UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
Keynote at Advantech's AI+Smart Manufacturing event. Shared the AI trend in smart manufacturing as well as a demo regarding how to use Azure Cognitive Services to empower employees and customers.
UNLEASHING INNOVATION Exploring Generative AI in the Enterprise.pdfHermes Romero
This book presents and exploration of the impact and potential of generative AI in the business landscape. This compelling read takes readers on a journey through the world of generative AI, explaining its fundamental concepts, and showcasing its transformative power when applied in an enterprise setting.
The book delves into the technical aspects of generative AI, explaining its workings in an accessible way. It sheds light on how these models analyze large volumes of data to generate insights, identify trends, conduct sentiment analysis, and extract relevant information from unstructured data.
It also addresses the challenges and considerations when implementing generative AI, including ethical concerns, data privacy, and the need for custom fine-tuning to align with company values and norms. It provides practical guidance on how to overcome these challenges, ensuring a successful AI transformation in the enterprise.
"Unleashing Innovation: Exploring Generative AI in the Enterprise" is a must-read for business leaders, IT professionals, and anyone interested in understanding the revolutionary potential of generative AI in the business world.
Invited talk on fairness in AI systems at the 2nd Workshop on Interactive Natural Language Technology for Explainable AI co-located with the International Conference on Natural Language Generation, 18/12/2020.
Unleashing the Power of GPT & LLM: A Holland & Barrett ExplorationDobo Radichkov
Join Holland & Barrett's innovative journey into the world of Generative Pre-trained Transformers (GPT) and Large Language Models (LLM).
In this presentation, we delve into the promise these models hold for personal productivity and beyond. Our Data team spearheads this exploration, highlighting potential applications across diverse roles, from Editors to Engineers.
Discover how we're formulating best practices, developing guiding frameworks, and innovating for the future. Whether you're new to the world of GPT and LLM or an expert, gain valuable insights from our experiences at Holland & Barrett.
Keynote at Advantech's AI+Smart Manufacturing event. Shared the AI trend in smart manufacturing as well as a demo regarding how to use Azure Cognitive Services to empower employees and customers.
UNLEASHING INNOVATION Exploring Generative AI in the Enterprise.pdfHermes Romero
This book presents and exploration of the impact and potential of generative AI in the business landscape. This compelling read takes readers on a journey through the world of generative AI, explaining its fundamental concepts, and showcasing its transformative power when applied in an enterprise setting.
The book delves into the technical aspects of generative AI, explaining its workings in an accessible way. It sheds light on how these models analyze large volumes of data to generate insights, identify trends, conduct sentiment analysis, and extract relevant information from unstructured data.
It also addresses the challenges and considerations when implementing generative AI, including ethical concerns, data privacy, and the need for custom fine-tuning to align with company values and norms. It provides practical guidance on how to overcome these challenges, ensuring a successful AI transformation in the enterprise.
"Unleashing Innovation: Exploring Generative AI in the Enterprise" is a must-read for business leaders, IT professionals, and anyone interested in understanding the revolutionary potential of generative AI in the business world.
Invited talk on fairness in AI systems at the 2nd Workshop on Interactive Natural Language Technology for Explainable AI co-located with the International Conference on Natural Language Generation, 18/12/2020.
Unleashing the Power of GPT & LLM: A Holland & Barrett ExplorationDobo Radichkov
Join Holland & Barrett's innovative journey into the world of Generative Pre-trained Transformers (GPT) and Large Language Models (LLM).
In this presentation, we delve into the promise these models hold for personal productivity and beyond. Our Data team spearheads this exploration, highlighting potential applications across diverse roles, from Editors to Engineers.
Discover how we're formulating best practices, developing guiding frameworks, and innovating for the future. Whether you're new to the world of GPT and LLM or an expert, gain valuable insights from our experiences at Holland & Barrett.
The Five Levels of Generative AI for GamesJon Radoff
A framework for understanding how generative AI and the technologies leading up to it impact the course of games and virtual worlds--for game studios, game players, modders and within the core game loop.
eSports: The rise of competitive video gamingHorizons RG
Joint Session:
eSports: The rise of competitive video gaming
Dr. Brett Abarbanel, University of California, Los Angeles
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Today, I will be presenting on the topic of
"Generative AI, responsible innovation, and the law."
Artificial Intelligence has been making rapid strides in recent years,
and its applications are becoming increasingly diverse.
Generative AI, in particular, has emerged as a promising area of innovation, the potential to create highly realistic and compelling outputs.
Prompt Engineering - an Art, a Science, or your next Job Title?Maxim Salnikov
It's quite ironic that to interact with the most advanced AI in our history - Large Language Models: ChatGPT, etc. - we must use human language, not programming one. But how to get the most out of this dialogue i.e. how to create robust and efficient prompts so AI returns exactly what's needed for your solution on the first try? After my session, you can add the Junior (at least) Prompt Engineer skill to your CV: I will introduce Prompt Engineering as an emerging discipline with its own methodologies, tools, and best practices. Expect lots of examples that will help you to write ideal prompts for all occasions.
This session is based on my research and experiments in Prompt Engineering and is 100% relevant for cloud developers who investigate adding some LLM-powered features to their solutions. It's a guide to building proper prompts for AI to get desired results fast and cost-efficient.
How can we use generative AI in learning products? A rapid introduction to generative AI. Presented at ED Games Expo 2023 at the U.S. Department of Education, September 22, 2023.
The Ethics of Generative AI: A Humanist's GuideJen Looper
In a brave new world filled with unattributed text, filtered images, remixed sounds, and bot-generated refurbished art, where do we find ourselves? Can we merrily maneuver through ChatGPT to generate all the written text we ever need, park on the Midjourney Discord server to gather all the art we might ever want to look at, and listen to endlessly sampled sounds that melt away into the void? How are we to find our moral bearings in a morass of an ai-generated reality? In this talk, I’ll walk through a framework around understanding various aspects of ethics and moral philosophy, and then working backwards to understand where generative AI fits into this framework and whether we can find acceptable use cases for it.
Through a comprehensive exploration, this talk would intend to uncover the inner workings of GANs and demystify their training process. This talk shall help you gain insights into the different types of GANs, such as conditional GANs and style-based GANs, and how they contribute to the advancement of generative AI. To truly appreciate the significance of GANs, this talk will also discuss their wide-ranging industrial applications, spanning image synthesis, video generation, data augmentation, and virtual reality.
