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WhatBoardGames
canTeachUsabout
DesigningExperiences
Stephen P. Anderson
@stephenanderson #canux
t
WhatBoardGames
canTeachUsabout
DesigningExperiences
Stephen P. Anderson
@stephenanderson #canux
DesigningTabletop
for
t
WhatUXcanlearnfrom bakingbread!
Marvelcomics
motorcyclemaintenance
LEGObricks
Why tabletop games?
Rich, nuanced, engaging
experiences…
Why tabletop games?
A “Board Game” Renaissance
Why tabletop games?
Because it’s our job.
Experience design is the design of anything,
independent of medium or across media, with
human experience as an explicit outcome and
human engagement as an explicit goal.”



—Jesse James Garrett
Why tabletop games?
Because it’s our job.
Game Design
Architecture
Restaurants
Industrial Design
Filmmaking
Fiction
ScreEnwriting
Graphic Novels
Speech writing / Public
Speaking
Advertising
Music/Entertainment
Improv/Comedy
Theater / Dance /
Performing Arts
Fine Arts
teaching / Training
Behavioral Economics
Psychology / Counseling
Politics / Leadership
nursing & medical
consultations
Fashion Design
Wayfinding
Instructional Design
graphic design
customer support
Marketing / PR
Service Design
Similar / adjacent disciplines that also focus on
human experience and engagement…
Event Planning
“Game Design and Interaction
Design are fraternal twins. 

They share almost all their DNA”



—Christina Wodtke
WHAT can we learn from tabletop games?
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
Experience-Driven Orientation
Meaningful
Pleasurable
Convenient
Usable
Reliable
Functional (Useful)
Focused on
Experiences
(People, Activities, Context)
Focused on
Tasks
(Products, Features)
© 2006 Stephen P. Anderson | poetp
SUBJECTIVE / QUALITATIVE
OBJECTIVE / QUANTIFIABLE
Has personal significance
Memorable experience worth sharing
Super easy to use, works like I think
Can be used without difficulty
Is available and accurate
Works as programmed
Prioritize Aesthetics (no, not Graphic Design)
(visual, behaviors, sounds, psychology)
Design for FLOW (boredom vs anxiety)
Leverage Game Mechanics/Learning Theory
(completeness)
Have a Personality
Create conversational and context aware
interactions
(“Adaptive Interfaces”; narrative IA structures)
Elicit Desire
(Limited availability, limited access, curious and
seductive experiences)Simplify, organize, and clarify
Display information visually
Reduce features and complexity
Use language for more natural
Add features that support desired
ine browsing)
Have a believable story
Co-create value with customers
Connect people in community
Are part of a bigger system
Appeal to emotional, spiritual, and
Create a tolerance for faults at
Are tied to a person’s self-image,
highly personal
Creating Pleasurable Interfaces:
Getting fom Tasks to Experiences
presented by Stephen P. Anderson | Nov 8, 2006
“It is not enough that we b
products that function, tha
understandable and usable
we also need to build produ
that bring joy and excitem
pleasure and fun, and yes
beauty, to people’s lives.”
THIS IS THE“CHASM”THAT IS REALLY, REALLY
HARD FOR ORGANIZATIONS TO CROSS
Experience Focus
Product Focus
Experience Focus
Product Focus
people, activities
& context
tasks & features
outcomes and
experiences
output and
functionality
perceptions, emotions,
attention, memory…
interfaces, interactions,
usability, etc.
Experience Focus
Product Focus
Thinking about the player encourages experience-driven (as
opposed to feature-driven) design. As such, we begin our
investigation with a discussion of Aesthetics, and continue
on to Dynamics, finishing with the underlying Mechanics.
http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/
http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/
The key was to go down a level deeper. At work, we were
doing a branding exercise for a product, and we listed off the
adjectives we wanted to describe the product. I realized that a
similar exercise would work here…
I mulled over all the feedback on the mechanics: what type of
experience were they creating on their own? What adjectives
did players use to talk about the mechanics? Players described
the game as simple and elegant. It was calming and relaxing to
play. They were surprised and delighted by the richness of the
decisions. They said it flowed smoothly, that they could play it
over and over again.”
— R A N D Y H O Y T , G A M E D E S I G N E R / P U B L I S H E R
“
http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/
The key was to go down a level deeper. At work, we were
doing a branding exercise for a product, and we listed off the
adjectives we wanted to describe the product. I realized that a
similar exercise would work here…
I mulled over all the feedback on the mechanics: what type of
experience were they creating on their own? What adjectives
did players use to talk about the mechanics? Players described
the game as simple and elegant. It was calming and relaxing to
play. They were surprised and delighted by the richness of the
decisions. They said it flowed smoothly, that they could play it
over and over again.”
— R A N D Y H O Y T , G A M E D E S I G N E R / P U B L I S H E R
“
This image captured perfectly the feeling that the playing
the game produced, and I knew a theme and narrative
woven around this could work to produce a great experience.
http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/
Tangled
http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/
How often do we really let a
singular, desired experience
drive every product decision?Takeaway
UX
How often do we really let a
singular, desired experience
drive every product decision?
adding features
pushing back on customer requests
prioritizing the backlog
how we design a familiar feature
eliminating features
Delaying releases
Takeaway
UX
“Untilmyplayersfeel__________,Iwillnotship”
“Untilmyplayersfeel__________,Iwillnotship”
“Games often ship late because they ship based
on exit criteria, not deadlines… Either you ship
something tiny before you run out of money, or
you ship late something that is sufficiently fun.
The first are higher risk, but if the core works,
they’ll make it.”
—Christina Wodtke
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
A Focus on the Whole
“The Whole is Other than the Sum of the Parts”
“An Experience is Other than the Sum of the Parts”
!=
The pieces are the same…
…but the final experience here is just WRONG!
Experiences Product
Production. Direction. Balance. Orchestration. Choreography.
“Designing a product is keeping five thousand
things in your brain and fitting them all together
in new and different ways to get what you want.
And every day you discover something new that
is a new problem or a new opportunity to fit
these things together a little differently.
And it’s that process that is the magic.” 
— Steve Jobs
Do your processes encourage a focus
on the whole and how all parts fit
together for a desired effect?Takeaway
UX
“Now imagine a different scenario, where the designer
never actually addressed the color of any of the
buttons at all. Instead they presented their complete
vision where real people experienced a complete
system with satisfaction… The question of a simple
hypothesis of whether a color button would be good or
bad would be completely ignored.



