designing voice-driven game experiences | dave isbitski

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Designing Voice Driven Game Experiences David Isbitski Chief Evangelist, Alexa and Echo Amazon

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Page 1: Designing Voice-Driven Game Experiences | Dave Isbitski

Designing Voice Driven Game Experiences

David IsbitskiChief Evangelist, Alexa and Echo

Amazon

Page 2: Designing Voice-Driven Game Experiences | Dave Isbitski

Designing Voice Driven Game Experiences

DAVE ISBITSKICHIEF EVANGELIST, ALEXA AND ECHO

@[email protected]

m

Page 3: Designing Voice-Driven Game Experiences | Dave Isbitski

Voice Recognition

Natural Language Understanding

The key is in the interactions.

Page 4: Designing Voice-Driven Game Experiences | Dave Isbitski

Key Design Principles forVOICE INTERACTIONS Interactions Should Provide High Value   An Interaction Should Evolve Over Time

Users Can Speak to Your Service Naturally and Spontaneously

The Service Should Understand Most Requests to Your Interface

An Interface Should Respond in an Appropriate Way

Page 5: Designing Voice-Driven Game Experiences | Dave Isbitski

Interactions Should Provide High Value 

Page 6: Designing Voice-Driven Game Experiences | Dave Isbitski

High Utility Low Utility

DoingPerforms a Task

“Alexa, ask Scout to arm away mode.”

“Away mode armed. You have 45 seconds to leave the house.”

SearchingIdentifies specific info

“Alexa, ask Vendor if there are Pearl Jam tickets available for this weekend.”

“There are a limited amount of tickets, ranging from $49 to $279.”

TellingProvides a quick reference point

“Alexa, tell me a cat fact.”

“It is well known that dogs are superior to cats.”

BrowsingGives info on a broad subject

“Alexa, ask Amazon what’s on sale.”

“The following items are on sale right now...”

Page 7: Designing Voice-Driven Game Experiences | Dave Isbitski

Interactions Should Provide High ValueVoice is conversational. Very different than touch driven experiences. Less is more.

Think of Voice as another UI to your game logic. Mobile, Web, Voice UI.

A large majority of the types of interactions today can grow with the user over time. Aim for interactions that perform tasks on behalf of the user and learn as time goes on. This will provide a much better experience and lead to more interactions that can do more.

Page 8: Designing Voice-Driven Game Experiences | Dave Isbitski

An Interaction Should Evolve Over Time 

Page 9: Designing Voice-Driven Game Experiences | Dave Isbitski

W H E R E D O YO U S TA RT ?The Evolution of a Voice Experience

Traffic ExampleGive an estimated time of

arrival from home to work.

Traffic ExampleInclude accidents, construction

and closures on route.

Traffic ExampleProactively alert user to delays and

provide alternate routes.

R U NEvolve Over Time

C R A W LWhat’s Your Core Functionality?

ANALYZE USER FEEDBACK& OPTIMIZE

W A L KExpand Capabilities & Features

INNOVATE FORCUSTOMERS

Page 10: Designing Voice-Driven Game Experiences | Dave Isbitski

An Interaction Should Evolve Over TimeVoice user interfaces work well when they are focused, and give quick responses.

Start with a primary use case that both communicates your business case, but is also a clear winner for a voice user interface.

Let’s do one thing well, and add in capabilities allowing it to get smarter over time.

Evolve shorter, more focused interactions by learning about the customer.

Page 11: Designing Voice-Driven Game Experiences | Dave Isbitski

Example of Adaptive DesignVOICE INTERACTIONLaunch Travel BuddyHi, I’m travel buddy. I can easily tell you about your daily commute. Let’s get you set up. Where are you starting from?Mountain ViewOk, and where are you going?San FranciscoGreat, now whenever you ask, I can tell you about the commute from Mountain View to San Francisco. The current commute time is one hour and twelve minutes. There is a 15 minute delay on I280.

Launch Travel BuddyYour commute time is currently fifty four minutes.

Page 12: Designing Voice-Driven Game Experiences | Dave Isbitski

Users Can Speak to Your Interface Naturally and Spontaneously

 

Page 13: Designing Voice-Driven Game Experiences | Dave Isbitski

Users Can Speak to Your Interface Naturally and Spontaneously

The experience of using your voice interaction should allow users to not have to think about what to say and allow them to not remember how to say it.