Knowledge Graphs and Generative AI
Dr. Katie Roberts, Data Science Solutions Architect, Neo4j
It’s no secret that Large Language Models (LLMs) are popular right now, especially in the age of Generative AI. LLMs are powerful models that enable access to data and insights for any user, regardless of their technical background, however, they are not without challenges. Hallucinations, generic responses, bias, and a lack of traceability can give organizations pause when thinking about how to take advantage of this technology. Graphs are well suited to ground LLMs as they allow you to take advantage of relationships within your data that are often overlooked with traditional data storage and data science approaches. Combining Knowledge Graphs and LLMs enables contextual and semantic information retrieval from both structured and unstructured data sources. In this session, you’ll learn how graphs and graph data science can be incorporated into your analytics practice, and how a connected data platform can improve explainability, accuracy, and specificity of applications backed by foundation models.
An Introduction to Generative AI - May 18, 2023CoriFaklaris1
For this plenary talk at the Charlotte AI Institute for Smarter Learning, Dr. Cori Faklaris introduces her fellow college educators to the exciting world of generative AI tools. She gives a high-level overview of the generative AI landscape and how these tools use machine learning algorithms to generate creative content such as music, art, and text. She then shares some examples of generative AI tools and demonstrate how she has used some of these tools to enhance teaching and learning in the classroom and to boost her productivity in other areas of academic life.
In this session, you'll get all the answers about how ChatGPT and other GPT-X models can be applied to your current or future project. First, we'll put in order all the terms – OpenAI, GPT-3, ChatGPT, Codex, Dall-E, etc., and explain why Microsoft and Azure are often mentioned in this context. Then, we'll go through the main capabilities of the Azure OpenAI and respective usecases that might inspire you to either optimize your product or build a completely new one.
RecSys 2020 A Human Perspective on Algorithmic Similarity Schendel 9-2020Zachary Schendel
In the Netflix user interface (UI), when a row or UI element is named “Because you Watched...”, “More Like This”, or “Because you added to your list”, the overarching goal is to recommend a movie or TV show that a member might like based on the fact that they took a meaningful action on a source item. We have employed similar recommendations in many UI elements: on the homepage as a row of recommendations, after you click into a title, or as a piece of information about why a member should watch a title.
From an algorithmic perspective, there are many ways to define a “successful” similar recommendation. We sought to broaden that definition of success. To this end, the Consumer Insights team recently completed a suite of research projects to explore the intricacies of member perceptions of similar recommendations. The Netflix Consumer Insights team employs qualitative (e.g., in-depth interviews) and quantitative (e.g., surveys) research methods, interfacing directly with Netflix members to uncover pain points that can inspire new product innovation. The research concluded that, while the typical member believes movies are broadly similar when they share a common genre or theme, similarity is more complex, nuanced, and personal than we might have imagined. The vernacular we use in the UI implies that there should be at least some kind of relationship between the source item and the recommendations that follow. Many of our similar recommendations felt “out of place”, mostly because the relationship between the source item and the recommendation was unclear or absent. When similar recommendations tell a completely misleading, incorrect, or confusing story, member trust can be broken.
We will structure the presentation around three new insights that our research found to have an influence on the perception of similarity in the context of Netflix as well as the research methods used to uncover those insights. First, the reason a member loves a given movie will vary. For example, do you want to watch other baseball movies like Field of Dreams, or would you prefer other romances like Field of Dreams? Second, members are more or less flexible about how similar a recommendation actually needs to be depending on the properties of and their interactions with the canvas containing the recommendation. For example, a Because You Watched row on the homepage implies vaguer similarity while a More Like This gallery behind a click into the source item implies stricter similarity. Finally, even when we held the UI element constant, we found that similar recommendations are only valuable in some contexts. After finishing a movie, a member might prefer a similar recommendation one day and a change of pace the next. Research methods discussed will include Inverse Multi-Dimensional Scaling [1], survey experimentation, and ways to apply qualitative research to improve algorithmic recommendations.
This presentation presents an overview of the challenges and opportunities of generative artificial intelligence in Web3. It includes a brief research history of generative AI as well as some of its immediate applications in Web3.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
The Five Levels of Generative AI for GamesJon Radoff
A framework for understanding how generative AI and the technologies leading up to it impact the course of games and virtual worlds--for game studios, game players, modders and within the core game loop.
eSports: The rise of competitive video gamingHorizons RG
Joint Session:
eSports: The rise of competitive video gaming
Dr. Brett Abarbanel, University of California, Los Angeles
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Today, I will be presenting on the topic of
"Generative AI, responsible innovation, and the law."
Artificial Intelligence has been making rapid strides in recent years,
and its applications are becoming increasingly diverse.
Generative AI, in particular, has emerged as a promising area of innovation, the potential to create highly realistic and compelling outputs.
Prompt Engineering - an Art, a Science, or your next Job Title?Maxim Salnikov
It's quite ironic that to interact with the most advanced AI in our history - Large Language Models: ChatGPT, etc. - we must use human language, not programming one. But how to get the most out of this dialogue i.e. how to create robust and efficient prompts so AI returns exactly what's needed for your solution on the first try? After my session, you can add the Junior (at least) Prompt Engineer skill to your CV: I will introduce Prompt Engineering as an emerging discipline with its own methodologies, tools, and best practices. Expect lots of examples that will help you to write ideal prompts for all occasions.
This session is based on my research and experiments in Prompt Engineering and is 100% relevant for cloud developers who investigate adding some LLM-powered features to their solutions. It's a guide to building proper prompts for AI to get desired results fast and cost-efficient.
How can we use generative AI in learning products? A rapid introduction to generative AI. Presented at ED Games Expo 2023 at the U.S. Department of Education, September 22, 2023.
The Ethics of Generative AI: A Humanist's GuideJen Looper
In a brave new world filled with unattributed text, filtered images, remixed sounds, and bot-generated refurbished art, where do we find ourselves? Can we merrily maneuver through ChatGPT to generate all the written text we ever need, park on the Midjourney Discord server to gather all the art we might ever want to look at, and listen to endlessly sampled sounds that melt away into the void? How are we to find our moral bearings in a morass of an ai-generated reality? In this talk, I’ll walk through a framework around understanding various aspects of ethics and moral philosophy, and then working backwards to understand where generative AI fits into this framework and whether we can find acceptable use cases for it.
Through a comprehensive exploration, this talk would intend to uncover the inner workings of GANs and demystify their training process. This talk shall help you gain insights into the different types of GANs, such as conditional GANs and style-based GANs, and how they contribute to the advancement of generative AI. To truly appreciate the significance of GANs, this talk will also discuss their wide-ranging industrial applications, spanning image synthesis, video generation, data augmentation, and virtual reality.
