://dx.doi.org/10.6084/m9.figshare.1037547},
Howpublished = {Slideshare},
Journal = {Invited Talk - Human Behaviour Network, Manchester Informatics, Manchester UK},
Month = {May},
Title = {Accessibility of Big and Broad Data - http://goo.gl/UpekPK},
Url = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Year = {2014},
Bdsk-Url-1 = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Bdsk-Url-2 = {http://dx.doi.org/10.6084/m9.figshare.1037547}}
Designing your evaluations is one of the most important aspects of any user experience process. If these evaluations are designed badly you will not be able to apply the correct analysis, and if you cannot apply the correct analysis you will not be able to make any conclusions as to the applicability or success of your interventions at the interface or interactive level. In reality this means that if this is not done correctly the previous ≈215 pages of this book have been, to a large extent, pointless.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-6/
Video URL: http://youtu.be/e4QEbXG6jvM
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-1112
I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’.
Affective use or emotional use/design both mean the same thing, and in reality were going to be using both terms interchangeably. However, you should be thinking of emotional use in more specific terms; the more specialized term of affective use. This is because the concept of emotional design is much broader than we need to address at the interface / interactive level.
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
UX Strategy - Lessons from the 2013 UXSTRAT ConferenceKrispian Emert
Krispian Emert attended the 2013 UX Strategy Conference in Atlanta, and returned with lots of great ideas and techniques to share about making UX more strategic and less tactical.
This slide deck accompanied Krispian's talk to the Vancouver User Experience Group, "Lessons from the 2013 UXSTRAT Conference," where she shared her favourite techniques learned from Foolproof's Tim Loo, Mail Chimp's Aarron Walter and The Understanding Group's Dan Klyn.
Krispian's talk also covers how she is using the techniques learned at UX STRAT in her own work.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
Introduction to user story mapping open camp editionMichael Calleia
Revised and expanded talk on User Story Mapping.
User Story Mapping is a simple yet powerful and flexible tool that combines the visualization of software systems and user needs. While not the only tool you need, it is a powerful one to learn and keep in your toolkit. Learn to go from user stories to better conversations while increasing shared understanding.
Prototyping Experiences for Connected ProductsMartin Charlier
Slides from our hands-on prototyping workshop at O'Reilly Solid conference 2015.
This workshop was about low fidelity and experience prototyping techniques such as enactment, wizard-of-oz and video sketching. Teams tackled briefings and produced video sketches you can find on Instagram at https://instagram.com/explore/tags/solidprototyping/
Bad App - Killer App: How to Create a Compelling Mobile ExperienceAchillesMedia
Mobile applications are becoming more and more popular as a way to engage and entertain an ever-growing smartphone population on the go. How can you tap into this market and deploy a mobile strategy for your multiple customers? Join Plastic Mobile's VP of Creative, Chris May, as he guides marketers, designers and developers through the core concepts you should consider to make your next app a success.
User experiences occur in many contexts and over many domains. This variety sometimes makes it difficult to ‘pigeon hole’ UX as one specific thing - as we have discussed - UX is the broad term used to describe the experience of humans with computers both at the interface and system level.
More Related Content
Similar to UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-6/
Video URL: http://youtu.be/e4QEbXG6jvM
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-1112
I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’.
Affective use or emotional use/design both mean the same thing, and in reality were going to be using both terms interchangeably. However, you should be thinking of emotional use in more specific terms; the more specialized term of affective use. This is because the concept of emotional design is much broader than we need to address at the interface / interactive level.
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
UX Strategy - Lessons from the 2013 UXSTRAT ConferenceKrispian Emert
Krispian Emert attended the 2013 UX Strategy Conference in Atlanta, and returned with lots of great ideas and techniques to share about making UX more strategic and less tactical.
This slide deck accompanied Krispian's talk to the Vancouver User Experience Group, "Lessons from the 2013 UXSTRAT Conference," where she shared her favourite techniques learned from Foolproof's Tim Loo, Mail Chimp's Aarron Walter and The Understanding Group's Dan Klyn.
Krispian's talk also covers how she is using the techniques learned at UX STRAT in her own work.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
Introduction to user story mapping open camp editionMichael Calleia
Revised and expanded talk on User Story Mapping.
