The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
Suzi's indie game project focuses on creating an interactive demo that acts as a trailer for a game inspired by input-output cinema. The demo will be created using Game Maker and feature exploration of a fantastical tree world with narrative elements rather than traditional gameplay. Inspiration comes from artists like Brian Froud and games like Sword & Sorcery EP that emphasize visuals, sound, and story over mechanics.
This document discusses gamification in education and provides guidance for implementing gamification strategies in the classroom. It defines gamification, outlines different player types and motivations, and presents design elements like challenges, rewards, leaderboards, and badges. The document emphasizes that gamification requires understanding student motivations and properly balancing difficulty. It also cautions that simply adding points and badges does not ensure engagement and provides examples of effective gamification implementations and resources for educators.
"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad...Elizabeth Lawley
Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
This proposal suggests developing a game for Ben and Jerry's Facebook page that allows fans to build a personal list of their favorite flavors by playing a game that "pits" two flavors against each other. By playing, fans would create a list of flavors they haven't tried before. Ben and Jerry's could then use this unique, personal list to offer fans discounts to try those undiscovered flavors. The game would be developed as a Facebook Canvas Application. It would take players between 2-10 minutes to complete their personal list by making flavor comparisons. The goal is to encourage fan engagement while providing targeted marketing offers.
This document provides an introduction and overview of user experience design. It defines user experience as all aspects of a user's interaction with a product including how it is perceived, learned and used. The document discusses how experiences are created through technology and outlines three parts to user experience design: the human level, interaction level, and context level. It provides examples of topics that are important to consider at each level like perception, emotions, affordances, and cultural values. The overall goal of the course is to learn how to deliberately design user experiences.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
This document discusses three entry points for brands to engage with gamers:
1) Integrating brands directly into existing games to raise awareness in a non-intrusive way, like Ford promoting their cars in The Sims.
2) Partnering with popular games and movies to create special branded levels and apps, like Universal Pictures working with Doodle Jump.
3) Creating their own branded games, though it notes brands often had limited success with this in the past and now focus more on partnering with popular titles.
The overall message is that gaming is a massive social activity and brands can benefit by finding subtle ways to engage users within these interactive communities rather than interrupting gameplay with obvious ads.
The document discusses how gamification can be used to motivate people. It explains that play is how humans learn and evolve, and that gamification taps into natural human motivations like having a purpose, achieving mastery, and autonomy. Specifically, it recommends visually presenting challenges, clarifying goals, providing scaffolded challenges, and optimizing the overall experience to create a state of "flow." Peer influences like recognition, pleasure in shared experiences, and pressure to conform are also discussed as motivators. The overall message is that gamification can motivate by appealing to innate human desires for purpose, mastery, social connection, and fun.
This document contains tweets from Christina Wodtke discussing game design fundamentals and concepts. It covers the 7 formal elements of games (players, objectives, outcomes, rules, procedures, resources, boundaries), mechanics and dynamics, and the MDA framework for understanding how games create experiences through their mechanics, dynamics and aesthetics. It also discusses elements that make games engaging like challenges, story, characters and conflict.
Comunication & Storytelling for Product Managers (and anyone else)Christina Wodtke
Half-Day Interactive Workshop
“Get ready to actively participate in your transformation from product manager to product leader”
A product manager rarely has any authority beyond what they can talk people into, thus we need to become really strong communicators. In this half-day interactive workshop, we’ll look at the three kinds of communication: managing up, team communications, and the very important roadshow for getting other groups onboard with your vision. We will use the power of story for formal communication and a combination of techniques from NVC (Harvard’s negotiation project) and the GSB’s “touchy feely” class to make sure your message gets through, and that we are listening effectively.
This special half-day training workshop, with product author and lecturer, Christina Wodtke, is specifically designed for product managers who are looking to really level up their communications skills and who want to use story-telling to effectively communicate with others.
