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ladies and gentlemen we're off to see
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the Wizard dr. Zack Fitz Walter come on
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thank you hi everyone it's good to be
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here my name is Zack I've come all the
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way from Australia to be here which is
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nice which I know it's a long way isn't
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it
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I've actually been travelling around
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Europe a little bit before so it wasn't
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it did the whole trip to get here but I
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just found out today that it is 43
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degrees in one of the parts of Australia
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so it's quite hot so it's nice to be
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here in the cool weather I'm very
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excited to be here thank you to the
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organizers for the invitation to speak
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and also for organizing such a great
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conference with so many interesting
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people in the world of gamification
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including yourselves so let's get into
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it before we begin I guess a little bit
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about myself so my name is Zack I did
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get one of the first PhDs in the world
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in gamification which was great back
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when I started gamification wasn't
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really cold gamification I was calling
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it pervasive persuasive design which
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doesn't sound as good as gamification
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doesn't roll off the tongue as easily
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but my focus was on mobile apps and
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designing effective gamification using
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motivational psychology particularly
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looking at mobile apps I then moved on
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to become a lecturer at the same
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university so the Queensland University
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of Technology where I taught game design
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user experience and developed one of the
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first subjects for gamification as well
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and that I quit academia and went into
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the industry I figured I must practice
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what I preach and so became a
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gamification consultant speaker and I
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also run a company called eat more
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pixels and we develop apps and games so
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that's a little bit about me but of
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course that's all interesting but
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probably my biggest achievement is that
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I've been training for 25 years for this
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moment that's right I've had 25 years of
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experience playing games I managed to
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manage to find this photo of me and
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she's like yes you were nerd back then
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and you are a nerd now but yet 25 years
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of experience playing games so you know
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learning a lot training to become a
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gamification designer today and the
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reason was I just found games to be very
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engaging you know
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like I couldn't put it down I used to
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wake up early in the morning get up at
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5:00 a.m.
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play games before everyone else got up
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and then would go to school come back
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and play games but the interesting thing
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is it's not just me who finds games
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engaging in fact a lot of people I'd say
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probably in this room and also in the
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world find games to be very engaging
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there's a recent report that came out
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from the ESA 2088 came out about two
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weeks ago and this is the Entertainment
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Software Association of America and in
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it they had an interesting statistic and
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that is that 60% of Americans play video
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games daily now just think about that
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for a second that's a lot that's over
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half of people in America they pick up
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and they play a game on a daily basis
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so it's not just me who if I who finds
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games engaging there's a lot of other
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people out there as well what I find
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most interesting though is that some
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games are really engaging so take for
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example World of Warcraft you may have
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heard of World of Warcraft's you may
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have not it was first released in 2004
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it's what's known as an MMORPG or a
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massively multiplayer online
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role-playing game again doesn't run off
