Making mistakes fun: Game mechanics are not a panacea, but they are kinda useful! 4.51 http://spkr8.com/t/5410

Description:

If you can't quite make every type of user mistake impossible, then you should at least make them fun, right? Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of 'late'). Touted as a 'solution' to the challenge of motivating certain behavior in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance - akin to to hitting the user over the head with a colorful hammer. In an effort to put this right, and help correct the flaws in the application of game mechanics that our team was seeing over and over again, we put together this 10 Step Plan to borrowing from the world of game design when considering your interaction and user interface design. Game design techniques aren't applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. Learn when, and when not to consider game design and mechanics, and how best to leverage them when appropriate. Learn why game mechanics aren't just a set of interrelated feedback loops (with a heavy set of rules) and see how to integrate classic mechanics, such as collection and feedback, as well more interesting elements such as obstacles, difficulty, competitions and mini games. Finally, learn how and when to use the most interesting game mechanic of all: rewards. Oh, and most importantly: learn how to stay true to the interaction you're designing without turning it into an actual game. This session is about putting the heart and soul of game design into IxD, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.

Comments on this Talk

Avatar-missing-icon-07 calexand, 12 Feb 10:17 PM

Good content, but between the accent and speaking fast, it was hard to understand him.

Avatar-missing-icon-03 Dan, 12 Feb 10:35 PM

Amazing! The guy spoke at a million miles an hour but was hilarious, funny and spot on with his content. More!

Avatar-missing-icon-07 Andrew , 12 Feb 10:43 PM

Sorry to be frank, but you seriously need to work on the speed of your speech. It was practically impossible to understand to foreigners (and many others). I and others had to leave the room. A suggestion would be to see yourself on the video when it's released, and compare your speed with that of the average of known skilled speakers. Just some friendly advice. I'm sure your content was brilliant, but it didn't reach a good portion of us.

Avatar-missing-icon-02 lisa , 12 Feb 10:58 PM

No issues understanding him and it was awesome. Guy should be a keynote.

Avatar-missing-icon-09 keb, 13 Feb 12:26 AM

Great idea lisa!

Avatar-missing-icon-07 Cynthia Poor, 13 Feb 05:21 AM

Totally awesome, relevant and challenging. Gamification is powerful, but used badly. Great food for though.

Avatar-missing-icon-08 Maria C., 13 Feb 05:23 AM

Outstanding material. Passionate speaker! Meebo/Secret Lab knows their stuff.

Avatar-missing-icon-05 Kevin Farner, 13 Feb 08:25 PM

Great topic, great use of slides, loved how it fit in with Stephen Anderson's.

Open-uri20120605-1-nhs073 Beth Meyer, 14 Feb 12:59 PM

Not terribly relevant to my work, but interesting.

Screen_shot_2010-12-05_at_5.43.06_pm willsansbury, 14 Feb 10:10 PM

Wonderful content, wonderful humor, wonderful talk overall. I was skeptical ("gamification" as a word makes me cringe, and as a practice of vomiting badges everywhere makes me stabby) but you delivered content that I am already putting to use. Thanks!

Avatar-missing-icon-04 Steve, 15 Feb 12:32 AM

single best preso of the conference

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32 Ratings: 4.51

Delivery: 4.53

Content: 4.49

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