This document provides advice on how to influence others without direct authority. It recommends first listening to understand others' needs, wants, and definitions of success and failure. Norm-setting exercises can establish expectations for how groups will work together. Understanding different cultural maps and communication styles is also important. Speaking the language of the environment and finding ways to frame individual and group goals as shared ("make an US") can help build influence. Self-awareness of strengths, weaknesses, body language and how one is perceived by others also plays a role in wielding soft power over hard power.
The document discusses different types of visual models for making sense of complex information and communicating concepts. It provides examples and descriptions of mind maps, concept maps, system maps, mental models, and concept models. For each model type, the document explains the purpose and provides one or more illustrative examples. It emphasizes that visual models are useful tools for gathering thoughts, organizing understanding, mapping systems, understanding mental models, and messaging complex ideas.
The problem with unexpected consequences is that they are unexpected. The time of "move fast and break things" is over, as we have broken everything from hearts to democracy.
It's time for designers, along with their partners - engineers and business - to embrace a new long term approach to bringing change into the world, that focuses less on disruption and more on evolution. In this talk, Christina will explore various approaches to designing more robust and compassionate change.
The document discusses how to reboot a team by setting goals, roles, and norms; checking in weekly; and evaluating and making corrections quarterly. It emphasizes establishing a common purpose, performance goals, and mutual accountability. Teams are encouraged to provide fast, frequent feedback and hold retrospectives to continuously improve. Individual and team feedback should be empathetic and help the group learn and grow over time.
This document provides an overview of using visual models and drawings to communicate complex ideas and concepts. It discusses different types of visual models like mind maps, concept maps, system maps, mental models, and concept models. It provides examples of each type of model and encourages the reader to practice different drawing exercises, like drawing processes, comparisons, and conceptual models. The overall message is that visual models are effective ways to organize thinking, understand relationships, and communicate complex topics in a simple manner.
The document discusses the history and importance of information architecture (IA). It notes that IA was initially an informal practice before becoming a recognized field. However, IA is now more crucial than ever to organize the massive amounts of digital information and data. The document warns that algorithms and search tools are not enough on their own. Effective IA requires considering how organization and classification can impact different groups, employing user-centered design, and acknowledging that IA decisions are political in nature. The overall message is that IA practitioners must work to make information structures meaningful, inclusive and support deeper understanding.
Given at Lean Startup 2017.
Using Lean to Create High-Velocity Teams (Until 2:00pm)
Great products come from great teams, yet very few companies try their hand at at team design. Too often we rip job descriptions off the web, throw people together without preamble, then simmer in passive-aggressive discontent until someone eventually fires the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits. Can Lean show us a better way to get things done?
Christina Wodtke teaches Lean Entrepreneurship at the university level and coaches executives how to create high-performing organizations. From this intersection she has helped a new kind of team emerge: the Lean Team.
What is the Lean Team?
-Hypothesizes about how we do our work, not just what work we’ll do.
-Holds no ao assumptions about the best way to get things done.
-Is constantly iterating.
-Commits to peer-to-peer accountability and coaching.
-Embraces diversity in experience and culture.
-Engages in formal reflection to increase learning velocity.
The best teams don’t just use Lean Startup methods to create breakthrough products. They use the learning cycle to reduce interpersonal conflict, communicate effectively, and get more done. In this breakout session, we’ll look at the best practices that high velocity, high-learning teams use, and how you can bring them back to your company.
#enterprise #startup #leanteams
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Given at UXDC
From Starchitects to Design Gurus, the lone designer-hero has been our model for creating impact. But it’s a complete lie. The complex software, smart devices and connected information environments we create require multidisciplinary teams. So we must spend a lot of time getting teamwork right, right?
Sadly, no.
Instead we rip job descriptions off the web, throw people together without preamble, simmer in passive-aggressive discontent until we eventually fire the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits.
It’s time to give teams the same attention and craft we give our products. Christina will share the lessons from top companies in the Silicon Valley for you to take back to your teams. It doesn’t matter if you are a manager or a peer leader, these approaches will make your team thrive. Awesome products come from awesome teams, so it’s time to stop doing business as usual and design a team for impact.
This document provides an overview and discussion of topics related to developing a business from an initial idea, including:
- Researching customer needs and validating ideas through frameworks and brainstorming techniques.
