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Engaging Experience                         Break!   Principles            Wrapping Up




       The User Experience
         from 30,000ft
            #comp33512
       Week 06 – Lectures 11/12


   Markel Vigo (for Simon Harper)
     University of Manchester



          Semester 2 – 2012/13
               last update: March 5, 2013

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Engaging Experience                          Break!                          Principles                         Wrapping Up




Discussion Topics Coursework # 2


      13-Mar-2013 10:00AM (Deadline) 27-Mar-2013 10:00AM
      (Feedback)
      ‘Designing the Star User Interface’ (10 Marks) – the Star
      interface is really where all GUI interfaces began. It takes the user
      as a first and primary priority in the design and it is inconceivable
      that you do not have an awareness of these classic design
      principles as perspective computer science graduates.
      D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4):
      242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface.




                                                                                     ...expanded in ‘Discussion Topics’ (pg. 19)



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Xerox Star Desktop Coursework # 2

           ‘Familiar Concepts’ – Star equates familiar conceptual models
                               specifically with the idea of the desktop
                               and the items that you might find on it;
      ‘Universal Commands’ – Star also proposes the idea of universal
                           commands;
                      ‘Consistency’ – Consistency, or pragmatic consistency
                                    as the Star Team suggest is best, is
                                    another important principle for usability;
                        ‘Simplicity’ – Simplicity is incredibly important, but
                                     it’s not a clear-cut principle; and
           ‘User Tailor-ability’ – Usability is all about customisation,
                                 personalisation, and system adaptation.
                                                            ...expanded in ‘Xerox Star Desktop’ (pg. 142)



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Engaging Experience                  Break!     Principles              Wrapping Up




UX Pop Quiz



         1. What is the significance of the Xerox Star interface?
         2. What are the five main principles proposed by the Xerox Star
            team?
         3. What does GOMS stand for and what does it involve?
         4. What are the ten main principles of efficient design?
         5. How do these principles differ from Shneiderman’s rules?




                                                              ...expanded in on pg. 163.



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Engaging Experience

      engage – verb
      “occupy, attract, or involve (someone’s interest or attention) /
      (engage someone in) cause someone to become involved in (a
      conversation or discussion)”




                                                                    ...expanded in ‘Principles of Engagement’ (pg. 187)



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Engaging Experience

      engage – verb
      “occupy, attract, or involve (someone’s interest or attention) /
      (engage someone in) cause someone to become involved in (a
      conversation or discussion)”
      Digital Umami? Imperceptibly Delicious!
      A category of taste in food (besides sweet, sour, salt, and bitter),
      corresponding to the flavour of glutamate, especially
      mono-sodium glutamate. ORIGIN Japanese, literally
      ‘deliciousness.’
      UMAMI as FUNOLOGY, SOCIAL DYNAMICS, &
      GAMIFICATION.
                                                                    ...expanded in ‘Principles of Engagement’ (pg. 187)



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Pro-Umami



      “As the critics point out, some gamified products are just poorly
      executed. Just because you saw something in a game once
      doesn’t mean it’ll be fun in your product. But I think that most of
      the critics of gamification fail to take into account the wide range
      of execution that’s possible. Gamification can be applied as a
      superficial afterthought, or as a useful or even fundamental
      integration.”




                                                                    ...expanded in ‘Principles of Engagement’ (pg. 187)



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Con-Umami




      “More specifically, gamification is... invented by consultants as a
      means to capture the wild, coveted beast that is videogames and
      to domesticate it for use in the grey, hopeless wasteland of big
      business... Gamification is reassuring. It gives Vice Presidents and
      Brand Managers comfort: they’re doing everything right.”




                                                                    ...expanded in ‘Principles of Engagement’ (pg. 187)



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Facilitate Social Dynamics #1


              Social interaction with other users, or via a more humanistic
              / naturalistic / conversational interface;
              Energy that is often found in human interactions;
              Propel us into having better user experiences because they
              are closer to our expectations of person-to-person
              interactions; therefore,
              We feel more secure and more likely to perform better within
              groups; and,
              Take advantage of expectations of conformance to social and
              cultural norms.