User Story Mapping is a simple yet powerful and flexible tool that combines the visualization of software systems and user needs. While not the only tool you need, it is a powerful one to learn and keep in your toolkit. Learn to go from user stories to better conversations while increasing shared understanding.
Prototyping Experiences for Connected ProductsMartin Charlier
Slides from our hands-on prototyping workshop at O'Reilly Solid conference 2015.
This workshop was about low fidelity and experience prototyping techniques such as enactment, wizard-of-oz and video sketching. Teams tackled briefings and produced video sketches you can find on Instagram at https://instagram.com/explore/tags/solidprototyping/
Bad App - Killer App: How to Create a Compelling Mobile ExperienceAchillesMedia
Mobile applications are becoming more and more popular as a way to engage and entertain an ever-growing smartphone population on the go. How can you tap into this market and deploy a mobile strategy for your multiple customers? Join Plastic Mobile's VP of Creative, Chris May, as he guides marketers, designers and developers through the core concepts you should consider to make your next app a success.
User experiences occur in many contexts and over many domains. This variety sometimes makes it difficult to ‘pigeon hole’ UX as one specific thing - as we have discussed - UX is the broad term used to describe the experience of humans with computers both at the interface and system level.
Dynamic Injection of WAI-ARIA into Web Content #w4a13Simon Harper
WAI-ARIA enables Web developers to make dynamic content accessible to users of assistive technologies (ATs) but there remain many sites on the Web that do not use it. Unfortunately the default behaviour of ATs when handling such pages is often sub-optimal, leaving users struggling to use the content. We present ACup: a flexible approach that injects JavaScript into the page to detect and classify any changes to the Document Object Model (DOM). These changes are then presented to the user using a WAI-ARIA live region that was injected when the page was loaded. The style of presentation varies according to the characteristics of each update (using rules previously bound to be effective) and can simply be changed, for example to test novel presentation approaches, or to apply a more fine-grained classification. This may be used to enable AT users to benefit more rapidly from advances in user-interface design.
Presented at the 10th International Cross-Disciplinary Conference on Web Accessibility – 13-15th May 2013 – Rio de Janeiro, Brazil.
Deep Accessibility: Adapting Interfaces to Suit Our SensesSimon Harper
Citation:
@article{Harper2012uq,
Abstract = {Disabled people typically use methods of `sensory translation' to access a Web-page via assistive technology. These technologies conventionally render screen content under the direction of the user into a form that can be perceived by that user -- in effect the interface and content are adapted to suit their sensory requirements -- but simple sensory translation is not enough.
Why is this -- and how can things be better? In this talk we touch on accessibility, sensory transcoding, multi-talker systems, auditory perception, and Neuroscience to help us in our search for equivalent interactive experiences tailored to the sensory modality of the user.},
Author = {Simon Harper},
Date-Added = {2013-02-15 10:31:27 +0000},
Date-Modified = {2013-02-15 10:39:41 +0000},
Howpublished = {Slideshare},
Journal = {Invited Talk - Technical Superior Insitute, LaSIGE, Lisbon, Portugal},
Month = {September},
Title = {Deep Accessibility: Adapting Interfaces to Suit Our Senses - http://goo.gl/VT5BE},
Url = {\url{http://www.slideshare.net/simon-harper/adapting-sensory-interfaces}},
Year = {2012},
doi={10.6084/m9.figshare.678330},
Bdsk-Url-2 = {http://dx.doi.org/10.6084/m9.figshare.678330},
Bdsk-Url-1 = {http://www.slideshare.net/simon-harper/adapting-sensory-interfaces}}
Final year course on User Experience (COMP33512) Lecture 21 & 22 (given in Week 11) - http://ocw.cs.manchester.ac.uk/ux/materials/week11
‘IRL’ – It’s OK taking about UX in the abstract - but what is it like in the real world. Here we’ll discuss the problems that you may face as a UX professional in real life scenarios.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-7/
Video URL: http://youtu.be/fOY92aN1Tsk
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-1314
Lectures 13. & 14. ‘Emotional Use’ – or ‘enabling the user to achieve positive instinctive or intuitive feeling such as joy or well-being.’ The emotional experience must be investigated and designed such that a holistic user experience (taking into account the users feelings) can be created.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-5/
Video URL: http://youtu.be/3B_HD68t114
Slides: https://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-910
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-4/
Video URL: http://youtu.be/U7aVHQ2_yQs
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-6-7-8
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
'Effective Use' -- or 'success in enabling the user to produce a desired or intended result.' In this case we're going to look at barriers to interfaces, interactions, and systems and the engineering principles and practices to counteract those barriers (including Expert Audits). We will finish with an introduction to your second piece of coursework.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-2/
Video URL: http://youtu.be/WGO8RkxHW-Q
Slides: http://www.slideshare.net/simon-harper/user-expereince-week-2-slides
My definition (and this may evolve) would be:
"User Experience is an umbrella term used to describe all the factors that contribute to the quality of experience a person has when interacting with a specific software artefact, or system. It focuses on the practice of user centred: design, creation, and testing, whereby the outcomes can be qualitatively evaluated using small numbers of users."