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the tongue that easily does it but the
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interesting thing about this game is
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that it has engaged people and still
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continues to engage people 14 years
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after it was released now there was an
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analyst that crunched some numbers and
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estimated how much time we've actually
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spent in this one game alone and as of
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2012 when the article came out they
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estimated that players had spent 50
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billion hours of game time in this one
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game alone that's roughly about 6
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million years which is the same time
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that we have spent evolving as a species
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that is a lot of time being spent in
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just one game you know and also imagine
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if we spent that time elsewhere curing
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cancer or something like that
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so what what's really interesting is
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that you know some games in particular
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can engage us very well so the idea goes
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I guess if games can be so engaging what
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well maybe we could look at applying
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some of the things that we can learn
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from games or game design elements or
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process etc to other areas we
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that'd be neat if we could do that well
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luckily for us there's an industry that
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exists and it's the reason why we're
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here today called gamification and so
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there is this industry that's developed
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now looking at exactly this looking at
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how we can apply best practices from
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games game design elements methods
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processes and look at the root of games
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why they're engaging in the first place
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so looking at you know psychology
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motivational psychology and apply that
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to other areas to make them more
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engaging what's interesting though is we
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often focus on the successes of both
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games and gamification but we don't
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often talk enough about the failures as
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well and I think this is something
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really interesting to focus on because
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for every good game out there there's
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probably just as many bad or even more
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bad games out there as well and we tend
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to focus on the success success stories
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like World of Warcraft we don't look at
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all the other games that have failed and
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these games are interesting because
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people have spent a lot of time and
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money they've invested a lot into
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creating these games and when they fail
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it's not the best outcome for everyone
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involved
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we also generally tend to focus on the
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success stories in terms of overnight
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successes or what we think of our
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overnight successes and we don't look at
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the fact that success often doesn't come
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overnight there's a lot of hard work
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that goes into creating a good game and
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a good gamification design as well so
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for example take this game have you
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heard of this game yeah angry something
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Birds I don't know Angry Birds I'm sure
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you've all heard of it but the company
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that created it Rovio how many games do
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you think they made before Angry Birds
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yeah
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51 exactly so there was 51 games so they
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weren't a brand new company they just
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didn't create Angry Birds overnight
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release it and make millions that had
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they created 51 games before this game
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and in the two months leading up to
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deciding whether they were going to go
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with Angry Birds or not they had pitched
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hundreds of ideas before then deciding
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to choose the game about slingshotting
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Angry Birds into pigs to knock them over
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so what we you know it's easy to focus
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on the success stories but not on the
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work that goes into creating these
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success stories
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with this in mind you know it's
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difficult to create a good game it's