                                                                    ...expanded in ‘Facilitate Social Dynamics’ (pg. 199)



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Facilitate Social Dynamics #2




                        Figure 64. ‘Microsoft Courier Imitating a Real World Notebook’; pg. 188




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Facilitate Social Dynamics #2




                                     Figure 69. ‘Cockney ATM Cash Withdrawal’; pg. 192


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Funology #1

      Personalisation: ‘relevance’; ‘surpass expectations’;
                       ‘decision-making authority of the user’;
                       ‘appropriateness’; ‘the users needs’; ‘don’t think
                       labels, think expressiveness and identity’; and
                       ‘users interests’.
               Intangible: ‘triviality’, ‘enjoyment of the experience’; ‘users
                           desires’; ‘sensory richness’; ‘don’t think products,
                           think experiences’; ‘don’t think ease of use, I
                           think enjoyment of the experience’.
                 Tangible: ’goal and action mode’; ‘don’t hide, don’t
                           represent, show’; ‘hit me, touch me, and I know
                           how you feel’; ‘don’t think of thinking, just do
                           doing’.                            ...expanded in ‘Funology’ (pg. 190)



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Engaging Experience                  Break!                         Principles                       Wrapping Up




Funology #1

      Narrative: ‘possibilities to create one’s own story or ritual’;
                 ‘connection’; ‘interpretation’; ‘reflection’; ‘recounting’;
                 ‘repetition and progression’; ‘anticipation’; and
                 ‘compositional thread’.
      Metaphor: ‘metaphor does not sucks’; ‘instead of representing
                complexity, trigger it in the mind of the user’.
      Communal: ‘social opportunities’ in terms of ‘connectivity’ and
              ‘social cohesion’; ‘variation’; ‘multiple opportunities’;
              and ‘co-activity’.
       Learning: ‘repetition and progression’; ‘develop skills’; ‘user
                 control on participation’, with ‘appropriate challenges’.
                                                                                 ...expanded in ‘Funology’ (pg. 190)



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Funology #2




                                     Figure 66. ‘Dropbox Snickers’; pg. 191



                                                                                     ...expanded in ‘Funology’ (pg. 190)



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Engaging Experience                      Break!                          Principles                       Wrapping Up




Funology #2




                                     Figure 67. ‘HandBrake Cocktails’; pg. 192




                                                                                      ...expanded in ‘Funology’ (pg. 190)



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Engaging Experience                     Break!                         Principles                       Wrapping Up




Funology #2




                                     Figure 70. ‘Cockney ATM PIN’; pg. 192
                                                                                    ...expanded in ‘Funology’ (pg. 190)



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                                                                                 ...expanded in ‘Gamification’ (pg. 192)
Gamification #1

      Elementary: Visual elements, badges, and cute phraseology – in
                  some cases you could think of these elemental
                  gamification points as more funology than
                  gamification;
           Bolt-On: A set of game elements which are more deeply
                    related to games and gameplay, but are easy to add
                    to a pre-existing development and which imply
                    progress and reward, such as leader-boards, stages
                    and levels, percentage complete; and
       Ground-up: Game elements where planned from the start and are
                  indivisible from the main development, or an existing
                  development has evolved from the use of the game
                  elements at the heart of its interaction scenarios.

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                                                                                       ...expanded in ‘Gamification’ (pg. 192)
Gamification #2




                                Figure 72. ‘ThinkGeeks’s Timmy Sticker Map’; pg. 194



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Engaging Experience                      Break!                         Principles                          Wrapping Up


                                                                                     ...expanded in ‘Gamification’ (pg. 192)
Gamification #2




                                     Figure 73. ‘ThinkGeeks’s Timmy’; pg. 195



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Engaging Experience                          Break!                          Principles                          Wrapping Up


                                                                                          ...expanded in ‘Gamification’ (pg. 192)
Gamification #2




                                     Figure 71. ‘Boeing’s ‘New Airplane’ Site’; pg. 194




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Engaging Experience                  Break!                         Principles             Wrapping Up




Gamification Viewpoints




      Your Views
      What do you think?