- Customer development processes like validating minimum viable products and creating shared visions with teams.
- Business model canvases, acquisition channels, revenue streams like marketplace, subscription and advertising models.
- Pricing strategies like determining the unit of exchange and capturing customer value while driving desired behaviors.
- Examples of pricing models for software and lessons on testing pricing through interviews and mockups.
The document discusses various methods for validating assumptions in product development, including landing pages, audience building, concierge testing, Wizard of Oz testing, fake doors, and selling. It provides examples of what each method is good for, how to implement it, and which types of assumptions (problem, solution, or implementation) it helps validate. The document encourages readers to identify the best validation method for their product and create a landing page or other test before the next class.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
The Creative Entrepreneur: Stanford Class2 NeedfindingChristina Wodtke
This document contains profiles of three potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites. It describes their personal backgrounds, technical proficiencies, histories with the websites, and opportunities for each website to engage them. The document aims to understand different types of users to help ideate new products or services.
The Creative Entrepreneur: Stanford Class4 From story to offeringChristina Wodtke
Our product and services help customers in a target segment by addressing their needs and jobs to be done, reducing pain points and increasing gains, in a way that differs from competitors or do-it-yourself solutions. The document discusses wireflows, one minute pitches, dotmocracy voting, key screens like upsell pages, participatory roadmaps to define minimum viable products, and testing with the target market using a business model canvas.
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portfolio Shrey t Graphic Designer video editor Creative Resumeredratmoon
freelancer specializing in video editing, graphic designing, and AI voice generation. With a passion for creative storytelling and a commitment to quality, I bring ideas to life through visually compelling and engaging content.
What I Do:
Video Editing:
From YouTube videos to documentaries and promotional clips, I specialize in crafting videos that captivate and inspire. With expertise in seamless transitions, color correction, and sound design, I ensure your message is delivered with impact.
Graphic Designing:
I create eye-catching designs for logos, brochures, social media posts, and more. Each design is crafted to reflect your brand’s identity and resonate with your audience, ensuring a memorable visual presence.
AI Voice Generation:
Need a professional voiceover for your commercial, explainer video, or audiobook? I provide AI-generated voices that sound natural and authentic, tailored to match the tone and style of your project.
Why Choose Me:
Creative Excellence: I combine creativity with technical expertise to deliver results that exceed expectations.
Client Collaboration: Your vision is my priority. I work closely with you to understand your goals and bring them to life through collaborative effort.
Attention to Detail: Meticulous in every project, I ensure every detail is perfected to achieve a polished and professional outcome.
Timely Delivery: Committed to meeting deadlines, I deliver projects on time without compromising quality.
Custom Logo Design The Top Five AdvantagesMR Logo Design
Explore these top five advantages of custom logo design, as suggested by the experts of a custom logo design company in the UK in this slideshow. For more information visit our website - https://www.mrlogodesign.co.uk/
Digital marketing agency in bhubaneswar.pdfdeepakhota090
Digital Marketing agency bhubnaeswar
People can get following profits with Digital Marketing agency bhubnaeswar
1.Expertise and Experience
Specialized Knowledge Agencies have professionals with expertise in SEO, content marketing, social media, PPC, and more.
Industry Insights: They stay updated with the latest trends and best practices in digital marketing.
2. comprehensive Strategy
Tailored Plans Agencies create customized marketing strategies based on your business goals and target audience.
Integrated Approach They use a mix of channels and tactics for a cohesive and effective marketing campaign.
3.SEO and Content Marketing
Improved Visibility Optimize your website and content to rank higher on search engines.
Quality Content: Create engaging and relevant content to attract and retain customers.
4.Social Media Management
Engagement Manage your social media profiles to build a community and engage with your audience.
Campaigns: Run targeted ads and promotions to increase brand awareness and drive sales.
5.Pay-Per-Click Advertising (PPC)
Targeted Ads: Create and manage PPC campaigns on platforms like Google Ads to reach potential customers.
Budget Management: Optimize ad spend to ensure maximum ROI.