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also very difficult to design a good
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game a fide system as well you know
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what's interesting is that all of the
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supplies and I'd say it's even more
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difficult to a certain extent because
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we're not just creating or trying to
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create a fun experience we're also
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looking at changing people's behavior or
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motivating them to do things as well
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luckily for us the games design industry
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has been around for a while it's well
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established and there are a lot of
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interesting techniques that we can take
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from this industry and apply to the
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gamification design industry as well the
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three that I want to talk about in
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particular today are these three so
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iterative design prototyping and play
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testing these are three very useful game
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design techniques and not even just game
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design techniques we see them out in the
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real world for other projects too so
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being used to create you know systems
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computers websites applications etc but
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these three are worth talking about
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particularly from a game design
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perspective because some of the things
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that we do in the area of game design
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can be applied to gamification design as
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well so iterative design let's start
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with that iterative design is the
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process of basically designing something
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with a number of iterations or a number
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of design loops so the design loops may
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look something like this it's where we
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have an idea for something and once
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we've justified the idea say we've gone
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through the research worked out yes we
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have some kind of problem that we want
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to solve we then look at creating a
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solution for that problem so this may be
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in the form of a product a design but
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generally a good way to start off is to
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create a prototype a first version of
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that product something we can test out
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give to people immediately to give us
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feedback and then learn from the the
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prototype that we've built and the play
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testing that we've undertaken so for
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example when creating a game we may do
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this we may have an idea for a game like
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for slingshotting Birds Angry Birds at
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pigs and we may create a prototype of
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that so seeing what that gameplay or
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that mechanic is like the nice thing
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about this is we can get it into
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people's hands quickly and get feedback
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on it and then improve from that so with
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iterative design we want to undertake a
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number of design loops we don't want to
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just have an idea
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build something and then release it in
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the wild to the public and see how they
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react so prototyping is the act of
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building something in order to test it
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out I'll talk more about this today
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because this is the focus of the
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presentation but it fits quite well with
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then playtesting so we've built
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something we give it to people
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preferably our target users and we get
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information and feedback from that I
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won't go into this too much day because
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an Coppins who's up next is talking
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about player testing and then finally
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depending on what we've learnt from
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undertaking a play test with whatever
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prototype we've built we can then
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improve it we can also even just scrap
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the idea completely and this is
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something that you shouldn't be afraid
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to do when you're creating a design
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especially with a prototype a prototype
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should be built quickly tested and you
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can throw it away easily so that is the
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iterative design process generally you'd
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want to undertake a number of loops so
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you have an idea
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build something test it get feedback and