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Lecture 04 - 'It's Complicated...' -- people are complicated, they do things for seemingly no reason, they like things for seemingly no reason, their opinions change with their moods; people are complicated. Here we'll look at people from the perspective of their perception, cognition, and the factors which may confound our work -- discussing how we can understand these in the context of the computer systems they experience.
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The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
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Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
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Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
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1. Engaging Experience
Break!
Principles
Wrapping Up
The User Experience
from 30,000ft
#comp33512
Week 06 – Lectures 11/12
Simon Harper
University of Manchester
Semester 2 – 2013/14
last update: March 4, 2014
The User Experience from 30,000ft
1 / 25
2. Engaging Experience
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Principles
Wrapping Up
Discussion Topics Coursework # 2
‘Designing the Star User Interface’ (10 Marks) – the Star
interface is really where all GUI interfaces began. It takes the user
as a first and primary priority in the design and it is inconceivable
that you do not have an awareness of these classic design
principles as perspective computer science graduates.
D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4):
242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface.
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3. Engaging Experience
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Principles
Wrapping Up
Xerox Star Desktop Coursework # 2
‘Familiar Concepts’ – Star equates familiar conceptual models
specifically with the idea of the desktop
and the items that you might find on it;
‘Universal Commands’ – Star also proposes the idea of universal
commands;
‘Consistency’ – Consistency, or pragmatic consistency
as the Star Team suggest is best, is
another important principle for usability;
‘Simplicity’ – Simplicity is incredibly important, but
it’s not a clear-cut principle; and
‘User Tailor-ability’ – Usability is all about customisation,
personalisation, and system adaptation.
The User Experience from 30,000ft
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4. Engaging Experience
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Principles
Wrapping Up
UX Pop Quiz
1. What is the significance of the Xerox Star interface?
2. What are the five main principles proposed by the Xerox Star
team?
3. What does GOMS stand for and what does it involve?
4. What are the ten main principles of efficient design?
5. How do these principles differ from Shneiderman’s rules?
The User Experience from 30,000ft
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5. Engaging Experience
Break!
Principles
Wrapping Up
Engaging Experience
engage – verb
“occupy, attract, or involve (someone’s interest or attention) /
(engage someone in) cause someone to become involved in (a
conversation or discussion)”
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Engaging Experience
engage – verb
“occupy, attract, or involve (someone’s interest or attention) /
(engage someone in) cause someone to become involved in (a
conversation or discussion)”
Digital Umami? Imperceptibly Delicious!
A category of taste in food (besides sweet, sour, salt, and bitter),
corresponding to the flavour of glutamate, especially
mono-sodium glutamate. ORIGIN Japanese, literally
‘deliciousness.’
UMAMI as FUNOLOGY, SOCIAL DYNAMICS, &
GAMIFICATION.
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Pro-Gamification
“As the critics point out, some gamified products are just poorly
executed. Just because you saw something in a game once
doesn’t mean it’ll be fun in your product. But I think that most of
the critics of gamification fail to take into account the wide range
of execution that’s possible. Gamification can be applied as a
superficial afterthought, or as a useful or even fundamental
integration.”
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Con-Gamification
“More specifically, gamification is... invented by consultants as a
means to capture the wild, coveted beast that is videogames and
to domesticate it for use in the grey, hopeless wasteland of big
business... Gamification is reassuring. It gives Vice Presidents and
Brand Managers comfort: they’re doing everything right.”
