work & play game design at work v4
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.TRANSCRIPT
WORK
PLAY
MEETS
GAME DESIGN in the WORKPLACE
KES SAMPANTHAR
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
FUNWORK
NOT
AREN’T GAMES JUST FOR KIDS?
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
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
TIMEFOR
SOME
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
CHALLENGE
SKILLS
ANXIETY
BOREDOM
NOT IN FLOW
If the challenge and skills don’t match you get ANXIETY OR BOREDOM
CHALLENGE
SKILLS
FLOW BALANCES SKILLS & CHALLEN
GES
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
Classical Conditioning - Operant Behavior
•Positive Reinforcements i.e. Pavlov’s Dog•Negative Reinforcements
CONDITIONING
CONDITIONING
BUT… HOW DO YOU MAKE PEOPLE
DROOL?
“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
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 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
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
UXFUN
FUN
FUN
FUN
FUN
TIONAL DESIGN
FUNXTIONAL DESIGN
1. Fixed & Variable Reinforcement
2. Challenges3. Goals4. Feedback5. Control
MIX MATCH&GAME ELEMENTS
FUN
EXAMPLES
FUNX EXAMPLES
TETRIS EMAIL
NEXT PIECE
HIGH SCORE
1,223,560
TETRIS
Use Tetris to design email processing game
STUFF IN
ACTIONABLE ?
NO
YESFILE DO DELEGAT
EDEFE
R
Getting Things Done – Time Management Framework
GETTING THINGS DONE
NEXT MAIL
TIMER23 mins 54 secs
TETRI-MAIL
HIGH SCORES
FILE
READ
ROLE PLAYING GAME (RPG)
PROJECT MANAGEMENT
ROLE PLAYING GAME (RPG)
PROJECT MANAGEMENT
QUESTS PROJECTSMINI QUESTS TASKS
REWARDS DELIVERABLESPOINTS MBO’S
FUN
FUNXTIONAL DESIGN
WHERE BUSINESS MEETS GAMES
THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE
KES SAMPANTHAR