Why? because the story version of the presentation
focuses on the experience people will have and the
value they will (hopefully) receive from the holistic
design, instead of focusing on the individual featured
components — any one of which is quite meaningless
by themselves.”



—Dave Malouf
https://medium.com/@daveixd/most-valuable-story-523a9fd023e6#.91qy0bsy2
Do your processes encourage a focus
on the whole and how all parts fit
together for a desired effect?Takeaway
UX
Takeaway
UX
what gets defined as a release?
Is it a complete set of things?
Do you test small parts or the entire experience?
what do you measure?
What’s the scope of projects you take on? 

(more epics and themes vs stories and tasks)
what is the critical “core” to your experience?
does your team consider how new features might play
with or disrupt existing features?
Do your processes encourage a focus
on the whole and how all parts fit
together for a desired effect?
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
Playtesting
Research Strategy Design Test/
Validation Measurement
Empathize Design Ideate Prototype Test
Discover Define Ideate/Test/
prototype Build & Deply Measure
User Research Analysis Design Prototype User testing
TIME
Discovery ideation Design Validation
Research Strategy Design Test/
Validation Measurement
Empathize Design Ideate Prototype Test
Discover Define Ideate/Test/
prototype Build & Deply Measure
User Research Analysis Design Prototype User testing
TIME
Discovery ideation Design Validation
IDEA!
IDEA!
Game is complete
enough to begin
playing
IDEA!
Game is complete
enough to begin
playing
w/ inner circle
of friends
repeat until
fun!
Playtest!
IDEA!
Game is complete
enough to begin
playing
w/ inner circle
of friends
repeat until
fun!
w/ outer circle
of friends
(to hammer out
bugs; to try and
break the game)
Playtest!
Playtest!
IDEA!
Game is complete
enough to begin
playing
w/ inner circle
of friends
repeat until
fun!
w/ outer circle
of friends
(to hammer out
bugs; to try and
break the game)
w/ random strangers
(to test rule book
and onboarding)
Playtest!
Playtest!
Playtest!
IDEA!
Game is complete
enough to begin
playing
w/ inner circle
of friends
repeat until
fun!
w/ outer circle
of friends
(to hammer out
bugs; to try and
break the game)
w/ random strangers
(to test rule book
and onboarding)
Playtest!
Playtest!
Playtest!
“Test whatever you can, as soon as you can…
Learn whatever you can along the way”
To what extent do you include
users throughout the entire design
and development process? How
early in the process are users able
to play with a semi-complete
version your product?
Takeaway
UX
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
Use of Space
Before the page, there was space itself.
Perhaps the simplest way to use space to
communicate is to arrange or rearrange
things in it.”
“
!om “Visualizing Thought” Barbara Tversky
Scrap
Heap
our Space
Their Space
MYSpace
Explorers
Trade
Deck
Scrap
Heap
Trade Row
Explorers
Trade
Deck
Scrap
Heap
Trade Row
Discard
Deck
Persistentcards
cards played this turn
Points
Spatial arrangement can be a
powerful signal of meaning.
“GRID VIEW”
How are you using space and
the spatial arrangement of
information in your work?Takeaway
UX
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
FRICTION!
“UX design is about removing problems from the user.
