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UX Bristol Gameful Design

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UX Bristol Gameful Design

  1. 1. Gameful Design Tools Escaping gamification using the MDA analysis modelDan DixonUWE | DCRC | PMStudio
  2. 2. three learning objectivesSee gameful design as a broaderapproach than gamificationApply the MDA model to analysis anddesign problemsSpot core experience loops
  3. 3. session structure you do stuff heregameful analysis design design exercise exercise the MDA experience wrapping model loops it all up
  4. 4. Industry Blueprint Points Badges Leaderboards IncentivesTracking, Feedback Goal-setting Competition Rewards (And behavioral analytics in the backend)
  5. 5. “Gamification by Design”1. Establish business objectives2. Translate those into trackable user behaviours3. Rank user behaviours by their relative importance to your business objectives, and attach point values accordingly.4. Beyond simple behaviours, devise more complex tasks and missions comprising multiple behaviours5. Determine conditions to display special achievements (badges, trophies, ...) and levels6. Determine incentives (redeemable and non-) attached to points, achievements and levels, if any7. Support the theme/content of your system in the copy and visual design of your points, missions, achievements and levels.
  6. 6. “Gamification by Design” i t ! h1. Establish business objectives ls2. Translate those into trackable user behaviours l3. Rank user behaviours by their relative importance to your business objectives, and attach point values accordingly. u4. Beyond simple behaviours, devise more complex tasks and missions comprising multiple behaviours B5. Determine conditions to display special achievements (badges, trophies, ...) and levels6. Determine incentives (redeemable and non-) attached to points, achievements and levels, if any7. Support the theme/content of your system in the copy and visual design of your points, missions, achievements and levels.
  7. 7. ...what games offer...Autonomy EscapismCompetence CreativitySociality PurposeSurprise Meaning
  8. 8. Gameful Design- The use of game designelements in non-game contexts
  9. 9. Gameful Design Gaming (Serious) Games Gameful designSystem Element Toys Playful Design Playing
  10. 10. Levels of Design Playtesting, playcentric design, valueGame design concepts conscious game design, ... MDA model, Game design atoms,Game design methods CEGE, ...Game design principles Enduring play, clear goals, variety ofand heuristics play styles, ...Game design patterns Levels, time constraint, limitedand mechanics resources, betting, ...Game interface patterns Badge, leaderboard, timer, ...
  11. 11. progressgameful analysis design design exercise exercise the MDA experience wrapping model loops it all up
  12. 12. The MDA Model (a formal abstract design tool)
  13. 13. The MDA Model emotional and semioticAesthetics = responses in the player/user = the emergent behaviours ofDynamics the systems being designedMechanics = underlying data, algorithms, processes.
  14. 14. The MDA Model player emotional and semioticAesthetics = responses in the player/user = the emergent behaviours ofDynamics the systems being designedMechanics = underlying data, algorithms, processes. designer
  15. 15. MDA FrameworkAestheticsDynamicsMechanics
  16. 16. MDA FrameworkAesthetics funDynamics systemsMechanics rules
  17. 17. MDA FrameworkAesthetics fun experienceDynamics systems user journeyMechanics rules interactions
  18. 18. Examples
  19. 19. Examples MonopolyThe crushingly depressinggap between rich and poorPositive feedback loops incurrency system.Pass Go collect £200.Small value chance cards.Houses, hotels.Mortgages cant collect rent
  20. 20. Examples Monopoly Silent HillThe crushingly depressing Fear, nervousness,gap between rich and poor uncertainty. Strategic care.Positive feedback loops in Relationships betweencurrency system. environment and character capability.Pass Go collect £200. Limited ammo.Small value chance cards. Slow, limited running.Houses, hotels. Unsteady aim.Mortgages cant collect rent Powerful opponents.
  21. 21. Examples Monopoly Silent Hill Deus ExThe crushingly depressing Fear, nervousness, Choice in play mode.gap between rich and poor uncertainty. Different strategic Strategic care. possibilities.Positive feedback loops in Relationships between Augmentation tech tree.currency system. environment and character Level design with multiple capability. routes.Pass Go collect £200. Limited ammo. Stealth, combat, hackingSmall value chance cards. Slow, limited running. augmentations.Houses, hotels. Unsteady aim. Boxes, ledges,Mortgages cant collect rent Powerful opponents. cover for stealth.
  22. 22. progressgameful analysis design design exercise exercise the MDA experience wrapping model loops it all up
  23. 23. Analysis Exercise Groups of 4 - 6 Choose a game you all knowAesthetics 1. How does it makes you feel?Dynamics 2. What are the system behaviours?Mechanics 3. What are the elements of those systems?
  24. 24. thoughts
  25. 25. progressgameful analysis design design exercise exercise the MDA experience wrapping model loops it all up
  26. 26. Core Experience Loop
  27. 27. The CoreLearnable Loop
  28. 28. Game Loop GoalsFeedback Actions
  29. 29. Game Loop Understandable Explicit Nested GoalsFeedback Actions
  30. 30. Game Loop Understandable Explicit Nested Goals Constrained choiceFeedback Actions Clear Micro-challenging
  31. 31. Game Loop Understandable Explicit Nested Goals Constrained Immediate choice Feedback Actions ClearConsumable Juicy Micro-challenging
  32. 32. progressgameful analysis design design exercise exercise the MDA experience wrapping model loops it all up
  33. 33. design challengeClient = Online dating ser viceGoal = Improve contactsTarget area = User to user messagingCurrent state = Simple, email like system
  34. 34. design challenge Groups of 4 - 6 Tune the dating site message systemAesthetics 1. How do you want it to feel?Dynamics 2. What systems/interactions are necessary?Mechanics 3. What are the basic interaction elements?
  35. 35. thoughts
  36. 36. progressgameful analysis design design exercise exercise the MDA experience wrapping model loops it all up
  37. 37. wrapping upGameful design as a UX lensThe MDA model as a way to both Analyse DesignEpicifying the core experience loop
  38. 38. finally...http://bit.ly/gamefuldesignwww.digitaldust.org@digitaldustWhat’s the appetite for more?
  39. 39. ding!gameful analysis design design exercise exercise the MDA experience wrapping model loops it all up

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