How Prototyping Can Improve your Gamification Design | Dr. Zac Fitz-Walter

00:25:10
https://www.youtube.com/watch?v=KEkU06r0XpU

概要

TLDRZack Fitz Walter, un expert en gamification, partage son parcours et ses expériences lors d'une conférence. Il explique l'importance de la gamification dans la conception d'applications et de jeux, en soulignant que 60 % des Américains jouent à des jeux vidéo quotidiennement. Il aborde également les échecs dans le domaine des jeux et de la gamification, en insistant sur le fait que le succès ne vient pas toujours rapidement. Zack présente trois techniques de conception : le design itératif, le prototypage et les tests de jeu, en mettant l'accent sur l'importance de créer des prototypes pour tester des idées rapidement et obtenir des retours. Il conclut en encourageant les concepteurs à ne pas avoir peur d'abandonner des idées qui ne fonctionnent pas.

収穫

  • 🎮 La gamification rend les expériences plus engageantes.
  • 🔄 Le design itératif permet d'améliorer les conceptions par des boucles de feedback.
  • 📝 Le prototypage aide à tester des idées rapidement.
  • 🚫 N'ayez pas peur d'abandonner des idées qui ne fonctionnent pas.
  • 📊 60 % des Américains jouent à des jeux vidéo quotidiennement.
  • 🕹️ Les échecs dans le design sont des opportunités d'apprentissage.
  • 👾 World of Warcraft a engagé des millions d'heures de jeu.
  • 📅 Le succès ne vient pas toujours rapidement, il faut souvent du temps.
  • 🧩 Les prototypes en papier sont rapides et efficaces pour tester des concepts.
  • 💻 Les prototypes numériques offrent une expérience plus réaliste.

タイムライン

  • 00:00:00 - 00:05:00

    Zack Fitz Walter, un expert en gamification, se présente et partage son parcours, y compris son doctorat en gamification et son expérience en tant que consultant. Il souligne l'importance des jeux dans l'engagement des utilisateurs, citant des statistiques sur le nombre de joueurs aux États-Unis et l'impact de jeux comme World of Warcraft.

  • 00:05:00 - 00:10:00

    Zack aborde les échecs dans l'industrie du jeu, notant que pour chaque succès, il y a de nombreux échecs. Il utilise l'exemple d'Angry Birds pour illustrer que le succès ne vient pas du jour au lendemain, mais est le résultat de nombreux essais et erreurs.

  • 00:10:00 - 00:15:00

    Il explique l'importance de l'itération dans le design de jeux et de gamification, en introduisant des concepts comme le design itératif, le prototypage et les tests de jeu. Ces techniques permettent de créer des designs plus efficaces en apprenant des retours d'expérience des utilisateurs.

  • 00:15:00 - 00:20:00

    Zack se concentre sur le prototypage, soulignant qu'il s'agit de répondre rapidement à des questions de conception. Il insiste sur la nécessité de poser des questions claires avant de créer un prototype afin de minimiser les risques d'échec dans le projet.

  • 00:20:00 - 00:25:10

    Il présente différentes méthodes de prototypage, y compris le prototypage papier, le prototypage numérique et le prototypage de type 'Wizard of Oz', chacune ayant ses avantages et inconvénients. Il conclut en encourageant les concepteurs à tester rapidement leurs idées et à ne pas avoir peur d'abandonner celles qui ne fonctionnent pas.

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ビデオQ&A

  • Qui est Zack Fitz Walter ?

    Zack Fitz Walter est un expert en gamification et consultant, avec un doctorat dans ce domaine.

  • Quelle est l'importance de la gamification ?

    La gamification utilise des éléments de conception de jeux pour rendre d'autres domaines plus engageants.

  • Quels sont les trois techniques de conception présentées ?

    Les techniques sont le design itératif, le prototypage et les tests de jeu.

  • Pourquoi est-il important de créer des prototypes ?

    Les prototypes permettent de tester des idées rapidement et d'obtenir des retours pour améliorer le design.

  • Quel est un exemple de prototype en papier ?

    Un exemple est un prototype de jeu de cartes créé pour distraire des enfants malades.

  • Qu'est-ce qu'un prototype Wizard of Oz ?

    C'est un prototype où l'on simule une expérience en contrôlant les éléments en coulisses.

  • Comment peut-on tester un prototype ?

    On peut le tester avec des utilisateurs cibles pour obtenir des retours sur l'interface et le gameplay.

  • Quelle est une des statistiques sur les jeux vidéo ?

    60 % des Américains jouent à des jeux vidéo quotidiennement.

  • Quel est un exemple de succès dans le domaine des jeux ?

    World of Warcraft, qui a engagé des millions d'heures de jeu depuis sa sortie.

  • Pourquoi les échecs en gamification sont-ils importants ?

    Ils permettent d'apprendre des erreurs et d'améliorer les conceptions futures.