Game design is about giving problems to the user.”

— Raph Koster, Game design vs UX design
http://www.raphkoster.com/2015/06/29/game-design-ux-design/
“People play games for no productive reason. You go out
of your way to put up with unnecessary obstacles…”

—Randy Hoyt
“The friction is the game. In UX a lot of what I did was around
eliminating friction. Friction is almost always bad (and only
sometime strategically good). You’re just ruthless about
getting rid of it. In games it’s the total opposite. Whenever I’m
ruthless about getting rid of friction, there’s no game left. For
me, the practice of game design is the practice of thoughtfully
using friction to create a great experience.”

—Dirk Knemeyer
Bad Friction -VS- Good Friction
About the wrong stuff, yes.
About the critical stuff though,
we should be thinking!
About the wrong stuff, yes.
About the critical stuff though,
we should be thinking!
Is there learning or understanding involved, or should there be?
Game

Experiences
Learning Challenge &accomplishment
(Elementof Play, Learning, Discovery, Pattern Recognition…)
introduce friction to
create a…
Game

Experiences
Learning Challenge &accomplishment
(Elementof Play, Learning, Discovery, Pattern Recognition…)
introduce friction to
create a…
Game

Experiences
Learning Challenge &accomplishment
(Elementof Play, Learning, Discovery, Pattern Recognition…)
Product

Experiences
—VS—
introduce friction to
create a…
may (or may not) already contain
inherent friction begging to be
reframed as a…
“People play games for no productive reason. You go
out of your way to put up with unnecessary obstacles…
•…but people do enjoy things that are not easy to learn.
There’s a sense of accomplishment. Most things that
are rewarding aren’t that easy to do… Within UX,
there’s a lot to be said for other kinds of experiences,
not just the usability or how quick something is to
learn.”
•—Randy Hoyt
“People play games for no productive reason. You go
out of your way to put up with unnecessary obstacles…
In what mays might you introduce friction
to achieve a desired effect? In what ways
is your work about more than ease of use
or efficiency? Is there learning challenge
inherent in the experience you’re working
on? If so, could this be reframed as a
playful learning experience?
Takeaway
UX
A Focus on the Whole
FRICTION!
Use of Space
PlaytestingExperience-Driven Orientation
Dealing wtih emotions
tactility
MDA
Onboarding
Social interactions
SustainingEngagement
PlayerMotivations
InformationDesign
Learning through Play
⟳
PATH
PATH SANDBOX
⟳PATH SANDBOX
PATH SANDBOXLOOP
PATH SANDBOXLOOP
ENDS IN AN
EXCHANGE
PATH
SANDBOXLOOP
ENDS IN AN
EXCHANGE
ENDS IN LEARNING
THROUGH DISCOVERY
& CONSTRUCTION
PATH SANDBOX
LOOP
ENDS IN AN
EXCHANGE
ENDS IN LEARNING
THROUGH DISCOVERY
& CONSTRUCTION
ENDS IN LEARNING
THROUGH PATTERN
RECOGNITION
PATH SANDBOXLOOP
Games. Play. Simulations. Role-Playing. Making.
These can be powerful tools for learning.
More than ever, we need new tools and systems
to help us understand each other and the world
we live in.
More than ever, we need tools to help us learn
through safe, playful interactions.
“It feels rewarding to overcome a
difficult challenge. You put a game
back in the box and we’ve not
changed the world at all. But we’ve
changed something about ourselves.”