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Let’s Have a Break!




  Back in 10 Minutes!


  Come see me now if you have
  Questions Regarding this Lecture!




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Engaging Experience                  Break!            Principles             Wrapping Up




Gamification Viewpoints




      Your Views
      What do you think?




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Engaging Experience                  Break!            Principles             Wrapping Up




Gamification Viewpoints




      The Penny Arcade
      http://penny-arcade.com/patv/episode/gamification
      Thanks to Safder Iqbal




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Engaging Experience                  Break!            Principles             Wrapping Up




Gamification Viewpoints




      Should I
      Gamify your Coursework results - to encourage competition?




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Collated Concepts of Engagement




                                                           ...expanded in ‘Collated Dynamic Concepts’ (pg. 197)



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Engaging Experience                  Break!                   Principles                        Wrapping Up




Collated Concepts of Engagement




                                                           ...expanded in ‘Collated Dynamic Concepts’ (pg. 197)



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Engaging Experience                  Break!                   Principles                        Wrapping Up




Collated Concepts of Engagement




                                                           ...expanded in ‘Collated Dynamic Concepts’ (pg. 197)



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Engaging Experience                  Break!                Principles             Wrapping Up




Potted Principles of Dynamic User Experience




               ‘Social’ Include aspects of social collaboration and
                        co-activity/pair-activity;
      ‘Progression’ Include components which facilitate movement
                    towards a goal; and
                  ‘Play’ Add aspects of fun, play, and enjoyment.




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Engaging Experience                  Break!                  Principles                         Wrapping Up


                                                           ...expanded in ‘Facilitate Social Dynamics’ (pg. 199)
Facilitate Social Dynamics

      Questions to think about as you design your prototype:




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Engaging Experience                  Break!                  Principles                         Wrapping Up


                                                           ...expanded in ‘Facilitate Social Dynamics’ (pg. 199)
Facilitate Social Dynamics

      Questions to think about as you design your prototype:

              Do you include suitable functionality to facilitate
              collaboration?
              Are aspects such as social communication accounted for?
              Do you link the real and virtual to facilitate better user
              engagement?
              Can team / group members interact and support each other?
              Have you used language and terminology which users may
              find playful?




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                                                             ...expanded in ‘Facilitate Progression’ (pg. 199)
Facilitate Progression


      Questions to think about as you design your prototype:




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Engaging Experience                  Break!                Principles                         Wrapping Up


                                                             ...expanded in ‘Facilitate Progression’ (pg. 199)
Facilitate Progression


      Questions to think about as you design your prototype:

              Have you thought about attainment and goals, via stages
              and levels?
              Do you facilitate motivation and reward?
              Have you included a narrative flow through each interaction?
              Are there opportunities for friendly competition?
              Is progress also social?




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                                                                        ...expanded in ‘Facilitate Play’ (pg. 200)
Facilitate Play


      Questions to think about as you design your prototype:




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                                                                        ...expanded in ‘Facilitate Play’ (pg. 200)
Facilitate Play


      Questions to think about as you design your prototype:

              Is the look and feel playful and game like?
              Have you included playful, and game like social elements?
              Will users leave with a feeling of fun and enjoyment?
              Are there playful games included, or game elements which
              make the interaction seem like a game, and not... work?
              Do the elements of play, included, really enhance the user
              experience?




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Remember



              Dynamics, funology, or gamification may just not be the
              right thing to do for your development;
              Mix‘n’match fashion – may be appropriate;
              Pay specific attention to the target reactions of the users;
              and
              Remember ‘good’ is not defined as more, but as the dead
              centre of the ‘Hebbian version’ of the ‘Yerkes Dodson Curve.