Knowledge Graphs and Generative AI
Dr. Katie Roberts, Data Science Solutions Architect, Neo4j
It’s no secret that Large Language Models (LLMs) are popular right now, especially in the age of Generative AI. LLMs are powerful models that enable access to data and insights for any user, regardless of their technical background, however, they are not without challenges. Hallucinations, generic responses, bias, and a lack of traceability can give organizations pause when thinking about how to take advantage of this technology. Graphs are well suited to ground LLMs as they allow you to take advantage of relationships within your data that are often overlooked with traditional data storage and data science approaches. Combining Knowledge Graphs and LLMs enables contextual and semantic information retrieval from both structured and unstructured data sources. In this session, you’ll learn how graphs and graph data science can be incorporated into your analytics practice, and how a connected data platform can improve explainability, accuracy, and specificity of applications backed by foundation models.
An Introduction to Generative AI - May 18, 2023CoriFaklaris1
For this plenary talk at the Charlotte AI Institute for Smarter Learning, Dr. Cori Faklaris introduces her fellow college educators to the exciting world of generative AI tools. She gives a high-level overview of the generative AI landscape and how these tools use machine learning algorithms to generate creative content such as music, art, and text. She then shares some examples of generative AI tools and demonstrate how she has used some of these tools to enhance teaching and learning in the classroom and to boost her productivity in other areas of academic life.
In this session, you'll get all the answers about how ChatGPT and other GPT-X models can be applied to your current or future project. First, we'll put in order all the terms – OpenAI, GPT-3, ChatGPT, Codex, Dall-E, etc., and explain why Microsoft and Azure are often mentioned in this context. Then, we'll go through the main capabilities of the Azure OpenAI and respective usecases that might inspire you to either optimize your product or build a completely new one.
RecSys 2020 A Human Perspective on Algorithmic Similarity Schendel 9-2020Zachary Schendel
In the Netflix user interface (UI), when a row or UI element is named “Because you Watched...”, “More Like This”, or “Because you added to your list”, the overarching goal is to recommend a movie or TV show that a member might like based on the fact that they took a meaningful action on a source item. We have employed similar recommendations in many UI elements: on the homepage as a row of recommendations, after you click into a title, or as a piece of information about why a member should watch a title.
From an algorithmic perspective, there are many ways to define a “successful” similar recommendation. We sought to broaden that definition of success. To this end, the Consumer Insights team recently completed a suite of research projects to explore the intricacies of member perceptions of similar recommendations. The Netflix Consumer Insights team employs qualitative (e.g., in-depth interviews) and quantitative (e.g., surveys) research methods, interfacing directly with Netflix members to uncover pain points that can inspire new product innovation. The research concluded that, while the typical member believes movies are broadly similar when they share a common genre or theme, similarity is more complex, nuanced, and personal than we might have imagined. The vernacular we use in the UI implies that there should be at least some kind of relationship between the source item and the recommendations that follow. Many of our similar recommendations felt “out of place”, mostly because the relationship between the source item and the recommendation was unclear or absent. When similar recommendations tell a completely misleading, incorrect, or confusing story, member trust can be broken.
We will structure the presentation around three new insights that our research found to have an influence on the perception of similarity in the context of Netflix as well as the research methods used to uncover those insights. First, the reason a member loves a given movie will vary. For example, do you want to watch other baseball movies like Field of Dreams, or would you prefer other romances like Field of Dreams? Second, members are more or less flexible about how similar a recommendation actually needs to be depending on the properties of and their interactions with the canvas containing the recommendation. For example, a Because You Watched row on the homepage implies vaguer similarity while a More Like This gallery behind a click into the source item implies stricter similarity. Finally, even when we held the UI element constant, we found that similar recommendations are only valuable in some contexts. After finishing a movie, a member might prefer a similar recommendation one day and a change of pace the next. Research methods discussed will include Inverse Multi-Dimensional Scaling [1], survey experimentation, and ways to apply qualitative research to improve algorithmic recommendations.
This presentation presents an overview of the challenges and opportunities of generative artificial intelligence in Web3. It includes a brief research history of generative AI as well as some of its immediate applications in Web3.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
Fun Meters: Data Driven Design for Tilt: Flip's Adventure in 1.5 DimensionsNicole Lazzaro
“Tilt HD: Flip's Adventure in 1.5 Dimensions” is an iPhone/iPad game/research platform we built to understand the viral mechanics required to create an MSO (Massively Social Online Game) that 6B people could play. The challenge was that the only way we could get enough beta testers was to release Tilt on the iPad first.
In this presentation we share what viral mechanics made a tiny research project a #1 iPad App on Earth Day. And how player session data completely reversed our thinking about the early game. Come see how for Tilt (the first accelerometer game on the iPhone) data driven design changed everything.
iGames Summit Using Fun to Drive Social Distribution of iPhone Games to creat...Nicole Lazzaro
Nicole Lazzaro of XEODesign presents
Using Fun to Drive Social Distribution of iPhone Games. At the iGames Summit March 19, 2009 in San Francisco
Tilt Sneak Peek: http://youtube.com/xeodesign
Top Ten Tweets:
Game Developers Conference GDC Summary on Twitter
10 selected Tweets from my live blogging of GDC
Trends that made the biggest impression on me a game researcher and designer
Challenge: Summarize a 5 day conference in 10 Tweets. That’s 1,400 characters!
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Gamification is a trojan horse. Where did it come from and what's inside? Who will it help, who will it hurt? I give examples of 3 kinds of ways to "play" gamification, and 3 kinds of businesses that cater to the 3 kinds of players. Some implications about what real loyalty is, and how this new technology will change us as people and as businesses.
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
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Moonshot Thinking. How to disrupt your industry and beat the competition. Inspired by Google X and Peter Diamandis.
Moonshot thinking is shooting for the moon. Moonshots live in the gray area between audacious projects and pure science fiction; they are 10X improvement, not 10%.
The Science of Fun: 3 Ways Games Make us Happier and Save the World GSummit 2014Nicole Lazzaro
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers and Gamifciation experts ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
4 Keys to Fun The Psychology of Engagement Samsung Developers Conference 2015Nicole Lazzaro
As technology gets smaller and smaller the challenge for designing compelling experiences gets bigger and bigger. Leverage the psychology of fun and learn how to use emotions from game like mechanics to increase engagement. Whether you are working on smart watch gaming, to wearables, to next generation TVs, to VR hardware, to enterprise gamification; come discover specific techniques borrowed from games to deepen engagement, retention, and viral sharing.
