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GAME ON: 16 DESIGN PATTERNSFOR USER ENGAGEMENT Using game mechanics to create engagement in social web applications. NadyaDirekova, @nadya_d Senior UX Designer,  Game Mechanic SXSW March 14th 2011
ABOUT ME: ONE FOOT IN GAMES, ONE FOOT IN UX M.I.T.  Razorfish Leapfrog  Backbone Ent. Google / Hotpot
GAME MECHANICS RIGHT NOW
What are game mechanics? Design patterns that promote play and play-like engagement. GAME MECHANICS
What are game mechanics? Design patterns that promote play and play-like engagement. GAME MECHANICS  Repeatable solutions to design problem. DESIGN PATTERNS
What are game mechanics? Design patterns that promote play and play-like engagement. GAME MECHANICS  Repeatable solutions to design problem. DESIGN PATTERNS
What are game mechanics? Design patterns that promote play and play-like engagement GAME MECHANICS  Repeatable solutions to design problem. DESIGN PATTERNS
What are game mechanics? Design patterns that promote play and play-like engagement GAME MECHANICS  Repeatable solutions to design problem. DESIGN PATTERNS
GAME MECHANICS – A BROAD ARRAY OF APPLICATIONS Spending on Social Media Marketing and Gamification Budgeting Location Sharing Test Prep Recycling Grockit.com Four Square Recycle bank.com Mint.com Chores Exercise Task Management Even Brushing Teeth… Nike Plus Epic Win Chore Wars
A BROAD ARRAY OF THINKERS Spending on Social Media Marketing and Gamification
GAMIFICATION IS THE NEW BLACK Spending on Social Media Marketing and Gamification
STATS AROUND GAME MECHANICS What are companies looking to achieve with  game mechanics? Source: M2 Research
STATS AROUND GAME MECHANICS What is the current breakdown of companies  on the gamification adoption curve? Source: M2 Research
PROJECTED MARKETING SPENDING ON GAME MECHANICS Spending on Social Media Marketing and Gamification Source: M2 Research
GAMIFICATION FATIGUE Spending on Social Media Marketing and Gamification
This is powerful stuff
IT’S MORE THAN POINTS AND BADGES: > Game  mechanics
GAME MECHANICS DESIGN PATTERNS
LET’S TALK ABOUT... WE’LL REVIEW  16 DESIGN PATTERNS THAT CREATE GAME-LIKE USER ENGAGEMENT.
LET’S TALK ABOUT... WE’LL REVIEW  16 DESIGN PATTERNS THAT CREATE GAME-LIKE USER ENGAGEMENT. WE’LL DISCUSS HOW THEY APPLY TO   3 ASPECTS  OF THE USER JOURNEY
LET’S TALK ABOUT... WE’LL REVIEW  16 DESIGN PATTERNS THAT CREATE GAME-LIKE USER ENGAGEMENT. WE’LL DISCUSS HOW THEY APPLY TO   3 ASPECTS  OF THE USER JOURNEY:  COME AND TRY IT
LET’S TALK ABOUT... WE’LL REVIEW  16 DESIGN PATTERNS THAT CREATE GAME-LIKE USER ENGAGEMENT. WE’LL DISCUSS HOW THEY APPLY TO   3 ASPECTS  OF THE USER JOURNEY:  COME AND TRY IT BRING FRIENDS
LET’S TALK ABOUT... WE’LL REVIEW  16 DESIGN PATTERNS THAT CREATE GAME-LIKE USER ENGAGEMENT. WE’LL DISCUSS HOW THEY APPLY TO   3 ASPECTS  OF THE USER JOURNEY:  COME AND TRY IT BRING FRIENDS COME BACK
“COME AND TRY IT” - Designing for 1st time users ,[object Object]
 Visual cues
 Tutorials
 Responsive objects
 Reward schedule
 Disincentives,[object Object]
DESIGN PATTERN   Visual story telling – instead of long explanations RUB RABBITS PRE-GAME SCREEN GAME EXAMPLE