                                                                        ...expanded in ‘Caveat’ (pg. 201)



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Engaging Experience                      Break!                         Principles                     Wrapping Up




Remember




                                     Figure 62. ‘Yerkes Dodson Curve’; pg. 181


                                                                                     ...expanded in ‘Caveat’ (pg. 201)



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Pop Quiz for next week...



         1. What are the pros and cons of gamification?
         2. How could you include social / group dynamics into your
            system?
         3. How can you enhance the users perception of fun?
         4. What is the ‘skeptic’ view of Gamification?
         5. List a principle and describe it.




                                                                          ...expanded on pg. 204.



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To Do for next week...




         1. Pop Quiz (pg. 204) Discuss Next Week; and
         2. Read your notes up to the end of ‘Self Assessment
            Questions’ (pg. 204)




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Any Questions?




         Simon Harper 2.44 Kilburn Building
         0161 275 0599 (OR x50599)
         simon.harper@manchester.ac.uk
         Office Hours: Friday 14:00–18:00

                                                                   Figure 93. ‘Simon Harper –
                                                                   Your Mild-Mannered Course
                                                                   Tutor’; pg. 326



                                                                           ...expanded in ‘Contact’ (pg. 326)



 The User Experience from 30,000ft            Wrapping Up                           25 / 25

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UX from 30,000ft (COMP33512 - Lecture 11 & 12 - 2012/2013)