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
Games live or die by their interface. A modern video game is a complex, layered world of information, social interactions, rules and controls - yet, even young kids can master them.So what interface lessons can the web-world learn from games? We will give you 10.
* Jake Cressman - CISCO Media
* Matthew Franklin - Independent Creator
* Nicole Lazzaro - XEODesign Inc
* Brian Robbins - Fuel Industries
* John Mark Josling - eBay Inc
Mitigate Abuse Before it Starts in VR (and traditional games)Nicole Lazzaro
Panel Description: Once a game has been released, there's only so much that even the best community team can do to prevent bad behavior. If a game wasn't designed with an understanding of human motivations and what the "worst person ever" will do when provided access to others, mitigating abuse is an uphill battle. This talk will cover how player motivation impacts design, identifying opportunities for abuse, and building the framework for a healthy community both in and out of the game. By understanding the motivations of the very worst, you can learn to design for the best. Presentation from Panel with Tara Katherine Lo, Tara Brannigan, and Nova Barlow. At GDC 2018 Community Management Summit
Way of Kindness: game mechanics applied to service design and engagement mark...Vincent Sider
It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Spatial Audio Lessons Learned from Unscramble the Oracle BOSE ARNicole Lazzaro
3 Lessons from our BOSE AR Audio-First game. While photorealistic graphics grab the lion share of attention, deeply immersive experiences must address all of the senses. This talk covers a post mortem of an audio-only Unscramble the Oracle (BOSE AR) game using fully spatialized interactive audio scapes that require no vision. Come learn about the challenges we faced creating this first of a kind interactive walkable audiobook. Learn how storytelling, navigation, character interaction change when the player can only can hear. Together we look at how we succeeded and stumbled in creating an audio world to explore with native head, body, and interactions How we leveraged characters, specialize sound, and audio UX. What audio attributes increased spatial positioning, what reduced it, and how create audio highlight states. Additionally, it offers lessons from designing to the other senses hearing and touch including several techniques to cross talk and fool the senses.
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.Takeaway
Attendees will walk away with concrete examples and techniques for spatial audio design for AR as well as traditional games. Position is the power of immersive audio. Attendees will learn how precise location separates one audio source from another and the motion of these audio sources unlocks new story telling possibilities. Additionally how to create flexible layouts for the Real World in AR. The lessons in immersive audio also offers lessons for highly dynamic flat screen game worlds that are more than a backdrop for gameplay. Additionally, attendees will learn how to enhance button and object interaction in an audio only world.
Intended Audience
Audio engineers, game designers, and developers of all game platforms will walk away with insights in how leverage psychological properties of sound and how to use use spacialized audio to tell stories, crate interactive audio objects and menus, and interact with a game world that they can hear but not see.These lessons are also suitable for developers of flat screen games wishing to create more immersive experiences
Taming the Metaverse. Advanced UX / UI Standards for AR Games.AWE NITE SF Mee...Nicole Lazzaro
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
Empathy, a word often used yet little understood is critical component of any XR experience and separates XR from all other media. This talk covers three empathy deepening XR techniques distilled from 4 years of research from thousands of players in our own XR Lab for Google, Hidden Path, Survios, 'Beat Saber', 'Fragments' (HoloLens), and 3 unannounced titles: Empathy Hurdles, Empathy Bridges, and Empathy Channels. Whether it's to reduce grieving; create branded emotions from Apple; or bring to life deeply rich narrative spaces for the Harry Potter IP; these three empathy techniques double your XR creation's ability to create emotional depth.
Takeaway
Participants walk away with three frameworks for creating empathy and more importantly weaving richer emotional experiences especially through interaction. Empathy Hurdles to increase compassion, Empathy Bridges to magnify social emotions, and after these, Empathy Channels to increase a pantheon of emotions such as feelings of accomplishment, wonder, surprise, excitement, and desire.
Intended Audience
Brands, IP holders, and game developers interested in leveraging XR's unprecedented capacity for generating empathy to strategically create designs that deliver and enhance their mission objectives. These tips target a brand, IP, and game's emotion profile and emotion architecture to the point where simply turning around the XR space opens empathy to create a series of emotions that feels like narrative even without a story.
To succeed MR games must transform from cabinets of curiosities to fun emotionally compelling interactive narrative spaces. Advances in input, displays, and AI open up vast new opportunities in game design and narrative. In this talk we time travel to GDC 2020 and take a peek at the 3 MR games many of us want to play.
The talk features 3 compelling future MR scenarios to illustrate 5 core MR design techniques. We dive deep into the design requirements for compelling MR that takes advantage of virtual world overlays, depth maps of existing terrain, NPC and object interaction, and character customization.
In this second session our guest speaker will be Nicole Lazzaro, CEO of XEODesign, a game designer using fun mobile and VR games to unlock human potential, enhance environmental consciousness and create tangible good in the world.
Her iOS game, Tilt World, has allowed the planting of 16,000 trees in Madagascar and is on track for 1 million.
VRX 3 Design Leadership Strategies for Better VRNicole Lazzaro
For VR to succeed where it failed 20 years ago requires overcoming more psychological, physiological, and gameplay challenges than all previous game platform transitions combined. Even more important than reducing judder and motion sickness is delivering the design leadership that inspire teams to innovate and deliver on the VR/AR promise. Simply cloning last generation mechanics to next generation hardware feels about as good as a transparent D-pad on an iPhone game. We believe that VR/AR is the ultimate entertainment platform combining the emotion of movies with the participation of games. To get there require Design Leadership not management. Based on XEODesign’s year and a half of research true VR/AR experiences must exceed 36 design benchmarks to succeed. This talk covers the first three.
5 Must Have VR Strategies for Better GamesNicole Lazzaro
Virtual Reality. From the dawn of time games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days even years. With today’s new Virtual Reality Headsets and AR Smart Glasses we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand Virtual Reality offers an unprecedented theater for engagement on the other it presents more physiological, psychological, and gameplay challenges than all other platform shifts in game’s history combined. The talk presents the 5 most common mistakes VR/AR developers make discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium you must see this talk!
5 Must Know Design Strategies for Better VR GamesNicole Lazzaro
Virtual Reality. From the dawn of time, games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days, even years. With today’s new Virtual Reality Headsets and AR Smart Glasses, we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand, Virtual Reality offers an unprecedented theater for engagement. On the other, it presents more physiological, psychological, and gameplay challenges than all other platform shifts in games' history combined. This talk presents the 5 most common mistakes VR/AR developers make, discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium, you must hear this talk!
