work & play game design at work v4

62
WORK PLAY MEETS GAME DESIGN in the WORKPLACE KES SAMPANTHAR

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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.

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Page 1: Work & Play   Game Design At Work V4

WORK

PLAY

MEETS

GAME DESIGN in the WORKPLACE

KES SAMPANTHAR

Page 2: Work & Play   Game Design At Work V4

BUSINESS MEETS DESIGN

Page 3: Work & Play   Game Design At Work V4

BUSINESS LOGIC MEETS GAME DESIGN

Page 4: Work & Play   Game Design At Work V4

WHY DOES BUSINESS CARE ABOUT

GAMES?

Page 5: Work & Play   Game Design At Work V4

GAMES ARE

FUN!!

Page 6: Work & Play   Game Design At Work V4

GAMES ARE

ADDICTIVE

Page 7: Work & Play   Game Design At Work V4

GAMES ARE

IMMERSIVE

Page 8: Work & Play   Game Design At Work V4

WHAT ABOUT WORK ?

Page 9: Work & Play   Game Design At Work V4

WORK IS DULL

Page 10: Work & Play   Game Design At Work V4

WORK IS

BORING

Page 11: Work & Play   Game Design At Work V4

WORK IS

URGGHH!

Page 12: Work & Play   Game Design At Work V4

WHEN WAS THE LAST TIME YOU LOST YOURSELF AT

WORK?

Page 13: Work & Play   Game Design At Work V4

NO… REALLY

LOST YOURSELF!

Page 14: Work & Play   Game Design At Work V4

GAMES

FUNWORK

NOT

Page 15: Work & Play   Game Design At Work V4

AREN’T GAMES JUST FOR KIDS?

Page 16: Work & Play   Game Design At Work V4

THE TRUSTED CHOICE FOR ONLINE BUSINESS™

Page 16

49%

25%26% 18 - 49 years50+ years

Under 18 years

Source: ESA ‘Essential Facts’ 2008

35Average Age of Game Player

Page 17: Work & Play   Game Design At Work V4

YOUR EMPLOYEES PLAY GAMES!

Page 18: Work & Play   Game Design At Work V4

GAMES HAVE CHANGED!

Page 19: Work & Play   Game Design At Work V4

THESE AREN’T GRANMA’S GAMES!

Page 20: Work & Play   Game Design At Work V4

GAMES HAVE EVOLVED!

Page 21: Work & Play   Game Design At Work V4

THESE GAMES CAN BE PLAYED FOR…

DAYS

Page 22: Work & Play   Game Design At Work V4

THESE GAMES CAN BE PLAYED FOR…

WEEKS

Page 23: Work & Play   Game Design At Work V4

THESE GAMES CAN BE PLAYED FOR…

MONTHS

Page 24: Work & Play   Game Design At Work V4

THESE GAMES CAN BE PLAYED FOR…

YEARS

Page 25: Work & Play   Game Design At Work V4

THESE GAMES CAN BE PLAYED FOR…

MILLENIUMS

Page 26: Work & Play   Game Design At Work V4

OK… MAYBE NOT THAT LONG…

MILLENIUMS

Page 27: Work & Play   Game Design At Work V4

BUT… PEOPLE LIVE IN THESE GAMES …

Page 28: Work & Play   Game Design At Work V4

SO… WHAT MAKES GAMES

FUN?

Page 29: Work & Play   Game Design At Work V4

THEORY

TIMEFOR

SOME

Page 30: Work & Play   Game Design At Work V4

DON’T FALL ASLEEP YET!