6.Analytics and Reporting
Performance Tracking: Monitor and analyze campaign performance using advanced tools.
Data-Driven Decisions: Use insights to refine strategies and improve results.
7.Email Marketing
Campaign Creation: Design and implement email marketing campaigns to nurture leads and retain customers.
Personalization: Use segmentation and personalization to improve engagement and conversion rates.
8.Brand Development
Consistent Branding: Ensure your brand message and visual identity are consistent across all digital channels.
Reputation Management: Monitor and manage your online reputation to build trust with your audience.
9.Cost Efficiency
Resource Allocation: Efficiently allocate resources to various marketing channels for maximum impact.
ROI Focused: Agencies focus on delivering measurable results and maximizing return on investment.
10. Time Savings
Focus on Core Business: Allow you to focus on running your business while experts handle your digital marketing efforts.
Efficiency: Speed up campaign execution and optimization with dedicated professionals.
By partnering with a digital marketing agency, businesses can leverage expert knowledge, advanced tools, and proven strategies to enhance their online presence, attract more customers, and achieve their marketing goals.
Social Media Marketing in Bhubaneswar
Social media marketing in Bhubaneswar(SMM) helps businesses and individuals build their brand, engage with their audience, and drive growth. Here are some key ways social media marketing can be beneficial:
1. Increased Brand Awareness
Reach: Connect with a large audience across various social media platforms.
Visibility: Regular posts and interactions increase brand visibility and recognition.
2. Enhanced Customer Engagement
Building Accessibility into your Design SystemsResolute
Accessibility is transforming from a mere buzzword to a crucial design principle, essential for creating inclusive experiences that cater to all users, including those with disabilities. Overlooking accessibility can alienate potential users, highlighting the importance of incorporating it to ensure equality and a seamless user experience. At the heart of ensuring consistent, quality experiences lies the concept of a design system, defined by Diana as "the single source of truth" for all teams involved in product development.
Integrating accessibility within design systems from the outset is not only more efficient and cost-effective but also fosters a cohesive and inclusive digital environment across design, development, and product management, ensuring that products serve everyone's needs right from the beginning.
Stress Analysis of Maraging Steel Differential Gear using ANSYSRam Krishna Singh
The main purpose of this project paper is to focus on stress analysis of differential gear. For power transmitted from
the engine to the rear wheels the differential gear is used. In a Vehicles, the differential gear provides equal power to all drive
wheels while allowing each driving wheel to turn at a different angle and different velocity. Basically, while turning around
corners, wheels of an automobile spin at differing velocity. Differential gears fails when tooth tension exceeds its safety limit.
Therefore, the maximum capacity at the specified load should be determined. Gears analysis is done to minimize stress on gear
teeth and prevents the gear to failure. The purpose of this project is to compare the results obtained on different materials (i.e.,
Maraging steel, aluminium alloy, cast steel) and achieve a suitable material for Differential Gear without any failure using
ANSYS and Solid Works software.
Keywords: Differential Gear, Stress Analysis, ANSYS, Maraging Steel, Solid Works.
The built environment plays a crucial role in shaping a child's visual identity.Mostafa Abd Elrahman
The built environment plays a crucial role in shaping a child's visual identity.
From the vibrant colors and playful designs of playgrounds to the textures
and layouts of schools, the spaces around children can profoundly influence
their cognitive, emotional, and social development
Octalysis Prime Challenge - GamerTalesAIYu-kai Chou
The Octalysis Group is looking for UX Designers who have an understanding of Octalysis.
We are looking for UX designers who can take an existing Strategy Dashboard, and create a short Brainstormand visually make it come to life. This is step 2 (Brainstorm) and step 5 (Wireframes) of the 5-Step Octalysis design process. If you are hired, you would work with a senior TOG specialist, getting information on which screens to be done and executing these. All the while working with the general principles of Octalysis in these screens.
You’ll be working with Figma to deliver high fidelity wireframes at a high pace.
