People who are happy are able to turn even routine tasks into play. Or perhaps it is the other way around — people who can to turn routine tasks into play are generally happier. We know that people who manage to turn repetitive and tedious tasks — like working on an assembly line in a factory — into a game, manage to thrive as compared to those who see only boredom and frustration. People can engage with any task by gamifying it. Yes, that’s why that word gets thrown around a lot — a design constrain that aims to turn monotony into a fun activity. The problem with gamifying is the nature of a play — what makes a game fun for one person might not work for another. For me, creative writing is a play of the mind, but it is probably a punishment for others. As they say, “it’s nice to have written, but it sucks to write.” But when I write, I’m free. It’s the most exquisite of games for me. In life, there are tasks we have to do and those we get lucky to do. My grandmother cooked dinner for our family for decades, as…
Tag Archive for gamification
Conceptual Design, Cultural Differences, Mirroring Errors, Pipsqueak Articles, Product Design Strategy
Gamification and Sociobiology
by Olga Werby •
For the last several years, the has been a steady drum beat: Gamify, Gamify, Gamify. Universities are struggling to gamify their students and curricula, hospitals seek to gamify their staff, corporation are trying to gamify their sales strategy. Gamification is everywhere. What’s lacking is a clear understanding of what it is and what it isn’t. Here is a couple of examples where gamification of user activity was causing direct harm. Understanding what drove undesirable behavior allowed designers to remove those aspects from interaction intentionally. And an example of using gaming strategy to increase sales. Online Support for Anorexia Patients British online support site for young eating disorder sufferers provides access 24/7. It is absolutely vital to help children during times when they feel vulnerable, especially once they’ve been released from a program. But old habits are hard to break. It’s easy to devolve into a numbers games on a public BBS — “I’ve lost/gained 5 pounds in the last 2/4 days” is an absolute trigger message for a person recovering from anorexia. Anorexia is a numbers game: How long can I go without food? How little can I eat per day? How many pounds can I lose? How fast? There’s…
Flow, Pipsqueak Articles, Product Design Strategy
Review: Gamification at Work: Designing Engaging Business Software
by Olga Werby •
Interaction Design Foundation is about to publish Janaki Mythily Kumar’s and Mario Herger’s 2013 book: “Gamification at Work: Designing Engaging Business Software.” [reference: Kumar, Janaki Mythily and Herger, Mario (2013): Gamification at Work: Designing Engaging Business Software. Aarhus, Denmark, The Interaction Design Foundation. ISBN: 978-87-92964-06-9.] Kumar and Herger put together history and background of gamification among a broad spectrum of ventures and included a quick guide for how to apply some of the ideas and key concepts to the design of corporate dynamics for your company! Here are a few gems from the book: Figure 2.1: Player Centered Design Process. Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported). Figure 3.3: Bartle Player Types. Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported). If you think of these as user-types, then Kumar and Herger provide a set of ideas of how to design to meet the needs of these different player groups. They provide a great Player Persona Template. In Chapter 4, they explain how to gather the data for a particular company and develop user personas based on actual ethnographic information. Chapter 5 explores the motivational drivers and even…