Page 31: Work & Play   Game Design At Work V4

BRAINS

UNDERSTAND

Page 32: Work & Play   Game Design At Work V4

GAMES

UNDERSTAND

Page 33: Work & Play   Game Design At Work V4

GAME DESIGN FUNDAMENTALS

FLOW IS THE MENTAL STATE OF

BEING FULLY IMMERSED IN AN

ACTIVITY

PROPOSED BY MIHALY

CSIKSZENTMIHALYI AFTER

RESEARCHING ARTISTS

Page 34: Work & Play   Game Design At Work V4

CHALLENGE

SKILLS

ANXIETY

BOREDOM

NOT IN FLOW

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

Page 35: Work & Play   Game Design At Work V4

CHALLENGE

SKILLS

FLOW BALANCES SKILLS & CHALLEN

GES

Page 36: Work & Play   Game Design At Work V4

Pre-Requisites of Flow1. A challenging Activity that

requires skills2. Clear Goals3. Clear Feedback4. Control

Results of Flow1. Autotelic – an activity that is

pleasurable in its self2. Concentration3. Loss of self consciousness4. Transformation of time

8 PRINCIPLES OF FLOW

Page 37: Work & Play   Game Design At Work V4

Classical Conditioning - Operant Behavior

•Positive Reinforcements i.e. Pavlov’s Dog•Negative Reinforcements

CONDITIONING

Page 38: Work & Play   Game Design At Work V4

CONDITIONING

BUT… HOW DO YOU MAKE PEOPLE

DROOL?

Page 39: Work & Play   Game Design At Work V4

“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

WINNING

Page 40: Work & Play   Game Design At Work V4

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.

Page 41: Work & Play   Game Design At Work V4

Fixed Reinforcement – Rewards occur at a steady pace.

•Fixed ratio – rewarded a fixed number of times•Fixed Interval – rewarded at a fixed interval

Variable ReinforcementRewards 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

Page 42: Work & Play   Game Design At Work V4

GAMBLING

IS THIS WHY GAMBLING IS ADDICTIVE?

Page 43: Work & Play   Game Design At Work V4

YES

Page 44: Work & Play   Game Design At Work V4

YES

YES

Page 45: Work & Play   Game Design At Work V4

YES

YES

YES

Page 46: Work & Play   Game Design At Work V4

SO… PLAY POKER AT WORK?

Page 47: Work & Play   Game Design At Work V4

NO!

Page 48: Work & Play   Game Design At Work V4

THINK USER EXPERIENCE DESIGN

UX

Page 49: Work & Play   Game Design At Work V4

UX PLUS

PLUS

UX

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UX PLUS…

PLUS

UX

Page 51: Work & Play   Game Design At Work V4

UX PLUS FUN

PLUS

UXFUN

FUN

FUN

FUN

Page 52: Work & Play   Game Design At Work V4

FUN

TIONAL DESIGN

FUNXTIONAL DESIGN

Page 53: Work & Play   Game Design At Work V4

1. Fixed & Variable Reinforcement

2. Challenges3. Goals4. Feedback5. Control

MIX MATCH&GAME ELEMENTS

Page 54: Work & Play   Game Design At Work V4

FUN

EXAMPLES

FUNX EXAMPLES

Page 55: Work & Play   Game Design At Work V4

TETRIS EMAIL

Page 56: Work & Play   Game Design At Work V4

NEXT PIECE

HIGH SCORE

1,223,560

TETRIS

Use Tetris to design email processing game

Page 57: Work & Play   Game Design At Work V4

STUFF IN

ACTIONABLE ?

NO

YESFILE DO DELEGAT

EDEFE

R

Getting Things Done – Time Management Framework

GETTING THINGS DONE

Page 58: Work & Play   Game Design At Work V4

NEXT MAIL

TIMER23 mins 54 secs

TETRI-MAIL

HIGH SCORES

FILE

READ

Page 59: Work & Play   Game Design At Work V4

ROLE PLAYING GAME (RPG)

PROJECT MANAGEMENT

Page 60: Work & Play   Game Design At Work V4

ROLE PLAYING GAME (RPG)

PROJECT MANAGEMENT

QUESTS PROJECTSMINI QUESTS TASKS

REWARDS DELIVERABLESPOINTS MBO’S

Page 61: Work & Play   Game Design At Work V4

FUN

FUNXTIONAL DESIGN

WHERE BUSINESS MEETS GAMES

Page 62: Work & Play   Game Design At Work V4

THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE

KES SAMPANTHAR