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do that a number of times before you
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actually then release a product ok
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so let's focus more so on prototyping
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now so the main thing if there's
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anything that I want you to take away
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from today's talk is this here and that
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is that prototyping is about answering
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questions quickly so we may have a
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number of questions when it comes to
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designing something when we come up with
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an idea for something whether it's a
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game a gamification design we have these
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questions that we want to ask and answer
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quickly so these questions could be for
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example is the gamification design fun
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that's an important question to ask if
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you're creating some kind of a
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gamification design isn't it is it easy
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to learn how to play will people
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understand for example how to play the
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gamification design that we've created
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maybe we've added a leaderboard or we're
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thinking of adding a leaderboard and we
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want to ask is the leaderboard easy to
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understand do people get it or if we
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added badges for example are the ballot
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badges challenging enough so the first
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thing before we even think about
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creating a prototype is we need some
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kind of questions to ask because a
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prototype is pretty much useless unless
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we have these questions and these
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questions are basically risks within the
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project that we're creating
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we want to mitigate as many risks as
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possible before delivering our final
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project and by having specific questions
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that we can then answer with a prototype
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this is key to doing that so the first
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thing you do is you come up with
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questions that you want to ask about
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your prototype and this is a great stock
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image I just found it somewhere but it
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sums up the current thoughts on
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gamification design quite well but when
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we do create gamification we want the
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best possible gamification design for
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our people we don't to invest a lot of
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time and a lot of money into something
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that doesn't work we don't want to take
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that gamble we don't want to build
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something release it and then see it
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spectacularly fail and so the best way
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to mitigate these risks of failure and
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to create something that has a better
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chance of being successful is to create
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prototypes and test them as quickly and
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as early as possible in the design
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process oh okay great
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let's talk about what a prototype though
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is exactly has anyone done prototyping
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before this is familiar oh great yeah
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cool so some of this may be familiar to
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you but it's good to go over the basics
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again and for those who haven't done any
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prototyping it's good to explore this
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kind of area so a prototype is an
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initial model of an object or of some
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kind of thing that we want to design for
00:12:23
a particular solution it's not the final
00:12:26
product and this is something that is
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important to know a prototype is
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something that we make quickly in order
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to answer specific design questions that
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we have and the good thing about a
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prototype is that we want to make
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something which is not perfect and we
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just want to build something very
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quickly we can test with people to get
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feedback in fact it's better not making
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a perfect prototype or something that
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looks like the final product because if
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you are working for a client for example
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they may think the prototype is the
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final product and so this can be a
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problem because then you might have to
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move forward with that so we want to
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make something which is just a model we
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make it quickly it doesn't have to be
00:13:03
perfect and it doesn't have to be the