Nityanamya Transforming Kitchens with Style and Functionality.pptxNityanamya
Nityanamya specializes in transforming kitchens with a blend of style and functionality. Our designs enhance your culinary space with innovative layouts, premium materials, and personalized touches, creating kitchens that are both beautiful and practical.
Elevate Your Interiors: Danielle Ferrazzano's Essential Design Tipsdanielleferrazzanous
Join Danielle Ferrazzano, a renowned interior designer from Palm Beach, as she unveils her five essential tips for transforming any space. This presentation covers key aspects such as balancing function and aesthetics, mixing textures, and personalizing your decor to reflect your unique style.
4. These are the wise people I learned from
Some I interviewed, some I read their books, some I watched their videos, some reviewed this
talk…
5. 7 Lessons from game design
1.Find your North Star
2.Design for Emotion(s)
3.Use Player Types
4.Know Your Mechanics
5.Consider the Elder Game
6.Learn to Teach
7.Always be Testing
6. Find your North Star
Every project needs a goal that everyone agrees is worth doing.
8. The Player
Should Have The
Fun, Not The
Designer Or The
Computer
The algorithms were, of course, very
fun to construct and interesting to
discuss outside of the game. The
players, however, felt left behind --
the computer was having all the fun
-- so we cut the feature.
From a Gamasutra Article “Analysis: Sid Meier's Key
Design Lessons”
Christina Wodtke www.eleganthack.com @cwodtke
11. Design for An Emotion
Conversion is a crap north star
12. Are all the
emotions
Uxr’s have
to design
for
Frustration
Satisfaction
Delight?
We design
in Black
and White
Christina Wodtke www.eleganthack.com @cwodtke is a world of amazing emotions in technicolor just waiting
We have been designing in Black and White. There
13. A better list of words to design for
Needs
CONNECTION CONNECTION continued HONESTY MEANING
acceptance safety authenticity awareness
affection security integrity celebration of
appreciation stability presence life
belonging support PLAY challenge
cooperation to know and be known joy clarity
communication to see and be seen humor competence
closeness to understand and PEACE consciousness
community be understood beauty contribution
companionship trust communion creativity
compassion warmth ease discovery
consideration PHYSICAL WELL-BEING equality efficacy
consistency air harmony effectiveness
empathy food inspiration growth
inclusion movement/exercise order hope
intimacy rest/sleep AUTONOMY learning
love sexual expression choice mourning
mutuality safety freedom participation
nurturing shelter independence purpose
respect/self-respect touch space self-expression
water spontaneity stimulation
to matter
(c) 2005 by Center for Nonviolent Communication Website: www.cnvc.org
understanding
Christina Wodtke www.eleganthack.com @cwodtke
14. PEACE
beauty communion ease equality harmony inspiration order
Christina Wodtke www.eleganthack.com @cwodtke
15. Boys like peace and
harmony and order too
Christina Wodtke www.eleganthack.com @cwodtke
16. There is no
shortage of
“organization
porn” on the web.
We have a deep
seated dream of a
place of tidy
harmony.
Christina Wodtke www.eleganthack.com @cwodtke
17. Life with
Alacrity on his
itunes rating
practice
http://www.life
withalacrity.co
m/2006/08/usi
ng_5star_rat.h
tml
What if
software
holding large
collections
made it even
easier to
create order?
Christina Wodtke www.eleganthack.com @cwodtke
18. AFFECTIONATE CONFIDENT GRATEFUL PEACEFUL
compassionate empowered appreciative calm
friendly open moved clear headed
loving proud thankful comfortable
open hearted safe touched centered
sympathetic secure content
tender INSPIRED equanimous
warm EXCITED amazed fulfilled
amazed awed mellow
ENGAGED animated wonder quiet
absorbed ardent relaxed
alert aroused JOYFUL relieved
curious astonished amused satisfied
engrossed dazzled delighted serene
enchanted eager glad still
entranced energetic happy tranquil
fascinated enthusiastic jubilant trusting
interested giddy pleased
intrigued invigorated tickled REFRESHED
involved lively enlivened
spellbound passionate EXHILARATED rejuvenated
stimulated surprised blissful renewed
vibrant ecstatic rested
HOPEFUL elated restored
expectant enthralled revived
encouraged exuberant
optimistic radiant
(c) 2005 by Center for Nonviolent Communication Website: www.cnvc.org
rapturous
thrilled
Photos fill us with positive emotions
Christina Wodtke www.eleganthack.com @cwodtke
19. Facebook
ignores that
we love to
fiddle with
our beloved
objects.
