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Gamification and UX design
        Joseph Dickerson
Introduction
• There’s been a lot of discussion in the user
  experience space over the past few months on
  "Gamification"

 • Gamification: using techniques and attributes from
   video games and applying them to other domains
   (such as web or productivity apps) to better
   engage users

• I have surveyed the many thoughts on this topic and
  have some of my own
Keep the "score" positive
• I tested a design with users that used a “score” in a prominent
  location

     • The number represented assets and liabilities “totaled up”

• Because it could sometimes be a negative number, it was not as
  useful as it could be

• If a “score” is perceived as negative or judgmental it may “turn off”
  users

  • It should represent positive progress

  • If progress is slow, don’t take points away, just keep the score
    “steady"
"Great artists steal"
• Learn from where it’s already being done and done
  well

• Do you have reward points on your credit cards? Or
  with an airline or a hotel chain?

 • These royalty programs are “scores” that
   influence behavior

• Look at how successful loyalty programs work and
  apply appropriate lessons from them in your design
Provide tiny victories
• If you have an design that is used frequently
  (or you want it to be used frequently) provide
  tiny victories that give positive reinforcement

• The victories can be absolutely meaningless
  to anyone except the user

• Positive reinforcement will influence repeat
  visits and use
Encourage positive behavior
 • I just bought an iPod Nano and started using the built-
   in pedometer

   • It logs every step, and gives me that “score” every
     day

 • It’s a little thing, but having it on my person has made
   me get up and walk around more than I used to

 • Awards and points when you accomplish something
   (on a to-do list, for example) is a great and simple
   motivator
Keep the user's core task in mind
  • I saw a recent design that “gamified” e-mail

  • While it had some good ideas, it didn’t work because it
    tried to align a game concept with a communication
    medium

    • The classic square peg/round hole scenario - It didn’t
      fit

  • Remember the context of use and the core tasks of an
    application… and be mindful that gamification may not
    work
Avoid timers
• Users are time sensitive as is, and if you have a timer you
  immediately add an additional stress to the user’s life…

  • ...and you better have a damn good reason to do so

• Ticketmaster’s timer (which counts down how long you
  have to buy a ticket) is a good example of why to do it –
  but it’s still annoying and pressures the user

• If you use timers to try and “increase productivity” in an
  app, you should ask yourself: Would I want my computer
  to “time me” doing what I am doing?
Don't make your design
   too competitive
• If you make a social web app competitive then
  you are going to stratify your user base...

 • ..and potentially end up creating an experience
   that alienates new users who don’t have the
   same “experience points” as older users

• Good game “worlds” has “silos” that group users
  of similar level, and so there is less “class
  warfare” between the 1% and the other 99%…
Closing

• Gamification is a tactic, not a roadmap

• It may not work for many different situations or
  design problems

• Use these techniques thoughtfully and
  carefully
http://www.josephdickerson.com

      @josephdickerson

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Gamification UX Design Tips

  • 1. Gamification and UX design Joseph Dickerson
  • 2. Introduction • There’s been a lot of discussion in the user experience space over the past few months on "Gamification" • Gamification: using techniques and attributes from video games and applying them to other domains (such as web or productivity apps) to better engage users • I have surveyed the many thoughts on this topic and have some of my own
  • 3. Keep the "score" positive • I tested a design with users that used a “score” in a prominent location • The number represented assets and liabilities “totaled up” • Because it could sometimes be a negative number, it was not as useful as it could be • If a “score” is perceived as negative or judgmental it may “turn off” users • It should represent positive progress • If progress is slow, don’t take points away, just keep the score “steady"
  • 4. "Great artists steal" • Learn from where it’s already being done and done well • Do you have reward points on your credit cards? Or with an airline or a hotel chain? • These royalty programs are “scores” that influence behavior • Look at how successful loyalty programs work and apply appropriate lessons from them in your design
  • 5. Provide tiny victories • If you have an design that is used frequently (or you want it to be used frequently) provide tiny victories that give positive reinforcement • The victories can be absolutely meaningless to anyone except the user • Positive reinforcement will influence repeat visits and use
  • 6. Encourage positive behavior • I just bought an iPod Nano and started using the built- in pedometer • It logs every step, and gives me that “score” every day • It’s a little thing, but having it on my person has made me get up and walk around more than I used to • Awards and points when you accomplish something (on a to-do list, for example) is a great and simple motivator
  • 7. Keep the user's core task in mind • I saw a recent design that “gamified” e-mail • While it had some good ideas, it didn’t work because it tried to align a game concept with a communication medium • The classic square peg/round hole scenario - It didn’t fit • Remember the context of use and the core tasks of an application… and be mindful that gamification may not work
  • 8. Avoid timers • Users are time sensitive as is, and if you have a timer you immediately add an additional stress to the user’s life… • ...and you better have a damn good reason to do so • Ticketmaster’s timer (which counts down how long you have to buy a ticket) is a good example of why to do it – but it’s still annoying and pressures the user • If you use timers to try and “increase productivity” in an app, you should ask yourself: Would I want my computer to “time me” doing what I am doing?
  • 9. Don't make your design too competitive • If you make a social web app competitive then you are going to stratify your user base... • ..and potentially end up creating an experience that alienates new users who don’t have the same “experience points” as older users • Good game “worlds” has “silos” that group users of similar level, and so there is less “class warfare” between the 1% and the other 99%…
  • 10. Closing • Gamification is a tactic, not a roadmap • It may not work for many different situations or design problems • Use these techniques thoughtfully and carefully
  • 11. http://www.josephdickerson.com @josephdickerson

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