  • 1. Engaging Experience Break! Principles Wrapping Up The User Experience from 30,000ft #comp33512 Week 06 – Lectures 11/12 Markel Vigo (for Simon Harper) University of Manchester Semester 2 – 2012/13 last update: March 5, 2013 The User Experience from 30,000ft 1 / 25
  • 2. Engaging Experience Break! Principles Wrapping Up Discussion Topics Coursework # 2 13-Mar-2013 10:00AM (Deadline) 27-Mar-2013 10:00AM (Feedback) ‘Designing the Star User Interface’ (10 Marks) – the Star interface is really where all GUI interfaces began. It takes the user as a first and primary priority in the design and it is inconceivable that you do not have an awareness of these classic design principles as perspective computer science graduates. D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4): 242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface. ...expanded in ‘Discussion Topics’ (pg. 19) The User Experience from 30,000ft 2 / 25
  • 3. Engaging Experience Break! Principles Wrapping Up Xerox Star Desktop Coursework # 2 ‘Familiar Concepts’ – Star equates familiar conceptual models specifically with the idea of the desktop and the items that you might find on it; ‘Universal Commands’ – Star also proposes the idea of universal commands; ‘Consistency’ – Consistency, or pragmatic consistency as the Star Team suggest is best, is another important principle for usability; ‘Simplicity’ – Simplicity is incredibly important, but it’s not a clear-cut principle; and ‘User Tailor-ability’ – Usability is all about customisation, personalisation, and system adaptation. ...expanded in ‘Xerox Star Desktop’ (pg. 142) The User Experience from 30,000ft 3 / 25
  • 4. Engaging Experience Break! Principles Wrapping Up UX Pop Quiz 1. What is the significance of the Xerox Star interface? 2. What are the five main principles proposed by the Xerox Star team? 3. What does GOMS stand for and what does it involve? 4. What are the ten main principles of efficient design? 5. How do these principles differ from Shneiderman’s rules? ...expanded in on pg. 163. The User Experience from 30,000ft 4 / 25
  • 5. Engaging Experience Break! Principles Wrapping Up Engaging Experience engage – verb “occupy, attract, or involve (someone’s interest or attention) / (engage someone in) cause someone to become involved in (a conversation or discussion)” ...expanded in ‘Principles of Engagement’ (pg. 187) The User Experience from 30,000ft Engaging Experience 5 / 25
  • 6. Engaging Experience Break! Principles Wrapping Up Engaging Experience engage – verb “occupy, attract, or involve (someone’s interest or attention) / (engage someone in) cause someone to become involved in (a conversation or discussion)” Digital Umami? Imperceptibly Delicious! A category of taste in food (besides sweet, sour, salt, and bitter), corresponding to the flavour of glutamate, especially mono-sodium glutamate. ORIGIN Japanese, literally ‘deliciousness.’ UMAMI as FUNOLOGY, SOCIAL DYNAMICS, & GAMIFICATION. ...expanded in ‘Principles of Engagement’ (pg. 187) The User Experience from 30,000ft Engaging Experience 5 / 25
  • 7. Engaging Experience Break! Principles Wrapping Up Pro-Umami “As the critics point out, some gamified products are just poorly executed. Just because you saw something in a game once doesn’t mean it’ll be fun in your product. But I think that most of the critics of gamification fail to take into account the wide range of execution that’s possible. Gamification can be applied as a superficial afterthought, or as a useful or even fundamental integration.” ...expanded in ‘Principles of Engagement’ (pg. 187) The User Experience from 30,000ft Engaging Experience 6 / 25
  • 8. Engaging Experience Break! Principles Wrapping Up Con-Umami “More specifically, gamification is... invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business... Gamification is reassuring. It gives Vice Presidents and Brand Managers comfort: they’re doing everything right.” ...expanded in ‘Principles of Engagement’ (pg. 187) The User Experience from 30,000ft Engaging Experience 7 / 25
  • 9. Engaging Experience Break! Principles Wrapping Up Facilitate Social Dynamics #1 Social interaction with other users, or via a more humanistic / naturalistic / conversational interface; Energy that is often found in human interactions; Propel us into having better user experiences because they are closer to our expectations of person-to-person interactions; therefore, We feel more secure and more likely to perform better within groups; and, Take advantage of expectations of conformance to social and cultural norms. ...expanded in ‘Facilitate Social Dynamics’ (pg. 199) The User Experience from 30,000ft Engaging Experience 8 / 25