DESIGN PATTERN   Visual story telling – instead of long explanations GROUP-ON: HOW IT WORKS ZIP CAR: EXPLAIN THE PROPOSITION IN PICTURES
DESIGN PATTERN 1.2 VISUAL CUES
DESIGN PATTERN   VISUAL CLUEs CITY OF IMMORTALS GAME EXAMPLE
DESIGN PATTERN   Visual CLUES: example FACEBOOK PLACES: PLAYING “FLASHLIGHT”
DESIGN PATTERN   Visual CLUES: example PANDORA: HIGHLIGHT FEATURES THE USER MIGHT MISS OTHERWISE
DESIGN PATTERN 1.3 TUTORIAL / ONBOArDING              ON RAILS
DESIGN PATTERN   TUTORIAL / ONBoArDING ON RAILS FRONTIERVILLE GAME EXAMPLE
DESIGN PATTERN   TUTORIAL / ONBOARDING ON RAILS RIBBON HERO GET GLUE: EXPERIENCE THE APP DURING THE ON-BOARDING
DESIGN PATTERN 1.4 responsive objects
DESIGN PATTERN   responsive objects GAME EXAMPLE
DESIGN PATTERN   responsive objects KNOW THAT YOU’RE DOING OK LOGGING IN WITH MINT.COM HOVER ON A TWEET TO REVEAL NEW OPTIONS
DESIGN PATTERN 1.5 reward schedule
DESIGN PATTERN   Reward schedule CITYVILLE COINS AND STARS: REWARDS FOR TAKING CARE OF YOUR CITY “You can’t over-reward the player in the first 10 minutes.” - Sid Meier, designer of the game Civilization
DESIGN PATTERN   Reward the beginner SHOPKICK IMVU: POINTS FOR TRYING NEW THINGS FOUR SQUARE NEWBIE BADGE
DESIGN PATTERN   Challenge the expert PLANTS VS. ZOMBIE: SOME ACHIEVEMENTS SEEM ALMOST IMPOSSIBLE TO UNLOCK FOURSQAURE: SOME ACHIEVEMENTS ARE HARDER TO UNLOCK
DESIGN PATTERN 1.6 DISincentives
DESIGN PATTERN   DISincentives PACMAN – YOU GOT EATEN BY GHOSTS! GAME EXAMPLE
DESIGN PATTERN   DISincentives STICKK HELPS YOU STICK TO GOALS USING NEGATIVE INCENTIVES
DESIGN PATTERN   DISIncentives GROCKIT : A/B TESTING SHOWS THAT  NEGATIVE INCENTIVES HURT USER ENGAGAMENT
summary “come and try it” ,[object Object]
 Visual cues
 Tutorials
 Responsive objects
 Reward schedule
 Disincentives,[object Object]
“BRING FRIENDS” - Designing for community ,[object Object]
 Social feedback
 Reputation
 Sharing milestones
 Mischief,[object Object]
DESIGN PATTERN   gated TRIAL – FORM A TEAM TO START DODGE-BALL – YOU NEED A TEAM TO START GAME EXAMPLE
DESIGN PATTERN   Why is a team so important?
DESIGN PATTERN   GATED TRIAL – FORM A TEAM TO START
DESIGN PATTERN   GATED TRIAL – FORM A TEAM TO START OLD TWITTER SIGN UP – 3 SCREENS NEW TWITTER SIGN UP – 4 SCREENS (NOW REDESIGNED)
DESIGN PATTERN   GATED TRIAL – FORM A TEAM TO START NEW TWITTER SIGN UP
DESIGN PATTERN 2.2 social feedback
DESIGN PATTERN   social FEEDBACk CITYVILLE – ASYNCHRONOUS COMMUNICATION BUTTONS GAME EXAMPLE
DESIGN PATTERN   SOCIAL FEEDBACK EXAMPLE – thank you buttons AADVARK “THANK YOU NOTES” QUORA “THANK YOU NOTES”
DESIGN PATTERN   Social feedback EXAMPLE - COMPLIMENTS YELP: SELECT A COMPLIMENT AND WRITE A MESSAGE
DESIGN PATTERN   Social feedback EXAMPLE – VOTING, LIKES, RETWEETS QUORA VOTING FACEBOOK LIKES TWEET AND RETWEET
 Design pattern 2.3REPUTATION
DESIGN PATTERN   REPUTATION SIMPLE REPUTATION SCORE IN CITYVILLE GAME EXAMPLE
DESIGN PATTERN   REPUTATION EBAY REPUTAION = MORE TRUST ONE UP ME FORUM REPUTAION = MORE VOTING POWER
 Design pattern 2.3sharing achievements
DESIGN PATTERN   Sharing achievements XBOX LIVE GAME EXAMPLE
DESIGN PATTERN   Sharing ACHIEVEMENTS FOUR SQAURE BADGE UNLOCKED!