4 ways games make you happier nicole lazzaro xeo designNicole Lazzaro
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers and Gamifciation experts ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 4 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
4 Emotions that Drive Monetization in Free to Play Games GDC 2014Nicole Lazzaro
Gameplay that converts players creates strong emotions that A/B testing and traditional marketing methods can't measure. Other methods can, and developers that access player emotions early in game development can innovate with much less risk. Beyond level packs and ammo, players crave specific emotions in exchange for their hard-earned cash. Come find out how games such as Candy Crush Saga, Minecraft and Jetpack Joyride go beyond emotions like fiero and schadenfreude to motivate players to convert. Starting with new XEODesign research of the top grossing free-to-play games, together we dive deep into the world of player emotion to explore why players pay for lollipop hammers and custom G-suits. This diagnostic approach to sculpt emotional responses can improve conversion as early as the design document. Emotions are more than rewards for a job well done. Join us for the full story and add the emotions that aid player conversion to your game. Free white papers on emotion and games: http://4K2F.com
4 Most Important Emotions to Monetize Free to Play GamesNicole Lazzaro
Great casual gameplay creates strong emotions that AB testing and traditional marketing methods can't measure. Other methods can and developers that access player emotions early in game development can innovate monetization mechanics with much less risk.
Beyond level packs and ammo, players crave specific emotions in exchange for their hard earned cash. Come find out how games such as Candy Crush Saga, Bejewled Blitz, and My Singing Monsters go beyond emotions like fiero and schadenfreude to motivate players to play.
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.
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
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.
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.
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.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engagement
1. The Future of UX is Play The 4 Keys to Fun, Emotion, and User Engagement Nicole Lazzaro XEODesign, Inc. August 24, 2010 ® ™ Follow me on Twitter: @NicoleLazzaro Twitter: #UXWeek Support More Research! Try our iPad Game: Tilt HD: Flip’s Adventure in 1.5 Dimensions Version 2.0 Includes PlayShop Slides
2. XEODesign, Inc. Player Experience Design The 4 Keys to Fun “ Every designer should learn to read this language.” - Will Wright Interaction > Emotion
3. Tilt is Our Research Platform Winner Best Game 2007 Tilt the first iPhone accelerometer game Tilt HD: Flip’s Adventure in 1.5 Dimensions 250,000 visits #1 Top Free iPad Download Support More Research! Try Tilt HD >
13. Interaction Unlocks Emotion Game Design Create Engagement with Emotion and Fun People Fun Amusement Amici Admiration Ameiro Schadenfreude Hard Fun Frustration Fiero Easy Fun Curiosity Wonder Surprise Serious Fun Excitement Relaxation Values
14.
15. The Four Keys to Fun Paint Engagement w/ Verbs Emotions to Match Task or Match Your Brand Curiosity Fiero Excitement Relaxation Amusement Naches Schadenfreude Generosity Coordinate Action Inside/Outside Social Grouping Twitter Facebook Flickr Wikipedia Brain Age Wonder Surprise Frustration Focus Attention Reward Accomplishment Challenge and Mastery Imagination Express Values Adventure Discovery Figure Out Bejeweled The Sims Create Value Basketball Halo Myst Mob Wars Who Has the Biggest Brain? Farmville Grand Theft Auto Personalize Grow Niche Interests Hard Fun Easy Fun Serious Fun People Fun Putting Emotion into Play XEODesign
30. Viral Distribution Use Hard Fun goals and points to coordinate individual actions to everyone interacting Microchannels
31. Simple and Short Games A B Technology Adoption Curve Number of players Mass Market Diffusion of Innovation , Everett Rogers Crossing the Chasm , Geoffrey Moore Smaller, still tasty fish! Time The Social Web 15% 70% 15% DICE 2007
32. Appealing Fantasy Area Under the Curve Matters number of players A B C D Type of Challenge Wanna play? DICE 2007
33.
34. Easy Fun: Exploration + Roleplay Beyond challenge adding curves makes game more fun B A
35. Easy Fun: Exploration + Roleplay Feedback Systems that Inspire Curiosity, Wonder, Creativity, and Exploration
65. People Fun: Hang Out w/Friends Systems Create: Amusement, Amici, Admiration, Ameiro, Schadenfreude Over the Shoulder Play 250,000 visits Farmville Petting my iPhone Makes me happy!
71. Social Emotions Drive Viral Distribution gameplay biz model increase # of players social features friends messages actions personalize feedback connect
77. People Fun Feeling of being closer creates social fabric between people Friendship ≠ Capital $ ≠ Facts Winner Best Game 2008 TattleTalz.com How does he feel?
84. Social Emotions Drive Viral Distribution gameplay biz model increase # of players social features friends messages actions personalize feedback connect Features to build now
The Future of UX is Play The 4 Keys to Fun, Emotion, and User Engagement Nicole Lazzaro, XEODesign, Inc. Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide. Since 1848 and the case of Phineas Gage [http://en.wikipedia.org/wiki/Phineas_Gage] we've known that emotion is the thinking mind's silent partner in every decision it makes. Yet, usability targets only one emotion, frustration, and then only to reduce it. Where does UX enhance the sense of accomplishment to reward users for their hard work? Games harness emotion and other human factors to create just such self motivating systems. Ready for life as a game? From farming games on Facebook to Four Square check ins on Twitter games are a powerful force for driving traffic, shaping user behavior, and creating engagement. However, adding points and awarding badges are only part of the story. Based on XEODesign's 18 years of research on why we play games [http://xeodesign.com/whyweplaygames.html], it's the emotions that games create from interaction that drive hundreds of hours of play. The Four Keys to Fun is a proven framework from XEODesign's research that Nicole Lazzaro used to create Tilt, the first iPhone accelerometer game with Joe Hewitt at iPhoneDevCamp. By recreating the iPhone's emotion profile to come from the interaction of the game, Tilt attracted 250,000 visits in a few months, and it's successor Tilt HD: Flip's Adventure in 1.5 Dimensions was a #1 Free App on the iPad. [http://TiltWorld.com/buy_tilt.html] (iPhone version coming soon.) The future of UX are designs that employ emotions to guide attention, improve memory, enhance performance, and reward users for a job well done. Master these four techniques to paint attention onto a UI like Velcro and color it with emotions that best match the product, brand, or task at hand. Come join us to see how game design can unlock human potential and improve quality of life through play! ....................................................