00:13:05
complete gamification design as well it
00:13:07
can be a very small part of the
00:13:09
gamification design that answers the
00:13:10
particular question that we have so I'm
00:13:14
going to talk about a number of
00:13:15
different ways in which you can
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prototype your gamification ideas
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drawing from examples from some of the
00:13:19
work that I've done
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we're gonna start by looking at paper
00:13:22
prototyping which is a very basic and
00:13:24
simple way to create a prototype of
00:13:26
something but can be really effective in
00:13:28
terms of getting feedback I'm going to
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show you one example from a games
00:13:32
company where it absolutely destroyed
00:13:34
their office this paper prototype the
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second thing we're gonna look at is how
00:13:38
to create a digital prototype so this is
00:13:41
there's some useful tools and examples
00:13:43
I'll share with you around creating a
00:13:45
digital prototype and then finally we're
00:13:47
going to go off to see the Wizard and
00:13:49
I'm going to introduce you to the Wizard
00:13:51
of Oz prototyping which is a great way
00:13:53
to quickly create something that looks
00:13:55
realistic but you're actually pulling
00:13:56
all the strings from behind the scenes
00:13:58
okay so let's start with paper
00:14:00
prototyping the whole idea of a paper
00:14:02
prototype is simple you take whatever
00:14:04
you can find at hand whether it be paper
00:14:06
pens
00:14:07
Lego any kind of physical objects and
00:14:09
you create a version of your
00:14:12
gamification design as quickly as
00:14:14
possible in order to get feedback so
00:14:17
here's an example from some of my
00:14:19
students earlier this year mm-hmm they
00:14:21
were creating a gamified CPR test so
00:14:24
something that could quiz people about
00:14:26
CPR mm-hmm excuse me and and help them
00:14:30
learn how to perform CPR correctly so
00:14:34
for this they built a paper prototype in
00:14:38
less than an hour so they simply printed
00:14:40
out these phone screens and drew up the
00:14:43
prototype and for this they could then
00:14:45
get people to sit down in front of the
00:14:48
paper prototype tap through it and
00:14:50
pretend to be interacting with it and
00:14:52
this was great to get initial feedback
00:14:53
quite quickly so the nice thing about
00:15:00
paper prototyping is that it's very
00:15:02
quick in the way that you can build
00:15:03
something and get feedback quite quickly
00:15:05
so they got feedback on the interface
00:15:07
design and whether the quiz made sense
00:15:09
so we could actually sit down I could
00:15:11
tap submit this would come up over the
00:15:13
top there just put it over the top and
00:15:15
you get feedback immediately which is
00:15:17
quite nice so this is a really paper
00:15:19
prototyping is a very good and quick way
00:15:21
to get feedback it works particularly
00:15:24
well with gamification design where you
00:15:25
have game play mechanics or some kind of
00:15:27
core gameplay that you want to test as
00:15:29
well without having to build a digital
00:15:31
prototype so for example here is an
00:15:34
this is a paper prototype of a game
00:15:37
sorry game if I had a cod info card game
00:15:40
that one of my other groups of students
00:15:41
created for distracting sick kids while
00:15:44
they're in hospital so they came up with
00:15:46
an idea for an app but they wanted to
00:15:50
test the gameplay to see if the game
00:15:51
mechanics were actually any fun to begin
00:15:53
with so rather than create the fully
00:15:55
fledged app or create something
00:15:57
digitally what they did was they created
00:15:59
a physical card game they used their
00:16:01
phones and calculators on the side and
00:16:02
they could quickly test the gameplay to
00:16:05
see if it's any good so this is a nice
00:16:07
easy way to test the gameplay for a game
00:16:09
of fied project without having to build
00:16:11
something digital I guess this is the
00:16:13
one I promised you so this is tank tone
00:16:16
tactics from half brick you may know
00:16:17
half brick from such games as fruit
00:16:20
ninja yep or jetpack joyride so I
00:16:25
encourage you I'll share the link at the
00:16:26
end on my website but I encourage you to
00:16:28
read this particular article this is the
00:16:31
per its tank tactics the prototype that
00:16:33
almost ruined half brick it doesn't
00:16:36
really look like much does it
00:16:38
it's a grid with a couple of tokens on
00:16:39
it and that's about it but basically I
00:16:41
think it was about 10 days after this
00:16:43
was introduced into the office space at
00:16:45
heart brick the game was completely
00:16:47
banned because it pitched other people
00:16:49
against each other they found design
00:16:51
falls within the game and it became
00:16:53
quite aggressive and scary and the way
00:16:55
that people were playing it and it's
00:16:57
quite an interesting read to see how
00:16:58
just a paper prototype actually had such
00:17:01
an impact on the players who were
00:17:03
playing it and so obviously we never saw
00:17:06
tank tone tactics in the light of day
00:17:09
because it clearly had some design
00:17:10
issues that needed to be fixed so that's
00:17:13
a great example of you know a larger
00:17:15
company using something like a paper
00:17:17
prototype in order to test game
00:17:19
mechanics so some of the tips of paper
00:17:23
prototyping is that you know it's very
00:17:24
quick and easy to make a paper prototype
00:17:26
you can use whatever you have and you
00:17:28
can get feedback quite easily and some
00:17:31
of the disadvantages though is it
00:17:32
doesn't feel that realistic so sitting
00:17:34
down and tapping a paper fake screen
00:17:37
doesn't feel like what the actual screen
00:17:40
may feel like in the end so if we want
00:17:42
to create a more realistic prototype
00:17:43
then we can create a digital prototype
00:17:46
and it
00:17:47
prototype is more useful in the sense
00:17:49
that it can be a more realistic
00:17:51
implementation of what we might be
00:17:53
creating in the end so paper prototypes
00:17:55
great if you want to test gameplay
00:17:57
mechanics for your gamification design
00:17:58
or interfaces but we may create a
00:18:01
digital prototype to get a more
00:18:02
realistic feel now the nice thing is
00:18:05
that if when we're creating game
00:18:08
mechanics or gamification screens
00:18:10
there's a lot of really useful tools out
00:18:12
there for creating digital prototypes
00:18:13
quickly and game engines like unity 3d
00:18:16
are becoming easier and easier to use
00:18:20
of course you still need to learn how to
00:18:22
use a game engine but these game engines
00:18:24
are really powerful we've seen unity 3d
00:18:25
for example be used to create Pokemon go
00:18:27
well hearthstone but this is what a lot
00:18:30
of people are teaching at universities
00:18:31
these days as well and the nice thing is
00:18:34
that they have asset stores you can take
00:18:36
assets very quickly and create something
00:18:38
quite rapidly if you know how to use
00:18:39
this tool so unit game engines these
00:18:42
days a lot easier to use than they were
00:18:44
in the past and you can create things
00:18:45
more quickly especially if you're
00:18:47
looking at game mechanics and testing
00:18:48
those in your gamification design if you
00:18:51
don't know how to use a game engine
00:18:53
there are other great tools out there
00:18:54
envision is one this is a fantastic tool
00:18:57
for basically designing a number of
00:18:59
screens and then you throw it into
00:19:01
envision create links and hotspots
00:19:03
between the screens and you can sit down