DESIGN PATTERN 2.4 MISCHIEF
DESIGN PATTERN   MISCHIEF FARMVILLE – TP SOMEONE’S FARM GAME EXAMPLE
DESIGN PATTERN   MISCHIEf RE-DIRECT “CHATROULETTE”
in summary social ,[object Object]
 Social feedback
 Reputation
 Sharing milestones
 Mischief,[object Object]
“COME BACK” - Designing for return visits ,[object Object]
 Content unlocks
 Quest queue
 Time pressure
 Scarcity,[object Object]
DESIGN PATTERN   Advanced user paths / roles SKI SLOPES: DIFFERENT PATHS ON THE SAME MOUNTAIN
DESIGN PATTERN   Advanced user paths / roles YELP FOR THE REGULAR USERS YELP THE ELITE SQUAD – USEFUL , FUNNY AND COOL
DESIGN PATTERN   Advanced user paths / roles FOURSQUARE MAYORSHIP
DESIGN PATTERN 3.2 content unlocks
DESIGN PATTERN   Content unlocks ANGRY BIRDS GAME EXAMPLE
DESIGN PATTERN Content unlocks DAILY UNLOCKS IN THE UNIFORM PROJECT
DESIGN PATTERN 3.3 quest queue
DESIGN PATTERN   QUEST QUEuE ZOMBIE FARM GAME EXAMPLE
DESIGN PATTERN   QUEST QUEuE: example EPIC WIN – SELF DESIGNED QUEST QUEUE LINKED IN QUEST QUEUE
DESIGN PATTERN 3.4 time pressure
DESIGN PATTERN   Time pressure CHESS TIMER GAME EXAMPLE
DESIGN PATTERN   TIME PRESSURE SWOOPO EBAY BIDDING

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Game on: 16 design patterns for user engagement

Hinweis der Redaktion

  1. The real challenge is how to tap into it properly. And that leads us to…
  2. Key Observations:Games often use cartoon story-boards to explain a taskWithout words, or to amuse the audience during a slow loadTime. Web / mobile apps are also tapping in the power of visual story-telling to explain user propositions or complex processed.
  3. Key Observations:Game Tutorials often provide full hand-holding – to make sure the player learns the key skills needed without any confusion.
  4. Key Observations:Game Tutorials often provide full hand-holding – to make sure the player learns the key skills needed without any confusion.
  5. Key Observations:You can interact with everything in a game world – which feels fun and rewards exploration.
  6. http://www.IMVU.comA great experience for beginners: IMVU gives you extra points for creating your avatar, talking to someone and even logging back in the next day.
  7. http://www.IMVU.comA great experience for beginners: IMVU gives you extra points for creating your avatar, talking to someone and even logging back in the next day.
  8. Key Observations:Negative incentives are common in games – they motivate action by giving the player something to fear to avoid. Negative incentives can be powerful, but very tricky to implement in a web application…
  9. Key Observations:Many games require two or more players in order to happen – web and mobile apps are starting to do the same.
  10. Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  11. LINK TO CREATE REPUTATION
  12. Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  13. Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  14. Key Observations:Sharing milestones – when they are meaningful, can create a viral effect and re-engage dormant users.
  15. Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  16. Key Observations:Sharing milestones – when they are meaningful, can create a viral effect and re-engage dormant users.
  17. Key Observations:Progress meters as a tutorial tool: Complex applications can use progress meters to teach "what's next" and motivate users to move to the next stage of the application.Visualizing milestones can be motivational
  18. Key Observations:Progress meters as a tutorial tool: Complex applications can use progress meters to teach "what's next" and motivate users to move to the next stage of the application.Visualizing milestones can be motivational and create anticipation