user experience of reality

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1 User Experience of Reality JANE MCGONIGAL, PhD game director @ the Institute for the Future

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Game design for the real world is a leading-edge area of UX design. This talk is imagines the future of Reality UX!

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User Experience

of Reality

JANE MCGONIGAL, PhD game director @ the

Institute for the Future

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Reality is broken.

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Games work better.1) Better instructions2) Better feedback3) Better emotions4) Better community

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“We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other

online gaming environments.”

– economist Edward Castranova

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It’s a quality of life problem.

And quality of life is just another way of saying “user experience of

reality.”

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So what is the future of

reality UX?

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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© 2005 Institute for the Future. All rights reserved.

SR-1108 | © 2007 Institute for the Future. All rights reserved.

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The Quality of Life Index

The Happy Planet Index

“Gross National Happiness”

Subjective Life Satisfation

The Canadian Index of Well-Being

World’s Most Livable Cities

The Vanderford Riley Well Being Schedule

The Authentic Happiness Inventory

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Are UX designers in the happiness

business?

YES YOU ARE!!!

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A future forecast (2013):

the rise of the happiness engineers

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Quality of life becomes the primary metric for evaluating interactive brands, services, environments, and experiences.*

*see TARA HUNT – “Happiness is your new business model”

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Positive psychology is increasingly a principal, explicit influence on interactive design and development.

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Communities form around different visions of a real life worth living.

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Good user experience is defined as a measurable increase in real happiness, or well-being – the new capital.

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By 2013, Reality UX design is the leading-edge of happiness engineering.

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Multiplayer games

are the

ultimate happiness engines.

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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Alternate Reality Gaming

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Happiness = participation in every possible

moment.

In other words,ENGAGEMENT.

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WE WILL HARNESS OUR COGNITIVE SURPLUS. *

100 million mental hours WIKIPEDIA

• 5 days of World of Warcraft

• 4 episodes of American Idol*read CLAY SHIRKY

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WE WILL HARNESS OUR COGNITIVE SURPLUS. *

100 million mental hours WIKIPEDIA

• 5 days of World of Warcraft

• OR, 1 season of American Idol votes

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We will increasingly operate within an

economy ofof engagement.

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the LOST ring

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the LOST ring

Improved Reality UX for the 2008 Olympics!

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So what’s important?

Reality is broken.

Games work better.

You, the UX designers, are our best hope for fixing

reality --

IF you choose to harness the power of games.

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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So what’s important?

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STEAL THIS SLIDE!Nicole Lazzaro – www.xeodesign.com

Edward Castranova – Exodus from Reality

Tara Hunt – www.horsepigcow.com

BJ Fogg – www.bjfogg.com

Gamasutra - www.gamasutra.com

Alternate Reality Gaming Network - www.argn.com

Jane McGonigal - www.avantgame.com

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www.SUPERSTRUCTGAME.orgSign up NOW, play Sept 22 – Nov 6 2008