Designed Tilt the first Accelerometer game for the iPhone with Joe Hewitt at iPhoneDevCamp A top Hack for the iPhone Wired Magazine 2007
Tilt HD #1 free iPad App in several countries, #3 in US
Player Driven Design I am here to help you use emotion to do your job of interaction design better. Not just add fun in a general since. For too long user interface designers have focused on serious sounding quality metrics and ignored those that involve play. Play is integral to many things we do as humans. It's a vital ingredient in learning. The interfaces we design shape interaction and as a result the emotions that people feel. Designs create emotional experiences whether we intend to or not. This is how games create their stickiness.
Emotion is Cognition’s Silent Partner Experience design needs to address both Where to get emotional design? Where else better than the interactive entertainment of play Phineas Gage http://en.wikipedia.org/wiki/Phineas_Gage
Because of this we needed new tools to explore what made games so fun Not just making it easier! To create an experience you need to make it more fun! It became clear to me that Interaction Design only focused on one thing UX - controls how to play PX - choice how to have fun. How player interaction creates emotion How the feet attach to the peddles to the chain and the rear wheel make the thing go The front wheel is for steering where the fun is Together work so well together that the player soon forgets they are there
I define Player Experience to mean how player interaction creates emotion What do I mean by the future of user experience is play? Go into the average workplace and the humane society would protest. The environment and tools are so ill suited tasks at hand the work that needs to be done.
Emotions help people Focus (Doom iPhone) Remember (Sim’s bathroom) Decide (DinerDash Angry) Perform (Katamari / Battlefield) Learn (Brain Age)
What I discovered was 4 things that players like to do best. Each key uses interaction design to unlock a different set of emotions Each key is a style of play (set of features) that unlocks different emotions Hard Fun Key Unlocks Frustration and the Feeling of winning Easy Fun Key Unlocks Curiosity Wonder and Surprise Serious Fun Key Unlocks Relaxation, Excitement, Sensation of Learning, and Expressing Values People Fun Key Unlocks Amusement, Naches, Amici
Then I had to ask the question Wouldn’t it be cool if we could… Use the choices players make in game and apply them to create engagement and paint the interface with any emotion
New Approach to Interaction Design Paint UI with attention like velcro and color it with any emotion that you choose to match a brand or the task at hand. We looked at what create emotion in players and mapped that to what they liked the most about games. There are seven emotions in the face and more in the body. We look at these emotions and match them to game mechanics to hack the “what’s fun?” problem from the player’s perspective. Watching emotions as people play we find that emotions are fluid and braided over time, one emotion blending into the next. Turns out that by watching people play there are over 30 emotions that come from the choices that players make in games. Designers who understand the relationship between their game mechanics and these emotions can craft these emotions as early as the concept stage rather than waiting for the end of design or even production where changes are harder to make. At XEODesign we can track how players really react to the game in context. These models can be used to diagnose problems in the player experience and connect strong emotions with the game design and not leave them up to chance.
The 4 Fun Keys is a PX model for how games create the emotions people most like. Game designers cannot design the emotions that players feel directly. Instead they design the mechanics that offer players choices (in the center of the diagram). It is in the making of these choices that players feel the emotions coming from gameplay. It is this new way of creating emotion that separates games from other media. What is most important here is designing the center to create emotion in at least 3 of the 4 quadrants. Turns out that by watching people play there are over 30 emotions that come from the choices that players make in games. Designers who understand the relationship between their game mechanics and these emotions can craft these emotions as early as the concept stage rather than waiting for the end of design or even production where changes are harder to make. At XEODesign we can track how players really react to the game in context. We looked at what create emotion in players and mapped that to what they liked the most about games. There are seven emotions in the face and more in the body. We look at these emotions and match them to game mechanics to hack the “what’s fun?” problem from the player’s perspective. Watching emotions as people play we find that emotions are fluid and braided over time, one emotion blending into the next. We’ve taken this emotional response analysis and developed player experience models or PX to map out the relationship between player and choice. These models can be used to diagnose problems in the player experience and connect strong emotions with the game design and not leave them up to chance as we have here. There isn’t a language for many of these emotions or how to create them. Where required I will use the language we use at XEO to describe how players react to their favorite parts of games.
We used Paul Ekman’s Facial Action Coding, simplified it for games, and measured 7 emotions in the face, other emotions in the body. For example are there one, two, or three images of a player enjoying Star Wars Galaxies here?
There’s only one true enjoyment, not because we can see the teeth. Instead it’s the Obicularis Oculi that shows true enjoyment.
Enjoyment has many vectors not tracked by traditional approaches such as reducing time on task, reducing difficulty, reduce error rates My favorite player quote of all time illustrates what it means to enjoy Hard Fun. “ It’s easy to tell what games my husband enjoys the most. If he screams, ‘I hate it, I hate it, I hate it!’ Then I know two things: a. he’s going to finish it, b. he’s going to buy version two. If doesn’t say this, he’s going to put it down after a couple of hours.” Now that’s a hard core gamer playing for Hard Fun.
Let’s look at how the future of work Hard Fun Offers the Opportunity for Challenge and Mastery Unlike usability, challenge and frustration makes games fun. Can’t just go from point A to point B. Need to have some challenge to overcome make games fun.
Basket ball is fun because the hoop is small and high/ Games focus attention with a goal and some constraints. Mastering these systems is a big part of what makes games fun. Games need the perfect balance between difficulty and player skill. Hard Fun is the balance between difficulty and skill. First drawn by Csikszentmihalyi we’ve added additional emotions and mechanics involved in engagement through structuring attention through goals. Let’s look into how games create Hard Fun and more emotions like Fiero* for players. * Fiero is the feeling of winning, Italian
Fiero, The feeling of winning looks like this.