How could this be
redesigned?
Christina Wodtke www.eleganthack.com @cwodtke
20. AFRAID lost DISQUIET PAIN TENSE AVERSION
apprehensive mystified agitated agony anxious animosity
dread
foreboding
perplexed
puzzled
alarmed
discombobulated As well, Game
anguished
bereaved
cranky
distressed
appalled
contempt
frightened
mistrustful
torn disconcerted
disturbed
designers are
devastated
grief
distraught
edgy
disgusted
dislike
panicked
petrified
DISCONNECTED perturbed
alienated rattled hurt
much more
heartbroken fidgety
frazzled
hate
horrified
scared
suspicious
aloof
apathetic
restless
shocked
comfortable with
lonely
miserable
irritable
jittery
hostile
repulsed
terrified
wary
bored
cold
startled
surprised
creating negativeFATIGUE
regretful
remorseful
nervous
overwhelmed
worried detached
distant
troubled
turbulent
SAD emotions than beat out
depressed burnt
restless
stressed out
ANNOYED
aggravated
distracted
indifferent
turmoil
uncomfortable
web designers, depleted
dejected
despair VULNERABLE exhausted
dismayed
disgruntled
numb
removed
uneasy
unnerved
who
despondent
disappointed
fragile
guarded
lethargic
listless
displeased uninterested unsettled Mostly aim for tired
discouraged helpless
exasperated withdrawn upset disheartened insecure weary
frustrated “happy.” But as worn out
forlorn leery
impatient EMBARRASSED YEARNING gloomy reserved
irritated ashamed envious part of a
heavy heartedsensitive ANGRY
irked chagrined jealous hopeless shaky enraged
CONFUSED flustered longing sequence, a
melancholy furious
ambivalent guilty nostalgic unhappy incensed
baffled mortified pining slight negative indignant
wretched
bewildered self-conscious wistful irate
dazed can increase a livid
(c) 2005 by Center for Nonviolent Communication Website: www.cnvc.org
hesitant outraged
positive. resentful
Christina Wodtke www.eleganthack.com @cwodtke
22. Actually, this
is rather
pleasurable.
Christina Wodtke www.eleganthack.com @cwodtke
23. If I don’t log
in every Obviously
day, I am Mr. Right
tortured with
men I
missed
Christina Wodtke www.eleganthack.com @cwodtke
24. “People find role playing
cheesy, makes them self
conscious.
The game forces you into
uncomfortable situations.
You take a situation and a
pattern and match them
up.. It might be a pattern
you avoid because you
aren’t good at it. And it
creates much more
teachable scenarios.”
Christina Wodtke www.eleganthack.com @cwodtke
26. Grace (62/ female/ widowed/ Little Rock, AR.)
“I like playing my favorite games online, but if I can play with
friends, well that’s even better!”
Personal Background: Her husband has passed on. She
has two grown kids, both of whom live far away. She misses
the kids, but has a fairly large circle of friends that she spends
time with.
Technical Proficiency : Limited. Can use her browser and
her email. MS Word confuses her, and she doesn’t like using it.
Doesn’t know what an OS is. Tends to click yes if the browser
prompts her to do anything, and will click wildly until things
work.
History with games: Plays crossword puzzles daily and saves
them. Plays card games, PhotoJam, but is offended by South
Park cartoons
Game’s opportunity: If Grace can be convinced to
2001 participate in community activities, she will become a loyal user
of the site. She needs to be sheltered from the sick and twisted
content, however.
Christina Wodtke www.eleganthack.com @cwodtke
27. Richard Bartle http://www.mud.co.uk/richard/hcds.htm Drawing: Frank Caron http://frankcaron.com
Christina Wodtke www.eleganthack.com @cwodtke and what features support the behavior desired is also useful.