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  • 00:00:00
    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
  • 00:07:59
    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
  • 00:08:10
    solution for that problem so this may be
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    in the form of a product a design but
  • 00:08:15
    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
  • 00:08:30
    example when creating a game we may do
  • 00:08:31
    this we may have an idea for a game like
  • 00:08:33
    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
  • 00:08:41
    that mechanic is like the nice thing
  • 00:08:43
    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
  • 00:08:48
    iterative design we want to undertake a
  • 00:08:50
    number of design loops we don't want to
  • 00:08:52
    just have an idea
  • 00:08:54
    build something and then release it in
  • 00:08:55
    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
  • 00:09:06
    because this is the focus of the
  • 00:09:07
    presentation but it fits quite well with
  • 00:09:10
    then playtesting so we've built
  • 00:09:11
    something we give it to people
  • 00:09:13
    preferably our target users and we get
  • 00:09:16
    information and feedback from that I
  • 00:09:18
    won't go into this too much day because
  • 00:09:20
    an Coppins who's up next is talking
  • 00:09:21
    about player testing and then finally
  • 00:09:24
    depending on what we've learnt from
  • 00:09:27
    undertaking a play test with whatever
  • 00:09:29
    prototype we've built we can then
  • 00:09:31
    improve it we can also even just scrap
  • 00:09:34
    the idea completely and this is
  • 00:09:36
    something that you shouldn't be afraid
  • 00:09:37
    to do when you're creating a design
  • 00:09:39
    especially with a prototype a prototype
  • 00:09:41
    should be built quickly tested and you
  • 00:09:43
    can throw it away easily so that is the
  • 00:09:46
    iterative design process generally you'd
  • 00:09:48
    want to undertake a number of loops so
  • 00:09:49
    you have an idea
  • 00:09:50
    build something test it get feedback and
  • 00:09:52
    do that a number of times before you
  • 00:09:54
    actually then release a product ok
  • 00:09:57
    so let's focus more so on prototyping
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    now so the main thing if there's
  • 00:10:03
    anything that I want you to take away
  • 00:10:04
    from today's talk is this here and that
  • 00:10:07
    is that prototyping is about answering
  • 00:10:09
    questions quickly so we may have a
  • 00:10:12
    number of questions when it comes to
  • 00:10:14
    designing something when we come up with
  • 00:10:15
    an idea for something whether it's a
  • 00:10:17
    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
  • 00:10:24
    example is the gamification design fun
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    that's an important question to ask if
  • 00:10:29
    you're creating some kind of a
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    gamification design isn't it is it easy
  • 00:10:32
    to learn how to play will people
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    understand for example how to play the
  • 00:10:37
    gamification design that we've created
  • 00:10:38
    maybe we've added a leaderboard or we're
  • 00:10:41
    thinking of adding a leaderboard and we
  • 00:10:43
    want to ask is the leaderboard easy to
  • 00:10:44
    understand do people get it or if we
  • 00:10:47
    added badges for example are the ballot
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    badges challenging enough so the first
  • 00:10:53
    thing before we even think about
  • 00:10:54
    creating a prototype is we need some
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    kind of questions to ask because a
  • 00:10:58
    prototype is pretty much useless unless
  • 00:11:00
    we have these questions and these
  • 00:11:02
    questions are basically risks within the
  • 00:11:05
    project that we're creating
  • 00:11:07
    we want to mitigate as many risks as
  • 00:11:09
    possible before delivering our final
  • 00:11:11
    project and by having specific questions
  • 00:11:13
    that we can then answer with a prototype
  • 00:11:15
    this is key to doing that so the first
  • 00:11:18
    thing you do is you come up with
  • 00:11:19
    questions that you want to ask about
  • 00:11:20
    your prototype and this is a great stock
  • 00:11:24
    image I just found it somewhere but it
  • 00:11:26
    sums up the current thoughts on
  • 00:11:28
    gamification design quite well but when
  • 00:11:30
    we do create gamification we want the
  • 00:11:32
    best possible gamification design for
  • 00:11:35
    our people we don't to invest a lot of
  • 00:11:36
    time and a lot of money into something
  • 00:11:38
    that doesn't work we don't want to take
  • 00:11:40
    that gamble we don't want to build
  • 00:11:41
    something release it and then see it
  • 00:11:44
    spectacularly fail and so the best way
  • 00:11:46
    to mitigate these risks of failure and
  • 00:11:49
    to create something that has a better
  • 00:11:51
    chance of being successful is to create
  • 00:11:54
    prototypes and test them as quickly and
  • 00:11:56
    as early as possible in the design
  • 00:11:57
    process oh okay great
  • 00:12:01
    let's talk about what a prototype though
  • 00:12:02
    is exactly has anyone done prototyping
  • 00:12:05
    before this is familiar oh great yeah
  • 00:12:08
    cool so some of this may be familiar to
  • 00:12:10
    you but it's good to go over the basics
  • 00:12:12
    again and for those who haven't done any
  • 00:12:13
    prototyping it's good to explore this
  • 00:12:15
    kind of area so a prototype is an
  • 00:12:18
    initial model of an object or of some
  • 00:12:22
    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
  • 00:12:28
    important to know a prototype is
  • 00:12:30
    something that we make quickly in order
  • 00:12:32
    to answer specific design questions that
  • 00:12:34
    we have and the good thing about a
  • 00:12:36
    prototype is that we want to make
  • 00:12:38
    something which is not perfect and we
  • 00:12:40
    just want to build something very
  • 00:12:42
    quickly we can test with people to get
  • 00:12:44
    feedback in fact it's better not making
  • 00:12:46
    a perfect prototype or something that
  • 00:12:48
    looks like the final product because if
  • 00:12:50
    you are working for a client for example
  • 00:12:52
    they may think the prototype is the
  • 00:12:54
    final product and so this can be a
  • 00:12:56
    problem because then you might have to
  • 00:12:57
    move forward with that so we want to
  • 00:12:59
    make something which is just a model we
  • 00:13:01
    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
  • 00:13:16
    prototype your gamification ideas
  • 00:13:18
    drawing from examples from some of the
  • 00:13:19
    work that I've done
  • 00:13:20
    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
  • 00:13:30
    show you one example from a games
  • 00:13:32
    company where it absolutely destroyed
  • 00:13:34
    their office this paper prototype the
  • 00:13:37
    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
タグ
  • gamification
  • prototypage
  • design itératif
  • tests de jeu
  • engagement
  • psychologie motivationnelle
  • échecs
  • succès
  • World of Warcraft
  • Angry Birds