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Everyone’s
a winner
º
Japan
Rm 2c Wakamatsu-cho center bldg.
4-1-5 Nishi Temma
Osaka 530-0047
+81 06 6362 5150
Denmark
Nikolaj Plads 2
1067 Copenhagen
+45 3393 1883
kontrapunkt.com
Kristina Kristensen, UX designer
Morten Gade, partner
Kontrapunkt©
Hey there!
#kontrapunkt
3Kontrapunkt©
Kontrapunkt©2015 4
Kontrapunkt is the leading
Scandinavian design agency
We develop brands and design brand experiences through visual identity,
communication, services, products, behaviour and surroundings. We are 60
specialists working globally from our offices in Copenhagen & Tokyo.
Kontrapunkt©
Strategic
communication
these days?
Strategic
communication
What is
Kontrapunkt©
What’s the message?
What’s the channel?
What’s the intended effect?
Who’s the target group?
What genre should be utilized?
…
Kontrapunkt©
In the days of old,
communication was really
about mediating messages
as efficient as possible.
And if anything, games
where seen as medium you
could choose.
Kontrapunkt©
Usually only utilised when
old marketing people out of
reach tried to be young and
hip.
Look at us! 

We’re millennials!
Kontrapunkt©
Today however, strategic
thinking communication
professionals have realised
that communication isn’t
just about messages and
media, but more about
meaningful moments and
experiences.
Kontrapunkt©
Kontrapunkt©
We draw it up like this.
Surroundings
Marketing
communication
CVI
Behaviour
ServicesProducts
Brand
Kontrapunkt©
But it could also look like
this.
Surroundings
Marketing
communication
CVI
Behaviour
ServicesProducts
You
In this way of thinking,
games and play can be
utilised in the design of
services, products,
communication, etc., etc.
It’s a tool to do winning
communication.
Kontrapunkt©
Kontrapunkt©
Winning
communication?
Media logic
Kontrapunkt©
User needs
& wants
Kontrapunkt©
Brand
promise
Kontrapunkt©
Brand promise +
media logic + 

user needs & wants
=


Winning

communication
Kontrapunkt©
Brand
promise
User needs &
wants
Winning
Media logic
Advertising
UsabilityInefficient
Practicing
magic is
damn hard.
Games can
make it a
little easier.
Kontrapunkt©
20
One of the
hardest things
is finding true
empathy with
people
different from
yourself.
Kontrapunkt©
Kontrapunkt©
Empathy
21
Great games have
intrinsic empathy for the
player.
Kontrapunkt©
Great games have
intrinsic empathy for the
player. You’re always the
protagonist in your own
mind.
Kontrapunkt©
Kontrapunkt©
UsTwo: Monument Valley
Kontrapunkt©
Amnesty - The Game
Kontrapunkt©
Kontrapunkt© 27
Emotion
Games give us
emotional
experiences.
Kontrapunkt©
User experience
Emotional
experience
Aesthetic
experience
Experience of
meaning
Desmet&Hekkert
Kontrapunkt©
Aesthetic experience
Emotional
experience
Aesthetic
experience
Experience of
meaning
Desmet&Hekkert
Kontrapunkt©
Thatgamecompany: Journey
Kontrapunkt©
Thatgamecompany: Journey
Kontrapunkt©
Playdead Studios: Limbo
Kontrapunkt©
Sony Bravia 2010Sony
Kontrapunkt©
Sony Bravia 2010
Kontrapunkt©
Kontrapunkt©
Sony Bravia
B&O Play
Kontrapunkt©
Experience of meaning
Emotional
experience
Aesthetic
experience
Experience of
meaning
Desmet&Hekkert
Kontrapunkt©
Dafur is Dying 2006
Kontrapunkt©
Dafur is Dying 2006
Mogl App
Kontrapunkt©Kontrapunkt©
Kontrapunkt© 43
Pleasure
Games are fun.
Kontrapunkt©
Pleasure
Pleasure
Usable
Reliable
Functional
Hierarchy of user needs
AarronWalter
Kontrapunkt©
Pleasure
Pleasure
Usable
Reliable
Functional
Hierarchy of user needs
AarronWalter
Kontrapunkt©
Kontrapunkt©
Kontrapunkt©
klassiske joyful spil
Adidas Go App
Kontrapunkt©
Quantas Frequent Flyer Program co-lab with nib
Kontrapunkt©
Kontrapunkt©
Thrills
53
Kontrapunkt©
Kontrapunkt©
diverse gamification-elementer
Kontrapunkt©
Kontrapunkt©
Kontrapunkt©
Kontrapunkt©
Pleasure
Kontrapunkt© 60
Kontrapunkt©
Every Day The Same Dream
Kontrapunkt©
Toronto Star
Kontrapunkt©
Kontrapunkt©
Flow
63
Kontrapunkt©
Kontrapunkt© 65
Skill
Complexity
Csikszentmihalyi
Kontrapunkt©
Kontrapunkt©
Kontrapunkt©
Flow
68
Heike Mutter and Ulrich Genth: Tiger and Turtle: Magic Mountain
Kontrapunkt©
Volkswagen: The Fun Theory
Kontrapunkt©
Kontrapunkt©
Kontrapunkt©
Game &
play
72
Games are about
evolving and constantly
moving towards a goal. 



Kontrapunkt©
Play is about having
fun in the moment.



Kontrapunkt©
So, let’s get back
to the winning
communication
75Kontrapunkt©
Brand
promise
User needs &
wants
Winning
Media logic
Advertising
UXInefficient
Winning
communication
76
Correctly utilized,
games can be a
way to create
empathy or
emotions, deliver
efficient
communication
and bring the
brand promise to
life.
Winning
communication
Kontrapunkt©
77
Correctly utilized,
games can be a
way to create
empathy or
emotions, deliver
efficient
communication
and bring the
brand promise to
life.
Winning
communication
Kontrapunkt©
78
Correctly utilized,
games can be a
way to create
empathy or
emotions, deliver
efficient
communication
and bring the
brand promise to
life.
Winning
communication
Kontrapunkt©
Kontrapunkt©
Thank you!
Kristina Kristensen
UX designer
kkr@kontrapunkt.com
Morten Gade
Partner, digital director
mga@kontrapunkt.com
#kontrapunkt

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Everyone's a Winner