Understanding behavioral patterns in player types,
Maybe more useful.
28. 4 Key Engagement Styles in Social Gaming
Express Compete
Explore Collaborate
Copyright Amy Jo Kim
29. Satisficers Socializers
Optimizers Self-discovery
Christina Wodtke www.eleganthack.com @cwodtke
31. This is a core loop for a very simple game. I’m actually shocked we don’t map this on other projects. Amazon’s is
Christina Wodtke www.eleganthack.com @cwodtke
Seek, evaluate, buy.
32. Will Wright on Game Design:
Christina Wodtke www.eleganthack.com @cwodtke http://youtu.be/CdgQyq3hEPo Watch 30:27-33:27
http://www.tubechop.com/watch/1003252
41. Pinch
The pinch is the place where you run out of something. I.e. You run out of lives in the arcade,
and you reach in your pocked for a quarter. Or twelve.
42. When you run
out of energy,
you have to
A)Spend
money for
more energy
B)Ask friends
for help (virals)
C)Go away
and come
back later
Christina Wodtke www.eleganthack.com @cwodtke
43. Cityville has a
natural pinch;
as your city
grows you
need more
land
Christina Wodtke www.eleganthack.com @cwodtke
44. Castleville has
a pinch for
explorers and
decorators;
unclaimed
land is full of
mysterious
clues
Christina Wodtke www.eleganthack.com @cwodtke
46. 6 key principles of
persuasion by Robert
Cialdini
Reciprocity
Social Proof
Commitment and Consistency
Authority
Liking
Scarcity
Christina Wodtke www.eleganthack.com @cwodtke
47. We’ve got scarcity here, plus a sense of what you have
missed, and away to keep you coming back
Christina Wodtke www.eleganthack.com @cwodtke
49. Celebrate microwins!
Actions taken
successfully create
mini-rewards in the
form of doobers
(stars and slot-
machine sounds).
Christina Wodtke www.eleganthack.com @cwodtke
50. Leaderboards
There is a certain satisfaction in
kicking a friend’s rear. However, if
you have a place where not much social
is happening, be sure to motivate me
by making me beat my own high score.
Don’t make me feel lonely.
51. Mastery
Crafting in Castleville, and many other games
is all about repetition. No real skill is gotten by
the player. Is the user really feeling mastery
here?
In Bubblewitch saga, like many match-
three games, it’s all about beating your
own score as well as others. You can
see and feel your improvement.
58. Christina Wodtke www.eleganthack.comFTUE (first time user experience) and elder game at a minimum. Almost
All game designers I’ve met talk about @cwodtke
no web/app developer I speak with discusses these much if at all. Is a tutorial enough?
59. Yahoo
rewards
group
managers
with
customization
tools
Christina Wodtke www.eleganthack.com @cwodtke
60. Okcupid
invites
you to be
a
moderato
r once
you’ve
been an
active
member
for awhile
Christina Wodtke www.eleganthack.com @cwodtke
63. From Art of Game
Design, by Jesse
Schell. This his
process diagram,
and looks accurate
to me. Game
people
often talk about
“wandering in the
wilderness”: the
time while you are
trying to achieve
fun.
Christina Wodtke www.eleganthack.com @cwodtke
65. How
most web
site
makers
view
design
Christina Wodtke www.eleganthack.com @cwodtke
66. Grace and Glory enemy concept
designs by Yusuke Hashimoto. From
the upcoming video game Bayonetta.
