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Changing the Game - UX Brisbane Meetup

Zac
June 19, 2017

Changing the Game - UX Brisbane Meetup

Zac

June 19, 2017
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  1. CHANGING THE GAME A PRIMER TO UNDERSTANDING AND USING GAMIFICATION

    Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com
  2. (Markets and Markets, 2016) “Gamification market to grow from $1.65

    Billion in 2015 to $11.10 Billion by 2020” http://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
  3. The average age of players is 33. (And 39% of

    those aged 65 and over play video games). IGEA, 2016
  4. ♦ ♣ ♥ ♠ ACTING PLAYERS INTERACTING WORLD Bartle, R.

    (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
  5. Adapted from http://www.nngroup.com/articles/usability-101-introduction-to-usability/ People will leave if… 1. Your design

    is difficult to use 2. If it is unclear what it offers 3. If it’s easy to get lost
  6. Interaction Design: Beyond Human-Computer Interaction. Preece, Sharp, & Rogers, 2011

    Efficient to use Effective to use Safe to use Have good utility Easy to learn Easy to remember how to use Usability Goals
  7. Download the app Sign up for an account Use at

    least once Re-engage with it Form a community Contribute to the app Engagement Goals
  8. Motivational elements • A clear goal • Clear progress •

    Clear Feedback • Challenge and skill • Autonomy • Competence • Relatedness • Rewards Increase Motivation