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The ux of serious games how to impact a wider audience

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The ux of serious games how to impact a wider audience

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Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience

What elements are you measuring when determining the value of your serious game?

There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:

First, we will explore a complete user’s experience (UX) of a serious game.

Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.

Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.

Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019

Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience

What elements are you measuring when determining the value of your serious game?

There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:

First, we will explore a complete user’s experience (UX) of a serious game.

Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.

Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.

Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019

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The ux of serious games how to impact a wider audience

  1. 1. The UX of Serious Games: How to Impact a Wider Audience Birdie Champ, B.S., M.Ed., Ed.S. Thorne Palmer, B.A., M.Ed.
  2. 2. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Flow Effort-to- Learn Taxonomy Effort-to- Game Taxonomy Test Design with Experience Framework Test with Personas Brainstorm Design Resources20% Missed 3 Cognitive Patterns
  3. 3. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Challenge Level Skill Level Apathy Boredom Relaxation Worry Control Arousal Anxiety Flow High High Modified from Csíkszentmihályi, 1996
  4. 4. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Effort to Learn Use in a new situation Recall, regurgitate facts Show basic comprehension Examine in detail, break down Design, plan, build Justify, defend, validate Remember Understand Analyze Create Evaluate Apply Cognitive Effort Casual Play Mid Core Play Hard Core Play Secret of Monkey Island, EverQuest World of Warcraft Candy Crush, Pokemon Go Effort to Game Game Refinery, 2018, Bouncing Cultist Game Design, 2019Modified from Revised Bloom’s Taxonomy, Anderson, et al, 2001
  5. 5. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Cognitive Effort Effort to Learn Remember Understand Analyze Create Evaluate Apply Casual Play Mid Core Play Hard Core Play Effort to Game Challenge Level Skill Level Apathy Boredom Relaxation Worry Control Arousal Anxiety Flow High High Plus SO WHAT?
  6. 6. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Learning Challenges We want drivers who attend our driving school (15 to 24 y.o.) to be able to: 1. List the steps of changing a tire 2. Articulate the purpose of each step 3. Describe the results of completing the steps if done out of order …So that they and their support systems fell less anxious about driving. Effort to Learn Remember Understand Analyze Create Evaluate Apply
  7. 7. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Gaming Challenges Scenario: Wooded dirt road, no cell reception, on route to airport when tire blows Challenge: To win, users need to change a tire. The reward is getting to airport in time. Game play: Users can click within the environment and try different tools in the trunk. With minimal instructions: 1. Identify problems as they arise 2. Through trial and error, determine appropriate steps to change tire.Casual Play Mid Core Play Hard Core Play Effort to Game
  8. 8. What is the drive to play? Sit. Or personal interest? Can they understand the content? Cognitive load? Is there broccoli in the spaghetti sauce? Will it break if they fly too high? Do they feel competent? Autonomy? Social acceptance? Return seed? Are they learning what you intended? Gaming the game? Leaving with more? Does the game function as expected? Is there surprise? Did they learn the value of learning? WIIFM? HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT User’s Journey Outcome Behavior Access Trust Engage LearnExpect ValueDrive Measure for success? Where, when, what? Did they adopt the learned behavior outside of game? What about passion? User Experiences Experience Framework
  9. 9. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Outcome Behavior Access Trust Engage LearnExpect ValueDrive (Use-Case Scenario) Josh Josh is sixteen and doesn’t consider himself a gamer. He plays sports in the real world and prefers sports-related video games when he has time to play. He also enjoys trying new popular titles with his friends soon after they’re released.. Experience Framework Gaming Challenges Scenario: Wooded dirt road, no cell reception, on route to airport when tire blows Challenge: To win, users need to change a tire. The reward is getting to airport in time. Game play: Users can click within the environment and try different tools in the trunk. With minimal instructions: 1. Identify problems as they arise 2. Through trial and error, determine appropriate steps to change tire.
  10. 10. Social Justice Issues HELLO JOURNEY PERSONAS DESIGN Cognitive, Social, Emotional Differences GOOD BYEEFFORT DIFFERENCESS Physical Differences Learning Differences
  11. 11. HELLO JOURNEY PERSONAS DESIGN GOOD BYEEFFORT DIFFERENCESS ADHD Anxiety Autism Typical User 80% 20% CDC, 2019 Cognitive, Social, Emotional Differences (Other)
  12. 12. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Outcome Behavior Access Trust Engage LearnExpect ValueDrive Beatrice Beatrice loves Minecraft. She easily becomes immersed in it, especially building, and prefers to play it alone. She sometimes has trouble with games involving cooperation or social communication. In game she prefers performing repetitive actions and may become overly engaged and display problematic behaviors when asked to stop playing. She’s been playing Minecraft since she was young and there was little support or scaffolding for players. She never liked playing with dolls or playing “make-believe.” Beatrice is seventeen now but hasn’t left Minecraft for “more mature” games because of a reluctance to try new things. Experience Framework User Experiences
  13. 13. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Outcome Behavior Access Trust Engage LearnExpect ValueDrive Samir Samir is eighteen and likes mobile games. He shies away from first person shooters and racing games. He avoids games that are high stress and prefers games that are relaxing. He played Guitar Hero once but couldn’t play his very first song, and needed time to calm down after saying repeatedly how badly he “sucks.” He really enjoys mild puzzle games and games where he can “explore” like Zelda. Experience Framework
  14. 14. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Outcome Behavior Access Trust Engage LearnExpect ValueDrive Andrea Andrea is seventeen and prefers games like Grand Theft Auto and Call of Duty. In GTA she completed every mission even though it was sometimes difficult for her to remember all the instructions and she would sometimes become distracted in mission. She especially likes that missions don’t take very long to complete. Additionally, she spent hours and hours driving aimlessly and killing NPCs. She often walks away from the game and does something else before she can get back into game play. She avoids games that are complicated or require a lot of focus and/or mental effort. Experience Framework
  15. 15. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT ?
  16. 16. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT • Thorne@FutureCG.Com • Birdie@UXDiversity.com • UXDiversity.com • W3.org • LDAAmerica.org Questions or comments?
  17. 17. HELLO JOURNEY PERSONASDIFFERENCESS DESIGN GOOD BYEEFFORT Thank you! Thank you!

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