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James novak griffith university
1. Gamification of CAD:
Engaging Consumers Into the Design
of 3D Printable Products
James Novak
PhD Candidate, Lecturer, Industrial Designer, 3D Printing Geek
3. 2
1
• What is gamification?
• Why is it important?
• How might it apply to
3D printing?
Personal Case Studies:
1. Reward for Exercise
2. Game-like Controller
3. Customisation (with a
demonstration!)
5. From the Digital Australia Report 2016 http://www.igea.net/wp-content/uploads/2015/07/Digital-Australia-2016-DA16-Final.pdf
Who plays video games?
6. From the Digital Australia Report 2016 http://www.igea.net/wp-content/uploads/2015/07/Digital-Australia-2016-DA16-Final.pdf
EVERYONE!Who plays video games?
7. Yes I’ve played games most of my life...
Born
Graduated
Architecture
Graduated
Product Design
Started School
Started PhD
8. How is gamification different to just playing games?
You want to do this You have to do this
9. Excerpt from “Believe in Gamification! [A Futuristic Short Film HD - by Sight Systems]” https://www.youtube.com/watch?v=ziHCvpikLh8
10. Successful gamification is more than just counting points or earning badges.
1. Epic Meaning and Calling
2. Development and Accomplishment
3. Empowerment of Creativity and Feedback
4. Ownership and Possession
5. Social Influence and Relatedness
6. Scarcity and Impatience
7. Unpredictability and Curiosity
8. Loss and Avoidance
Principles from Yu-kai Chou http://yukaichou.com/
11. One of the big hurdles for many people is learning 3D CAD software.
A couple of hours of hands-on workshops with
high school students and Solidworks
First 3D prints
13. Do we expect the average person to dedicate this amount of time and money to
learn CAD?
How do they get beyond basic CAD commands like
extruding and typing text?
How can we empower consumers to be creative and
achieve complex 3D form?
Gamification
15. Parametric tools have begun to show signs of more intuitive customisation for 3D
printing.
nervous system – kinematics cloth app https://n-e-r-v-o-u-s.com/projects/albums/kinematics-cloth/
16. Influenced by the customisation of game characters and avatars.
nervous system – kinematics cloth app https://n-e-r-v-o-u-s.com/projects/albums/kinematics-cloth/
17. Other game-like 3D printing apps.
WIZEgem Fung Kwok Pan – Fluid Vase
Toyze Ornament Creator Cookie Caster
MonsterMatic
18. The examples don’t encourage us to keep “playing” – missing some vital gamification
attributes.
1. Epic Meaning and Calling
2. Development and Accomplishment
3. Empowerment of Creativity and Feedback
4. Ownership and Possession
5. Social Influence and Relatedness
6. Scarcity and Impatience
7. Unpredictability and Curiosity
8. Loss and Avoidance
20. Minecraft – multiple companies offering 3D printing of in-game creations.
eg. Mineways from Shapeways.
21. World of Warcraft – print your unique characters, complete with unlocked equipment.
Traditionally if you wanted to 3D print a colour figurine, you would need years of
training using CAD software like Mudbox or 3DSMax to create it in the first place.
Strong connection between player and 3D print – these are characters they may
have spent hundreds of hours developing throughout the game.
22. Coming soon - Xmodule
Rewards and trophies from the game will be offered as 3D printable files. As you
build your car in the game, these parts are unlocked to build in the real world
simultaneously.
23. Game-like interfaces 3D printing from games
The opportunity is to explore this middle-ground.
Gamification
26. Activity trackers don’t encourage us to keep “playing” over the long-term. They are
missing some vital gamification attributes.
1. Epic Meaning and Calling
2. Development and Accomplishment
3. Empowerment of Creativity and Feedback
4. Ownership and Possession
5. Social Influence and Relatedness
6. Scarcity and Impatience
7. Unpredictability and Curiosity
8. Loss and Avoidance
Inside Wearables: How the Science of Human Behavior Change Offers the Secret to Long-Term Engagement
http://endeavourpartners.net/assets/Endeavour-Partners-Wearables-and-the-Science-of-Human-Behavior-Change-Part-1-January-20141.pdf
40. Sensor + Buttons mimics many common game controllers eg. Wii.
Intuitive to use and learn while “playing” – no need to understand different CAD or
printing software interfaces.
44. 1. Wii Nunchuck’s and
some “secret” electronics
are used to control
aspects of the 3D CAD
model in Rhino.
2. The “players” are
shown a real-time
visualisation of the model
they are customising. This
can be rotated and built in
different ways.
3. Final designs can be
exported as .stl files and
3D printed – these 6
were printed using FDM.
45. Behind the visualisation – coding using Grasshopper and Firefly.
This is how the model remains parametric, and is also used to limit how much the
model can be customised so that it is always 3D-printable – the “safe zone.”
46. Colour can also be manipulated with the game controllers (only 3 options at the
moment).
47. Exhibited at Design Philadelphia 2015 for 1 month, including the interactive element
for visitors to play with.
48. Can’t one person just play on their own?
Yes, but you can’t get the full range of complexity with just 1 controller.
49. Gamification success?
1. Epic Meaning and Calling
2. Development and Accomplishment
3. Empowerment of Creativity and
Feedback
4. Ownership and Possession
5. Social Influence and Relatedness
6. Scarcity and Impatience
7. Unpredictability and Curiosity
8. Loss and Avoidance
The world will probably survive...
Achieving a cool design and keeping it.
No skills required. Learn as you play.
“This is our unique creation.”
Made together.
This is the only one like it – one-off.
How do I “play?” What are the limits?
Parametric limits prevent any loss
50. But gamification doesn’t have to tick every box.
Principles from Yu-kai Chou http://yukaichou.com/
52. 2
1
• Consumers will not become CAD experts.
• Gamification empowers people to be creative.
• We need to embrace new tools that blur the
boundaries between the physical and virtual worlds.
• Data is everywhere – this is a potential area to
begin gamifying experiences for 3D printing.
• Parametric design can be used to create safe limits
for complex designs.
• Gamification ≠ points!