They should be able to converse with your interface just as they would another human.

All they need is a rough idea of what your service can do (e.g. playing music, placing a call, etc.), and they just ask the service to do it.

This is the real value of voice interface, but this value can quickly erode in an interaction that forces users to interact in unnatural ways.

Page 14: Designing Voice-Driven Game Experiences | Dave Isbitski

Users Can Speak to Your Skill Naturally and Spontaneously

You should try to remove artificial interaction syntax and make interactions as natural as possible.

Allowing your users to make simple requests without having to think about the format those requests should be in, will create a much better experience.

Page 15: Designing Voice-Driven Game Experiences | Dave Isbitski

Example of Streamlined VoiceGameplay Interaction

StarLanes – Space MMO, fully audio driven.

Support multiple methods of game-play in StarLanes. Fighter, Merchant, and Scout.

No way to make one audio UI that supported all the different gameplay usability.

Solution? Parallel games: StarLanes, StarTrade and StarScout.

Each individual game will let you play out that style of gameplay. Doesn’t have to explain all of the others.

The audio interface can be kept clean and simple. Integration between them all can be done on the back end.

Page 16: Designing Voice-Driven Game Experiences | Dave Isbitski

Starting a Conversation inVoice InteractionsInvocation options:An invocation is how you start your voice service.

With Alexa, you can say:“Alexa, [ask | tell | play | launch | use | start | begin] MyService [for | to | and | for][variable]”

Alexa, ask [scheduleUpdate] for [dailyUpdate].Alexa, start [scheduleUpdate].

Page 17: Designing Voice-Driven Game Experiences | Dave Isbitski

Your Service Should Understand Most Requests

Page 18: Designing Voice-Driven Game Experiences | Dave Isbitski

Your Service Should Understand Most Requests

In a natural voice interaction, most requests are understood and acted on.

Your service should endeavor to do the same.

Requiring numerous attempts to invoke your service will be frustrating for your customer.

Page 19: Designing Voice-Driven Game Experiences | Dave Isbitski

An Interactions Should Respond in an Appropriate Way 

Page 20: Designing Voice-Driven Game Experiences | Dave Isbitski

Hello? 

Page 21: Designing Voice-Driven Game Experiences | Dave Isbitski

Voice Interactions with Generated CharactersVoice is a natural, first UI for everyone.

Especially true in VR experiences

Create a Listening Model – recorded voice responses based on intents of language

Pre-generated responses are ok

Push To Talk (PTT) or Keyword

Mechanical Turk – Human + AI real-time responses

Page 22: Designing Voice-Driven Game Experiences | Dave Isbitski

An Interaction Should Respond in an Appropriate WayVoice is most natural way for us to communicate.

Provide adequate error handling for unexpected or unsupported input. A user should never be exposed directly to error handling.

Check for missing variables or values in your service.

If you find any missing information you should respond to the player with a prompt for more details.

Page 23: Designing Voice-Driven Game Experiences | Dave Isbitski

Having a Good Conversation in anAUDIO EXPERIENCE Makes It Clear that the User Needs to

Respond Doesn’t Assume Users Know What to Do Clearly Presents the Options Keeps It Brief Avoids Overwhelming Users with Too Many

Choices Offers Help for Complex Experiences Asks Users Only Necessary Questions Uses Confirmations Selectively Obtains One Piece of Information at a Time Makes Sure Users Know They are in the

Right Place Avoids Technical and Legal Jargon

Write for the Ear, not the Eye!

Page 24: Designing Voice-Driven Game Experiences | Dave Isbitski

Digging Deeper into Voice DesignAlexa Skills Kit Voice Design Best Practices - http://bit.ly/voicedesignAlexa Skills Kit Voice Design Handbook - http://bit.ly/voicehandbookWired for Speech: How Voice Activates and Advances the Human-Computer Relationship, by Nass and BraveThe Elements of VUI Style: A Practical Guide to Voice User Interface Design, by Bouzid and MaDon’t Make Me Tap!: A Common Sense Approach to Voice Usability, by Bouzid and MaThe Voice in the Machine: Building Computers That Understand Speech, by PieracciniVoice User Interface Design, by Cohen, Giangola, and Balogh

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Designing Voice Driven Game Experiences

DAVE ISBITSKICHIEF EVANGELIST, ALEXA AND ECHO

@[email protected]

m