  • 10. Engaging Experience Break! Principles Wrapping Up Facilitate Social Dynamics #2 Figure 64. ‘Microsoft Courier Imitating a Real World Notebook’; pg. 188 The User Experience from 30,000ft Engaging Experience 9 / 25
  • 11. Engaging Experience Break! Principles Wrapping Up Facilitate Social Dynamics #2 Figure 69. ‘Cockney ATM Cash Withdrawal’; pg. 192 The User Experience from 30,000ft Engaging Experience 9 / 25
  • 12. Engaging Experience Break! Principles Wrapping Up Funology #1 Personalisation: ‘relevance’; ‘surpass expectations’; ‘decision-making authority of the user’; ‘appropriateness’; ‘the users needs’; ‘don’t think labels, think expressiveness and identity’; and ‘users interests’. Intangible: ‘triviality’, ‘enjoyment of the experience’; ‘users desires’; ‘sensory richness’; ‘don’t think products, think experiences’; ‘don’t think ease of use, I think enjoyment of the experience’. Tangible: ’goal and action mode’; ‘don’t hide, don’t represent, show’; ‘hit me, touch me, and I know how you feel’; ‘don’t think of thinking, just do doing’. ...expanded in ‘Funology’ (pg. 190) The User Experience from 30,000ft Engaging Experience 10 / 25
  • 13. Engaging Experience Break! Principles Wrapping Up Funology #1 Narrative: ‘possibilities to create one’s own story or ritual’; ‘connection’; ‘interpretation’; ‘reflection’; ‘recounting’; ‘repetition and progression’; ‘anticipation’; and ‘compositional thread’. Metaphor: ‘metaphor does not sucks’; ‘instead of representing complexity, trigger it in the mind of the user’. Communal: ‘social opportunities’ in terms of ‘connectivity’ and ‘social cohesion’; ‘variation’; ‘multiple opportunities’; and ‘co-activity’. Learning: ‘repetition and progression’; ‘develop skills’; ‘user control on participation’, with ‘appropriate challenges’. ...expanded in ‘Funology’ (pg. 190) The User Experience from 30,000ft Engaging Experience 10 / 25
  • 14. Engaging Experience Break! Principles Wrapping Up Funology #2 Figure 66. ‘Dropbox Snickers’; pg. 191 ...expanded in ‘Funology’ (pg. 190) The User Experience from 30,000ft Engaging Experience 11 / 25
  • 15. Engaging Experience Break! Principles Wrapping Up Funology #2 Figure 67. ‘HandBrake Cocktails’; pg. 192 ...expanded in ‘Funology’ (pg. 190) The User Experience from 30,000ft Engaging Experience 11 / 25
  • 16. Engaging Experience Break! Principles Wrapping Up Funology #2 Figure 70. ‘Cockney ATM PIN’; pg. 192 ...expanded in ‘Funology’ (pg. 190) The User Experience from 30,000ft Engaging Experience 11 / 25
  • 17. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Gamification’ (pg. 192) Gamification #1 Elementary: Visual elements, badges, and cute phraseology – in some cases you could think of these elemental gamification points as more funology than gamification; Bolt-On: A set of game elements which are more deeply related to games and gameplay, but are easy to add to a pre-existing development and which imply progress and reward, such as leader-boards, stages and levels, percentage complete; and Ground-up: Game elements where planned from the start and are indivisible from the main development, or an existing development has evolved from the use of the game elements at the heart of its interaction scenarios. The User Experience from 30,000ft Engaging Experience 12 / 25
  • 18. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Gamification’ (pg. 192) Gamification #2 Figure 72. ‘ThinkGeeks’s Timmy Sticker Map’; pg. 194 The User Experience from 30,000ft Engaging Experience 13 / 25
  • 19. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Gamification’ (pg. 192) Gamification #2 Figure 73. ‘ThinkGeeks’s Timmy’; pg. 195 The User Experience from 30,000ft Engaging Experience 13 / 25
  • 20. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Gamification’ (pg. 192) Gamification #2 Figure 71. ‘Boeing’s ‘New Airplane’ Site’; pg. 194 The User Experience from 30,000ft Engaging Experience 13 / 25
  • 21. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints Your Views What do you think? The User Experience from 30,000ft Engaging Experience 14 / 25
  • 22. Engaging Experience Break! Principles Wrapping Up Let’s Have a Break! Back in 10 Minutes! Come see me now if you have Questions Regarding this Lecture! The User Experience from 30,000ft Break! 15 / 25
  • 23. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints Your Views What do you think? The User Experience from 30,000ft Break! 16 / 25
  • 24. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints The Penny Arcade http://penny-arcade.com/patv/episode/gamification Thanks to Safder Iqbal The User Experience from 30,000ft Break! 16 / 25
  • 25. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints Should I Gamify your Coursework results - to encourage competition? The User Experience from 30,000ft Break! 16 / 25
