Work & Play Game Design At Work V4

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Information about Work & Play Game Design At Work V4
Design

Published on March 18, 2009

Author: Sampanthar

Source: slideshare.net

Description

At the intersection of work and play you have where game design meets application design. Design work applications with a game designed interface. Playing games at work could lead to more productivity. Game Design (Fun) and User Experience (UX) - FunXtional Design or just FunX.

WORK PLAY MEETS KES SAMPANTHAR GAME DESIGN in the WORKPLACE

BUSINESS MEETS DESIGN

BUSINESS LOGIC MEETS GAME DESIGN

WHY DOES BUSINESS CARE ABOUT GAMES?

GAMES ARE FUN!!

GAMES ARE ADDICTIVE

GAMES ARE IMMERSIVE

WHAT ABOUT WORK ?

WORK IS DULL

WORK IS BORING

WORK IS URGGHH!

WHEN WAS THE LAST TIME YOU LOST YOURSELF AT WORK ?

NO… REALLY LOST YOURSELF!

GAMES FUN WORK NOT

AREN’T GAMES JUST FOR KIDS?

THE TRUSTED CHOICE FOR ONLINE BUSINESS™ Page 49% 25% 26% 18 - 49 years 50+ years Under 18 years Source: ESA ‘Essential Facts’ 2008 35 Average Age of Game Player

YOUR EMPLOYEES PLAY GAMES !

GAMES HAVE CHANGED!

THESE AREN’T GRANMA’S GAMES !

GAMES HAVE EVOLVED!

THESE GAMES CAN BE PLAYED FOR… DAYS

THESE GAMES CAN BE PLAYED FOR… WEEKS

THESE GAMES CAN BE PLAYED FOR… MONTHS

THESE GAMES CAN BE PLAYED FOR… YEARS

THESE GAMES CAN BE PLAYED FOR… MILLENIUMS

OK… MAYBE NOT THAT LONG… MILLENIUMS

BUT… PEOPLE LIVE IN THESE GAMES …

SO… WHAT MAKES GAMES FUN?

THEORY TIME FO R S OME

DON’T FALL ASLEEP YET!

BRAINS UNDERSTAND

GAMES UNDERSTAND

GAME DESIGN FUNDAMENTALS FLOW IS THE MENTAL STATE OF BEING FULLY IMMERSED IN AN ACTIVITY PROPOSED BY MIHALY CSIKSZENTMIHALYI AFTER RESEARCHING ARTISTS

ANXIETY BOREDOM NOT IN FLOW If the challenge and skills don’t match you get ANXIETY OR BOREDOM

FLOW BALANCES SKILLS & CHALLENGES

8 PRINCIPLES OF FLOW Pre-Requisites of Flow A challenging Activity that requires skills Clear Goals Clear Feedback Control Results of Flow Autotelic – an activity that is pleasurable in its self Concentration Loss of self consciousness Transformation of time

Pre-Requisites of Flow

A challenging Activity that requires skills

Clear Goals

Clear Feedback

Control

Results of Flow

Autotelic – an activity that is pleasurable in its self

Concentration

Loss of self consciousness

Transformation of time

CONDITIONING Classical Conditioning - Operant Behavior Positive Reinforcements i.e. Pavlov’s Dog Negative Reinforcements

Classical Conditioning - Operant Behavior

Positive Reinforcements i.e. Pavlov’s Dog

Negative Reinforcements

CONDITIONING BUT… HOW DO YOU MAKE PEOPLE DROOL?

WINNING “ It’s surprising how many developers forget that it’s the victories and treasures –not the obstacles– that make people interested in playing in the first place. If you stop giving out carrots that will keep players excited, or even worse, if you start punishing curiosity, you’re only going to drive away the very people who want to enjoy games” – Neal and Jana Hallford

REWARDS Rewards of Glory – End goals, Winning the game Rewards of Sustenance – The rewards for maintenance – i.e. food, health packs etc. Rewards of Access – Access new levels, resources Rewards of Facility – Reward with new abilities, tools etc.

Fixed Reinforcement – Rewards occur at a steady pace. Fixed ratio – rewarded a fixed number of times Fixed Interval – rewarded at a fixed interval Variable Reinforcement Rewards happening at an irregular interval Variable Ratio – the outcome happens after an irregular number of times (Training dolphins to jump) Variable Interval – rewards happen at a variable amount of time REWARD SCHEDULES

Fixed Reinforcement – Rewards occur at a steady pace.

Fixed ratio – rewarded a fixed number of times

Fixed Interval – rewarded at a fixed interval

Variable Reinforcement

Rewards happening at an irregular interval

Variable Ratio – the outcome happens after an irregular number of times (Training dolphins to jump)

Variable Interval – rewards happen at a variable amount of time

GAMBLING IS THIS WHY GAMBLING IS ADDICTIVE?

YES

YES YES

YES YES YES

SO… PLAY POKER AT WORK?

NO!

THINK USER EXPERIENCE DESIGN UX

UX PLUS PLUS UX

UX PLUS… PLUS UX

UX PLUS FUN PLUS UX FUN FUN FUN FUN

FUN TIONAL DESIGN FUN X TIONAL DESIGN

MIX MATCH & GAME ELEMENTS Fixed & Variable Reinforcement Challenges Goals Feedback Control

Fixed & Variable Reinforcement

Challenges

Goals

Feedback

Control

FUN EXAMPLES FUN X EXAMPLES

TETRIS EMAIL

NEXT PIECE HIGH SCORE 1,223,560 TETRIS Use Tetris to design email processing game

NO YES GETTING THINGS DONE STUFF IN ACTIONABLE ? FILE DO DELEGATE DEFER Getting Things Done – Time Management Framework

NEXT MAIL TIMER 23 mins 54 secs TETRI-MAIL READ HIGH SCORES FILE

ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT

ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT QUESTS PROJECTS MINI QUESTS TASKS REWARDS DELIVERABLES POINTS MBO’S

FUN FUN X TIONAL DESIGN WHERE BUSINESS MEETS GAMES

KES SAMPANTHAR THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE

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