Game is a constant part of human nature and can be seen in almost every facet of civilisation: war, religion, politics, sports and arts.
It is an intrinsically motivated and transformational experience.
How can we add elements of play in order to make our users feel empathy, be motivated and easily understand our products?
3. ââ Comprehensive and functional
ââ Nice UI / Look
ââ Super Easy to
ââ Engaging, Pleasurable and Valuable
4. What is the state of human mind that makes us
engaged, happy and brings us a sense of meaning?
5. ⊠a free activity standing quite
consciously outside 'ordinary' life as
being 'not seriousâ, but at the same time
absorbing the player intensely and utterly.
8. Play precedes man
Play is older than culture, for culture,
however inadequately deïŹned,
always presupposes human society,
and animals have not waited for man
to teach them their playing.â
â
9. The spirit of playful competition is, as
a social impulse, older than culture
itself and pervades all life like a
veritable ferment.....We have to
conclude, therefore, that civilisation
is, in its earliest phases, played. It
does not come from play...it arises in
and as play, and never leaves it.â
Play is formative element of
human civilisation
â
10. Play and cognition are
tightly coupled
While playing the mind is wrapped up
in the ideas, rules, and actions.
This state of mind is to be ideal for
creativity and the learning of new
skills.
11. Play is a natureâs mean to ensure that
young mammals including children
acquire the skills they have to.
All young mammals play to
practice diïŹerent skills
12. Knowing is directly related to the cosmic order.
For archaic man knowledge is magical power and a
mean to achieve superiority
Competitions in esoteric knowledge rooted in the rituals of archaic man.
13. The medieval university was gamiïŹed
In the medieval university to beat your opponent by reason or the force of
the word becomes a sport comparable with the profession of arms.
15. Play Is Self-Chosen and Self-Directed
Play, ïŹrst and foremost, is what one wants to do, as opposed to what
one feels obliged to do.
Players choose not only to play, but how to play, and that is the
meaning of the statement that play is self-directed.
The most basic freedom in play is the freedom to quit.
The freedom to quit ensures that all of the players are doing what
they want to do, and it prevents leaders from enforcing rules.
16. Play is intrinsically motivated
Play is done for its own sake more than for some reward
outside of the activity itself.
Play often has goals, but the goals are experienced as part of
the activity, not as the primary reason for the activity.
Competition can turn play into non-play if rewards for
winning extend beyond the game itself. âPlayersâ who are
motivated primarily by trophies, praise, or increased status
outside of the game are not fully playing but competing.
17. Play is guided by rules, but the rules
leave room for creativity
Play is freely chosen activity, but not freeform activity.
Play always has structure, and that structure derives from
rules in the playersâ minds. In social play, the rules must be
shared, or at least partially shared, by all of the players.
18. Play is imaginative
Play always involves mental removal of oneself from
the present real world.
In formal games with explicit rules, the players must
accept an already established ïŹctional situation that
provides the foundation for the rules.
19. Play is conducted in an alert, active, but
relatively non-stressed frame of mind
Play an active and alert mind.
Play is not a response to external demands so the
person at play is relatively free from pressure or
stress.
The mind is wrapped up in the ideas, rules, and
actions of the game and relatively impervious to
outside distractions. This state of mind is ideal for
creativity and the learning of new skills.
21. The only way our minds are able to get by at all is by
simplifying reality so that we can make some sense of it.
Correspondingly, our minds do not deal with reality itself,
but instead with models of reality.
Many existing UI patterns follow models of reality(e.g.
shopping carts, music players).
If you are designing an innovative feature or product ïŹnd
a good existing model to refer to.
Keep UI patterns consistent across your design.
Create a good and recognisable model
22. One crucial technique our brains use to make sense of
the world is the ability to focus its attention selectively,
ignoring some things, and devoting more mental power
to others.
Put the user mind into a ïŹow
23. Clear goals
How to put the user into a ïŹow state
No distractions Direct feedback
The most common
and straightforward
use of indirect control
in is through goals.
Distractions steal
focus from our task.
When feedback is
immediate, we can
easily stay focused.
Progress dynamics
Human beings love a
challenge. But it must
be a challenge we
think we can achieve.
Boredom
Anxiety Flow
channel
24. Make the user feel empathy
Self
Friends
Strangers
GamiïŹcation is about problem solving, and empathic
projection is a useful method of problem solving.
From visual design perspective products and websites
have a personality - know better your target audience
and make your design in a way they can easily feel
empathy.
25. Motivate
Any activity that connects you
with other people, lets you feel a
sense of accomplishment, and
lets you build and create things
that let you express yourself
fulïŹls needs on the third, fourth,
and ïŹfth levels.
Create communities.
Enable users learn and be
creative if possible.
Self-Esteem
Self-
Actualisation
Belonging-Love
Safety
Physiological
PURSUE TALENT
CREATIVITY
ACHIEVMENT
MASTERY
RECOGNITION
RESPECT
37. The most crucial design question - what brings a true
value to man?
38. Man cannot stand a meaningless lifeâŠ
We need more understanding of human
natureâŠ
And we are pitifully unaware of it. We
know nothing of man, far too little.â
Carl Jung
(1875 â1961)
1959
â
39. Jungâs understanding of Self
How to design better experiences using Jungâs idea of Shadow content transformation.
40. Find the hidden aspects of human nature and bring them to light, as to design
the experiences of tomorrow we need to better understand human nature ïŹrst.