00:19:05
and watch someone use your particular
00:19:07
design quite well if you don't know how
00:19:09
to use that there's you can even just
00:19:10
use something like what I'm using here
00:19:12
today for this presentation which is
00:19:14
PowerPoint or keynote and we've used
00:19:16
this before for testing for example the
00:19:18
screens for a gamified step counter and
00:19:23
for this you just simply change the
00:19:24
screen resolution to add hotspots and
00:19:26
give it to someone so we were able to
00:19:27
mock up this game in less than a day so
00:19:32
the good thing about digital prototypes
00:19:34
is that it's much more realistic kind of
00:19:37
a prototype of what you want to create
00:19:39
in the end but they can take more time
00:19:41
especially if you're looking at
00:19:42
implementing gameplay so what's the nice
00:19:46
medium between say paper prototype and
00:19:48
digital prototype well for this we have
00:19:51
to go off to see the Wizard I'm going to
00:19:53
be talking about Wizard of Oz prototypes
00:19:55
so everyone has at least heard of The
00:19:59
Wizard of Oz yes
00:20:01
maybe Millennials
00:20:01
may not have heard of it but there's
00:20:03
this great story it's about Dorothy and
00:20:05
her friends going to basically visit the
00:20:08
all-powerful Wizard of Oz there's a
00:20:10
movie made and as they go there they're
00:20:12
confronted by this terrifying beast or
00:20:16
this terrifying contraption with The
00:20:17
Wizard of Oz who was all-powerful and
00:20:19
scary but as we all know behind the
00:20:22
scenes it was just one man pulling all
00:20:23
the strings and he wasn't really as
00:20:25
impressive as we first thought him to be
00:20:27
so this is exactly the same kind of
00:20:29
thinking behind Wizard of Oz prototyping
00:20:31
the idea is that you fake something
00:20:33
whether it's a digital prototype and
00:20:35
then you are behind the scenes pulling
00:20:37
all the strings for it so a great
00:20:40
example is this is one of the apps built
00:20:43
for the my PhD back in the day it was an
00:20:45
app to encourage learner drivers to
00:20:48
undertake more safer driving experiences
00:20:50
so we added gamification to it in order
00:20:53
to encourage them to undertake more
00:20:54
diverse practice so they could be safer
00:20:56
drivers ultimately and for this we
00:21:00
created a nice looking digital prototype
00:21:01
but we didn't want to add any networking
00:21:03
code for example we just wanted to get
00:21:05
it out and test it as quickly as
00:21:06
possible so for this one we faked the
00:21:10
leaderboard that we had in there we just
00:21:12
created a fake leaderboard with someone
00:21:15
always above the person someone always
00:21:16
below the person in order to try and
00:21:18
recreate the experience of a leaderboard
00:21:20
in order to get feedback you can it also
00:21:23
doesn't have to look pretty so here's an
00:21:25
example of us testing a gamified idea
00:21:28
called step duel to encourage people to
00:21:30
undertake more exercise and for this it
00:21:32
was a gamified exercise chatbot is the
00:21:35
idea that we had but instead of creating
00:21:37
a chatbot people just talked to me
00:21:39
instead so I would pretend to be the
00:21:41
game where they would chat to me I would
00:21:43
chat back to them give them challenges
00:21:45
and then update their score on a very
00:21:47
attractive leaderboard in Google Docs
00:21:50
but it worked and we worked quickly this
00:21:53
is one of the failures but we could
00:21:54
build this prototype in a day and we
00:21:56
worked out that this core mechanic of
00:21:58
this challenging didn't work at all so
00:22:00
we spent very little time in exploring
00:22:03
that idea because we just worked out
00:22:05
quickly from the prototype that it
00:22:06
didn't work otherwise we've created
00:22:09
things using Squarespace using type form
00:22:12
things that have challenged people where
00:22:14
they submit things
00:22:15
through surveys and then we update them
00:22:17
on a website for example at the end of
00:22:19
the day of bleeding of the day there's a
00:22:21
whole different range of ways in which
00:22:23
you can create wizard of oz' prototypes
00:22:25
but the idea is you create something
00:22:26
that basically encapsulates the game
00:22:28
then you're behind the scenes were
00:22:30
creating or implementing all the game
00:22:33
rules and mechanics for your
00:22:34
gamification design now obviously there
00:22:36
are some advantages and disadvantages
00:22:38
the big advantage is that it creates a
00:22:40
more realistic game-like experience the
00:22:42
biggest disadvantage is that you're
00:22:44
doing all the work of the game engine in
00:22:45
the back so you know having to update
00:22:47
the score and things like that it's
00:22:49
great for very short-term testing and
00:22:51
prototyping and getting feedback quickly
00:22:54
but it's it's it's it's a good way in
00:22:56
order to do it well nilly at an end now
00:23:00
half an hour goes quickly so this that's
00:23:02
basically an overview of prototyping
00:23:03
there's only so much we can cover in 30
00:23:05
minutes but I wanted to give you an
00:23:06
overview of some different techniques
00:23:08
you can use the most important thing is
00:23:11
that to think about what your
00:23:13
gamification idea is to build something
00:23:15
to test that idea quickly and to get
00:23:18
feedback so then you can learn if it's
00:23:20
good or if it's needs improvement so the
00:23:23
three biggest takeaways from this
00:23:24
presentation today number one have clear
00:23:26
questions you want answered with a
00:23:28
prototype say you want to test whether a
00:23:30
particular game element is fun or if the
00:23:32
UI is easy to understand then make sure
00:23:35
you have these play questions so you can
00:23:36
design a prototype or choose the best
00:23:38
prototype to answer those questions
00:23:40
number two is create the quickest
00:23:43
prototype that can answer your questions
00:23:45
it doesn't have to look good it can be
00:23:46
made with paper you can look terrible
00:23:48
you just want to be able to answer your
00:23:50
questions as quickly as possible so
00:23:51
create a prototype that does that well
00:23:53
and finally I mean this one's obvious
00:23:55
but we can get attached to idea
00:23:57
especially in the gamification design
00:23:58
realm where we think yes I must have a
00:24:01
leaderboard or I must have badges but
00:24:03
don't be afraid to scrap ideas when they
00:24:05
don't work it makes a lot of sense
00:24:07
because otherwise you will invest a lot
00:24:09
of time and money into things that won't
00:24:11
work and the great thing about
00:24:12
prototyping is that you can get feedback
00:24:14
quickly to work it out that's it so I
00:24:18
saw some of you taking photos if those
00:24:20
photos don't turn out very well you can
00:24:22
get all the slides at this website here
00:24:24
so if there's one slide you should take
00:24:25
a photo of it's this one but if you head
00:24:27
to Zack fitzwater comm fourths
00:24:29
gamification Europe all the slides for
00:24:31
this presentation are there as well as a
00:24:33
number of really excellent resources so
00:24:36
that talk about prototyping both in the
00:24:38
game industry and also in basic design
00:24:41
you can sign up for a mailing list
00:24:44
there's a free introduction to
00:24:45
gamification book there if any of you
00:24:46
still wondering what gamification is and
00:24:48
I hate the word special offer but all
00:24:51
this is it's an announcement that I've
00:24:53
got an online course starting January
00:24:55
1st you can sign up there if you're
00:24:57
interested in it but otherwise that's it
00:24:59
it's very brief introduction to
00:25:01
prototyping and we thank you for it
00:25:03
exact bit Walter thank you I would leave
00:25:08
you to hanging out there