It is easy to over apply Hard Fun Rewarding one behavior can cause unexpected consequences On Twitter people game the score to increase the number of followers. Following that many people creates a very noisy stream of tweets very spammy and makes it hard to follow. This unbalances the game. The List feature helps, but more needs to be done (such as set a default list to view on home page)
One of the things that makes Mint so popular is that it simplifies the world, provides clear goals, and amplifies feedback
Let’s look into how games create Hard Fun and more emotions like Fiero* for players. Hard Fun: Emotions about choices from mechanics in the game. Emotions about choices made in the game. Several game features and mechanics enhance a player’s sense of Fiero and progress in the game. Hard Fun is the perfect balance of player skill with game difficulty. If the game is too easy the player quits because they are bored. If the game is too hard players quit because they are too frustrated. On the right are the choices and emotions players feel from the Hard Fun activities in a game, such as working towards a goal or scoring points. I first knew we were on to something new when I started seeing patterns in game players not predicted by Csikszentmihalyi’s model of Flow. First of all, emotional states for good games had to vary over time, not just get harder. So we added a wiggly line. Secondly, we saw a lot more emotions than boredom and frustration (anxiety). For example for Fiero to occur players had to become so frustrated that they were about ready to quit. To get Fiero, the player must succeed just when they are on the verge of quitting. When they achieve at that point they experience a huge phase shift in the body from feeling very bad to feeling very good. This enhances the positive elative feelings of Fiero. Players enjoyed alternating between Hard Fun and Easy Fun (definition coming up) to prevent becoming too frustrated or to motivate the next round of challenges. *Fiero is Italian word for “Personal triumph over adversity.” We don’t have a word in English for it, or an emoticon. o/
From 1 to 6B players w/o Spamming the friend feed [go from individual action to everyone interacting] MSO#3: Simple Mobile Frictionless 3 Mistakes * Spam friends to max installs * Play to edges Require synchronous play
Technology Adoption Curve http://www.valuebasedmanagement.net/methods_rogers_innovation_adoption_curve.html Innovators 2.5%, Early Adopters 13.5%, Early Majority 34%, Late Majority 34%, Laggards 16%
Find the Sweet Spot Appeal to large audiences not just a niche, Remember averages are normal distributions
Too easy and repetitive and the task becomes boring. Visualizing the challenges faces and over coming them
Easy Fun: Inspire Exploration and Roleplay Adding curves makes game more fun. In Grand Theft Auto players not only complete missions, while driving from point A to B the game offers things like plate glass windows, freeway exit ramps, parking meters. Like Improve theater players can throw all their Sims in the pools and pull out the ladders to see what happens. In Basketball it’s fun to dribble the ball, shoot hoops without keeping score, pretend you’re a Harlem Globe Trotter and do tricks.
Feedback systems that create curiosty, wonder, and surprise. Combination of a Bubble Wrap, Wiimote and Fantasy Island
A Japanese Garden uses novelty to increase engagement. Where you put your feet brings you here and now Emergent qualities that create interest
Situations create curiosity For example this Splinter Cell player explores what happens when he shoots a hole in a fish tank. Watch what happens on his face when the level of water reaches the level of the bullet hole.
Clearly there’s a moment of enjoyment outside the main challenge of the game when the water stops coming out once it reaches the level of the bullet hole.
15 second demo more viral than 1hour tutorial iPhone Apps *are* Social Tokens passed btwn friends. Repeat exposure is how to get more than 10% conversion Apple = Genius Social marketing is about creating shared experiences not eyeballs
Controls can create curiosity and wonder, and in the case of our game Tilt these emotions match the emotion profile of the iPhone itself. Often the controls are a pure joy to use and create emotions like curiosity, wonder and surprise. Such as the motion here in Tilt. Player feedback whether it’s torturing one’s Sims, driving the race track backwards, or simply using the controls
Easy Fun: Best selling games offer interactions outside the main challenge to inspire player imagination and capture their attention in between challenges. Thse opportunities for fantasy exploration and role play increase immersion into the game world and offer a refreshing alternative to the emotions from Hard Fun. Players often self regulate when the challenge becomes too hard by switching from Hard Fun activities to Easy Fun such as goofing off inside the game, off track play, or exploring what Will Wright calls “interesting failure states.” Like Improv Theater games such as Grand Theft Auto make offers to the player. To get from point A to point B in a mission the game offers the player a car, in fact any car they want and then other things such as parking meters, plate glass windows, freeway exit ramps. The game leaves it up to the player to explore how the two interact.
Emotion matches task at hand Mystery Egg adds curiosity to Farmville Google plays with their logo and the “I’m feeling lucky button” adds curiosity too.
Appealing fantasy Easy contribution (everyone knows how to act like a Pirate or Zombi or take care of a pet) 3 Mistakes * “WOW killer” * Hardcore solo niche game (Hard core only15% of market) * User created games
Appealing Fantasy When you see it, you know what to do, everyone knows how to be a pirate or a zombie. Lot’s of amusement. Not spamming friends if it’s a fun way to interact Something easy for me that creates high value for you Most MMO’s have hundreds of buttons Koi Pond Ocarina
Feedback Systems to Create Curiosity and Encourage Exploration and Problem Solving People will explore more options, brainstorm more ideas if thier tools create the right emotions.
Serious Fun: opportunity to change how players think feel and behave Brain Age to get smarter or play Dance Dance Revolution to loose wieght Reward systems that create value before during after play How to enhance what players feel when they get there. How it changes how they think feel behave
Create and express Value If Easy Fun is the Bubble Wrap of game design, then Serious Fun is playing games as therapy to change how players think, feel, or behave. And even do real work such as this carpet sweeper designed by IDEO one of my favorite product design companies. The Swiffer and Bejeweled, by PopCap, are essentially the same game. Collect all you can with features that provide enhanced sense of progress and reward. In Bejeweled for $6 you can collect all the free diamonds, rubies, and saphires that you want. And for 99 cents you can get as many iPhone apps as they can This iPhone takes advantage of these collection and completion mechanics.
More than points and money Players value how players feel before, during, and after play. Players of our game Tilt tell us that they enjoy the lack of violence and the environmental theme. They like the educational value and the opportunity to spend time in activities that express and reinforce their values. In our Earth Day TiltMOB challenge we collected 350,000 points by thousands of players simply playing a few levels.
Make rewards noticeable and larger than life to create more emotion
Peggle has over the top feedback
Illustrations reward exploring the periodic table of the elements
Emotions from creating value
3 Mistakes * “Store” over game * Ad supported Send promotional messages through SN
Most workers crave a stronger purpose and meaning behind the work that they do. Some are motivated by award trophies, but what gets deep inside is the connection to their values and feeling that their activities make a difference to themselves, their community, and the world at large. Features from the Serious Fun Key such as completion and tie in with their values will do that.
How the future of work is play More fun to play, also easier to cooperate/compete w/these emotions Some emotions require two people. They coordinate action between people teamsowrk More emotions in People Fun than the other 3 keys combined These emotions drive social media
People Fun: Excuse for social interaction whether it’s demoing apps for friends, petting gestures on the iPhone, People Plant and Pet Games such as Farmville all create social interaction to create bonding and social emotion. For example my sister can say the word Mango and I’m on the floor laughing. When I can breathe again we feel closer. I’m sure you all have examples of this. Why? It’s an inside joke and creates social grouping. Between my sister an I the word “Mango” is a Social Token Social Token symbolic in nature that increases in value with use. Social capital as a term should die. FB like and iPhone
People Plant Pet games All bring out these social emotions For Tilt we will be running a study to compare the effect of character art What are other ways to increase the friendly feeling? Round Small cute
Playing together on the Wii creates emotions. Moving together is enjoyment as is teasing each other.