Graphic design in games is
Concept design by Min Zhou
http://minzhouportfolio.blogspot.com/ begun day one, and informs
and inspires all product
choices
Christina Wodtke www.eleganthack.com @cwodtke
70. Sid Meir, Everything You Think You Know Is Wrong. Watch 18:40-23:53
Christina Wodtke www.eleganthack.com @cwodtke
http://www.youtube.com/watch?v=bY7aRJE-oOY&feature=BFa&list=PL8E8E672C0031DC3A
72. To play Dance Central,
you have to learn the
moves
Christina Wodtke www.eleganthack.com @cwodtke
73. They make the learning into a game too– if you can decode
the picture, you can get a diamond and skip the practice
Christina Wodtke www.eleganthack.com @cwodtke
What is a north star? It is the goal, the thing you are aiming for, and when you arrive, you can launch. http://www.boxesandarrows.com/view/building_a_vision_of_design_success,
Game designers have an inherent North Star because they are building a game. It’s FUN. Game designers constantly ask “Is it fun yet” and if the answer is no, they don’t launch. And their team doesn’t launch. Even when it’s late late late. Because there is no point in launching an un-fun game.
Game designers are very user centered. They have to be.
So when you are working on your project, your northstar should be a strong emotion.
http://www.youtube.com/watch?v=y9Z-3mz3j6U&feature=BFa&list=PL8E8E672C0031DC3A Warning: this video will make you cry. It’s awesome. Watch 4:28-7:20
We are often facile when discussing needs in web design. If we tap deeper into basic needs, we can get more satisfying products.
We are limited in how we talk about emotion in Wed Design. We talk about delight, and frustration. But there are many more words we could be designing for…
As well, Game designers are much more comfortable with creating negative emotions than wed designers, who Mostly aim for “happy.” But as part of a sequence, a slight negative can increase a positive.
Dan Brown’s Communicating Design Game. Sometimes stress can teach.
This is a classic persona my old company CarbonIQ made for a casual gaming site. It was useful. But….
Amy Jo Kim has developed different player types that you find in Social Games. Each one has his or her own play style. Knowing these needs shapes the feature set and core loop.
Backyard Monsters takes the classic tower defense loop (build defense, get attacked, redo) and adds complexity by letting you also attack and build offensive as well as defensive tools.
Paper beats rock, rock beats scissors, scissors beats paper. The game of rock paper scissors lizard spock adds In two more elements for added complexity. And nerdity.
A constraint is usually about resource management. How much energy/money/stuff you need.
The pinch is the place where you run out of something. I.e. You run out of lives in the arcade, and you reach in your pocked for a quarter. Or twelve.
Energy is a typical social game pinch. You can solve with money or with being “social” i.e. begging from friends.
In cityville, real estate is an excellent pinch. You could just buy more land, but you could also upgrade to better buildings, rearrange your items, or store something. More options + more fun play.
In Castleville the pinch is also part of the play. New land is shrouded in shadow, so you may discover new mysteries as you look to expand.
Manipulation is tough. We go to the theater to be manipulated. We like a certain amount of orchestration of our feelings. But we sure don’t like being taken advantage of.
Name the persuasion techniques being used by these social games. Trust me, a little time on Facebook and you can collect all six. And find a few new ones.
Zynga invented the “doobers” which is when something good happens you see an outflowing of stars or coins. It’s the equivalent of the slot machine flowing out, and very satisfying.
There is a certain satisfaction in kicking a friends bum. However, if you have a place where not much social is happening, be sure to motivate me by making me beat my own high score. Not feel lonely.
Moving from a novice to a master is why we play tennis, chess or even do things like knitting or woodworking. We humans love to know we are getting better at something.
Classic waterfall. Even web people don’t like this anymore.
From Art of Game Design, by Jesse Schell. This his process diagram, and looks accurate to me. Game people often talk about “wandering in the wilderness”: the time while you are trying to achieve fun.
Make it pretty, make a profit. Often web and app design just slaps some pretty on it at the end.
Again, game designers seem way more user centered than most others. They don’t say “we’ll do two rounds of testing.” They’ll test over and over until fun arrives.
Sid Meir, Everything You Think You Know Is Wrong. Watch 18:40-23:53 http://www.youtube.com/watch?v=bY7aRJE-oOY&feature=BFa&list=PL8E8E672C0031DC3A
Most web app designers through learning into a quickie tutorial in the beginning. But game designers, focused on mastery and that satisfaction weave it through the game.
Dance Central: you have to do the moves along with the dancer to earn points
Dance Central made learning the moves a key part of the game, not just a simple add on. You feel like you are really learning to dance.