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Social Dynamics #1
Social interaction with other users, or via a more humanistic
/ naturalistic / conversational interface;
Energy that is often found in human interactions;
Propel us into having better user experiences because they
are closer to our expectations of person-to-person
interactions; therefore,
We feel more secure and more likely to perform better within
groups; and,
Take advantage of expectations of conformance to social and
cultural norms.
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Funology #1
Personalisation: ‘relevance’; ‘surpass expectations’;
‘decision-making authority of the user’;
‘appropriateness’; ‘the users needs’; ‘don’t think
labels, think expressiveness and identity’; and
‘users interests’.
Intangible: ‘triviality’, ‘enjoyment of the experience’; ‘users
desires’; ‘sensory richness’; ‘don’t think products,
think experiences’; ‘don’t think ease of use, I
think enjoyment of the experience’.
Tangible: ’goal and action mode’; ‘don’t hide, don’t
represent, show’; ‘hit me, touch me, and I know
how you feel’; ‘don’t think of thinking, just do
doing’.
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Funology #1
Narrative: ‘possibilities to create one’s own story or ritual’;
‘connection’; ‘interpretation’; ‘reflection’; ‘recounting’;
‘repetition and progression’; ‘anticipation’; and
‘compositional thread’.
Metaphor: ‘metaphor does not sucks’; ‘instead of representing
complexity, trigger it in the mind of the user’.
Communal: ‘social opportunities’ in terms of ‘connectivity’ and
‘social cohesion’; ‘variation’; ‘multiple opportunities’;
and ‘co-activity’.
Learning: ‘repetition and progression’; ‘develop skills’; ‘user
control on participation’, with ‘appropriate challenges’.
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Gamification #1
Elementary: Visual elements, badges, and cute phraseology – in
some cases you could think of these elemental
gamification points as more funology than
gamification;
Bolt-On: A set of game elements which are more deeply
related to games and gameplay, but are easy to add
to a pre-existing development and which imply
progress and reward, such as leader-boards, stages
and levels, percentage complete; and
Ground-up: Game elements where planned from the start and are
indivisible from the main development, or an existing
development has evolved from the use of the game
elements at the heart of its interaction scenarios.
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Potted Principles of Dynamic User Experience
‘Social’ Include aspects of social collaboration and
co-activity/pair-activity;
‘Progression’ Include components which facilitate movement
towards a goal; and
‘Play’ Add aspects of fun, play, and enjoyment.
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Facilitate Social Dynamics
Questions to think about as you design your prototype:
Do you include suitable functionality to facilitate
collaboration?
Are aspects such as social communication accounted for?
Do you link the real and virtual to facilitate better user
engagement?
Can team / group members interact and support each other?
Have you used language and terminology which users may
find playful?
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Facilitate Progression
Questions to think about as you design your prototype:
Have you thought about attainment and goals, via stages
and levels?
Do you facilitate motivation and reward?
Have you included a narrative flow through each interaction?
Are there opportunities for friendly competition?
Is progress also social?
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Facilitate Play
Questions to think about as you design your prototype:
Is the look and feel playful and game like?
Have you included playful, and game like social elements?
Will users leave with a feeling of fun and enjoyment?
Are there playful games included, or game elements which
make the interaction seem like a game, and not... work?
Do the elements of play, included, really enhance the user
experience?
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Remember
Dynamics, funology, or gamification may just not be the
right thing to do for your development;
Mix‘n’match fashion – may be appropriate;
Pay specific attention to the target reactions of the users;
and
Remember ‘good’ is not defined as more, but as the dead
centre of the ‘Hebbian version’ of the ‘Yerkes Dodson Curve.
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Pop Quiz for next week...
1. What are the pros and cons of gamification?
2. How could you include social / group dynamics into your
system?
3. How can you enhance the users perception of fun?
4. What is the ‘skeptic’ view of Gamification?
5. List a principle and describe it.
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Any Questions?
Simon Harper 2.44 Kilburn Building
0161 275 0599 (OR x50599)
simon.harper@manchester.ac.uk
Office Hours: Friday 14:00–18:00
Figure: ‘Bored of this Bloke
Now!’
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