Offering choices in these 4 quadrants provides more emotions and increases the enjoyment of the game for more people For our purposes today lets narrow this down to People Fun, which is where most of the emotions between players occur. These social emotions often require two people. It these kinds of social interaction also increases the bonds between people. If we look at what choices create the emotions seen between players the Player Experience Profile or PX Profile includes game mechanics such as cooperation, competition, and the opportunity to perform and to personalize. These choices create emotions such as schadenfreude, naches, and amusement between players. How expand emotion by offering the right kind of choices. How to increase emotion between people though choice. I’m here because you have already made the choice to think about emotion and choice simply by being here today.
Prioritize features that move between the systems on the outer ring to drive viral distribution
Emotions between players are the reason they play
3 Mistakes * Competition, Chat & Profile are enough * Reward PHQ as a measure of social capital Social Capital
More than“Social Capital”And information Friendship and money are like oil and water . I don’t give my friend $100 to drive me to the airport Reverse interest contact required to maintain (unless a long time and then it all comes back “so god to see you!”) “ Money is there for when friendship cannot take care of it.” Jerry Michalski Money errodes trust.
What Players buy * Gifts * Weapons * Personal These create the most emotion In the game Maple Story (published by Nexon), it is the social value that justifies someone spending $5 for colored contact lenses for their avatar or additional emotes. There are a lot of design decisions used to support enjoying the game more in this way. == References == --- Maple Story, Nexon http://www.mcvuk.com/press-releases/32203/MapleStoryndash-Game-Currencies-And-Cash-Shop-Explained The Cash Shop � Spending NEXON Cash MapleStory offers those players looking to stand out in the online crowd everything from the latest fashions in clothing, hair salon coupons to plastic surgery coupons and other appearance-altering items � all of which can be purchased from the Cash Shop. To do this, players need to click on the red 舛 A SH SHOP � button at the bottom of the screen to enter. Here you can recharge NEXON Cash through three, ultra-safe payment systems, those being: PayPal, Click&Buy and Paysafecard ,as well, using this button. If you run out of NEXON Cash, you can only purchase an item after recharging it. You can also check the amount of NEXON cash you have left in your account by clicking the green 舛 h eck Cash � button, as well. Another neat feature of the Cash Shop is the ability to try before you buy. Double-click on the item you'd like to purchase to see your character try on the item at the top left corner � the perfect way to see if the item looks good or not! Most of the equipment you purchase is largely just decorative for your character. Put simply, these items go over whatever equipment you are currently wearing, masking your current equipment. You can also buy pets at the Cash Shop, and equipment for pets. The latest MapleStory Europe Cash Shop update includes, for example, the hugely popular Red Hood, Lined Hip-Hop Pants, and Henesy 痴 Cosmetic Lens Coupon. The Red Cape fits snuggly over any costume currently adorning your character and doesn 稚 affect the Mapler 痴 level of protection. The lined, hip and happening Hip-Hop Pants are the latest in a long line of fashionable clothes available in the Cash Shop, and the cosmetic lenses are the ultimate fashion expression in choosing the colour of your character 痴 eyes. -- wikipedia 50MM subs http://en.wikipedia.org/wiki/MapleStory MapleStory ( Korean : 메이플스토리 ) is a free-of-charge , 2D , side-scrolling Massively Multiplayer Online Role Playing Game developed by the Korean company Wizet . Several versions of the game are available for specific countries or regions, and each is published by various companies such as Wizet and Nexon . Although playing the game is free, many player appearances and gameplay enhancements can be purchased from the " Cash Shop " using real money . MapleStory has a combined total of over 50 million subscriber accounts in all of its versions. [1] [2] MapleStory North America (Global), for players mainly in North America and outside of East Asia , Southeast Asia and Europe , has over three million players. [1] In the game, players walk around in the "Maple World" and defeat monsters and develop their character's skills and abilities, as in typical role-playing games . Players can interact with others in many ways, such as through chatting , trading , and playing minigames . Groups of players can band together in parties to hunt monsters and share the rewards. Players can also band in a guild to interact more easily with each other.
Been thinking a lot of games for past 20 years Some of findings that shaped my current thinking. Games are Self-motivating systems
My point here is that the future of experience design is play Many experiences of high value, may not be useful at all. Consider on your next design project how you can craft experience by choosing the appropriate feature to create an emotion to match a brand and the task at hand. Player Experience is how player interaction creates emotion
In closing Design interaction to paint UI with attention like velcro and color it with any emotion that you choose to match a brand or the task at hand. I want you to join with me and collaborate to fill out the emotions from play. Go to work next week and think about the emotion that surrounds the next feature you design. Join with me to unlock human potential and improve quality of life through play. Craft emotions to help people Focus attention Remember Decide Perform Learn Imagine everyone going to work with an expectation of fun. http://www.greatdanepro.com/Blue%20Bueaty/index.htm
The 4 Fun Keys is a PX model for how games create the emotions people most like. Game designers cannot design the emotions that players feel directly. Instead they design the mechanics that offer players choices (in the center of the diagram). It is in the making of these choices that players feel the emotions coming from gameplay. It is this new way of creating emotion that separates games from other media. What is most important here is designing the center to create emotion in at least 3 of the 4 quadrants. Turns out that by watching people play there are over 30 emotions that come from the choices that players make in games. Designers who understand the relationship between their game mechanics and these emotions can craft these emotions as early as the concept stage rather than waiting for the end of design or even production where changes are harder to make. At XEODesign we can track how players really react to the game in context. We looked at what create emotion in players and mapped that to what they liked the most about games. There are seven emotions in the face and more in the body. We look at these emotions and match them to game mechanics to hack the “what’s fun?” problem from the player’s perspective. Watching emotions as people play we find that emotions are fluid and braided over time, one emotion blending into the next. We’ve taken this emotional response analysis and developed player experience models or PX to map out the relationship between player and choice. These models can be used to diagnose problems in the player experience and connect strong emotions with the game design and not leave them up to chance as we have here. There isn’t a language for many of these emotions or how to create them. Where required I will use the language we use at XEO to describe how players react to their favorite parts of games.