  • 26. Engaging Experience Break! Principles Wrapping Up Collated Concepts of Engagement ...expanded in ‘Collated Dynamic Concepts’ (pg. 197) The User Experience from 30,000ft Principles 17 / 25
  • 27. Engaging Experience Break! Principles Wrapping Up Collated Concepts of Engagement ...expanded in ‘Collated Dynamic Concepts’ (pg. 197) The User Experience from 30,000ft Principles 17 / 25
  • 28. Engaging Experience Break! Principles Wrapping Up Collated Concepts of Engagement ...expanded in ‘Collated Dynamic Concepts’ (pg. 197) The User Experience from 30,000ft Principles 17 / 25
  • 29. Engaging Experience Break! Principles Wrapping Up Potted Principles of Dynamic User Experience ‘Social’ Include aspects of social collaboration and co-activity/pair-activity; ‘Progression’ Include components which facilitate movement towards a goal; and ‘Play’ Add aspects of fun, play, and enjoyment. The User Experience from 30,000ft Principles 18 / 25
  • 30. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Facilitate Social Dynamics’ (pg. 199) Facilitate Social Dynamics Questions to think about as you design your prototype: The User Experience from 30,000ft Principles 19 / 25
  • 31. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Facilitate Social Dynamics’ (pg. 199) Facilitate Social Dynamics Questions to think about as you design your prototype: Do you include suitable functionality to facilitate collaboration? Are aspects such as social communication accounted for? Do you link the real and virtual to facilitate better user engagement? Can team / group members interact and support each other? Have you used language and terminology which users may find playful? The User Experience from 30,000ft Principles 19 / 25
  • 32. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Facilitate Progression’ (pg. 199) Facilitate Progression Questions to think about as you design your prototype: The User Experience from 30,000ft Principles 20 / 25
  • 33. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Facilitate Progression’ (pg. 199) Facilitate Progression Questions to think about as you design your prototype: Have you thought about attainment and goals, via stages and levels? Do you facilitate motivation and reward? Have you included a narrative flow through each interaction? Are there opportunities for friendly competition? Is progress also social? The User Experience from 30,000ft Principles 20 / 25
  • 34. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Facilitate Play’ (pg. 200) Facilitate Play Questions to think about as you design your prototype: The User Experience from 30,000ft Principles 21 / 25
  • 35. Engaging Experience Break! Principles Wrapping Up ...expanded in ‘Facilitate Play’ (pg. 200) Facilitate Play Questions to think about as you design your prototype: Is the look and feel playful and game like? Have you included playful, and game like social elements? Will users leave with a feeling of fun and enjoyment? Are there playful games included, or game elements which make the interaction seem like a game, and not... work? Do the elements of play, included, really enhance the user experience? The User Experience from 30,000ft Principles 21 / 25
  • 36. Engaging Experience Break! Principles Wrapping Up Remember Dynamics, funology, or gamification may just not be the right thing to do for your development; Mix‘n’match fashion – may be appropriate; Pay specific attention to the target reactions of the users; and Remember ‘good’ is not defined as more, but as the dead centre of the ‘Hebbian version’ of the ‘Yerkes Dodson Curve. ...expanded in ‘Caveat’ (pg. 201) The User Experience from 30,000ft Principles 22 / 25
  • 37. Engaging Experience Break! Principles Wrapping Up Remember Figure 62. ‘Yerkes Dodson Curve’; pg. 181 ...expanded in ‘Caveat’ (pg. 201) The User Experience from 30,000ft Principles 22 / 25
  • 38. Engaging Experience Break! Principles Wrapping Up Pop Quiz for next week... 1. What are the pros and cons of gamification? 2. How could you include social / group dynamics into your system? 3. How can you enhance the users perception of fun? 4. What is the ‘skeptic’ view of Gamification? 5. List a principle and describe it. ...expanded on pg. 204. The User Experience from 30,000ft Wrapping Up 23 / 25
  • 39. Engaging Experience Break! Principles Wrapping Up To Do for next week... 1. Pop Quiz (pg. 204) Discuss Next Week; and 2. Read your notes up to the end of ‘Self Assessment Questions’ (pg. 204) The User Experience from 30,000ft Wrapping Up 24 / 25
  • 40. Engaging Experience Break! Principles Wrapping Up Any Questions? Simon Harper 2.44 Kilburn Building 0161 275 0599 (OR x50599) simon.harper@manchester.ac.uk Office Hours: Friday 14:00–18:00 Figure 93. ‘Simon Harper – Your Mild-Mannered Course Tutor’; pg. 326 ...expanded in ‘Contact’ (pg. 326) The User Experience from 30,000ft Wrapping Up 25 / 25