—Randy Hoyt, Foxtrot Games
Change hearts & Minds
get everyone to embrace the mental model behind an agenda
Change hearts & Minds
get everyone to embrace the mental model behind an agenda
create a shared, emergent mental model by working together
Work & Learn together
“
Thank you…
StephenP.Anderson
@stephenanderson
www.poetpainter.com | www.slideshare.net/stephenpa
…and go play some games!
LUNCH!StephenP.Anderson
@stephenanderson
www.poetpainter.com | www.slideshare.net/stephenpa
Interested in learning more?
http://bit.ly/uxandgames

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What Board Games can Teach Us about Designing Experiences

  • 6. A “Board Game” Renaissance
  • 7. Why tabletop games? Because it’s our job.
  • 8. Experience design is the design of anything, independent of medium or across media, with human experience as an explicit outcome and human engagement as an explicit goal.”
 
 —Jesse James Garrett Why tabletop games? Because it’s our job.
  • 9. Game Design Architecture Restaurants Industrial Design Filmmaking Fiction ScreEnwriting Graphic Novels Speech writing / Public Speaking Advertising Music/Entertainment Improv/Comedy Theater / Dance / Performing Arts Fine Arts teaching / Training Behavioral Economics Psychology / Counseling Politics / Leadership nursing & medical consultations Fashion Design Wayfinding Instructional Design graphic design customer support Marketing / PR Service Design Similar / adjacent disciplines that also focus on human experience and engagement… Event Planning
  • 10. “Game Design and Interaction Design are fraternal twins. 
 They share almost all their DNA”
 
 —Christina Wodtke
  • 11. WHAT can we learn from tabletop games?
  • 12. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign
  • 13. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign Experience-Driven Orientation
  • 14. Meaningful Pleasurable Convenient Usable Reliable Functional (Useful) Focused on Experiences (People, Activities, Context) Focused on Tasks (Products, Features) © 2006 Stephen P. Anderson | poetp SUBJECTIVE / QUALITATIVE OBJECTIVE / QUANTIFIABLE Has personal significance Memorable experience worth sharing Super easy to use, works like I think Can be used without difficulty Is available and accurate Works as programmed Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology) Design for FLOW (boredom vs anxiety) Leverage Game Mechanics/Learning Theory (completeness) Have a Personality Create conversational and context aware interactions (“Adaptive Interfaces”; narrative IA structures) Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify Display information visually Reduce features and complexity Use language for more natural Add features that support desired ine browsing) Have a believable story Co-create value with customers Connect people in community Are part of a bigger system Appeal to emotional, spiritual, and Create a tolerance for faults at Are tied to a person’s self-image, highly personal Creating Pleasurable Interfaces: Getting fom Tasks to Experiences presented by Stephen P. Anderson | Nov 8, 2006 “It is not enough that we b products that function, tha understandable and usable we also need to build produ that bring joy and excitem pleasure and fun, and yes beauty, to people’s lives.” THIS IS THE“CHASM”THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS
  • 17. people, activities & context tasks & features outcomes and experiences output and functionality perceptions, emotions, attention, memory… interfaces, interactions, usability, etc. Experience Focus Product Focus
  • 18. Thinking about the player encourages experience-driven (as opposed to feature-driven) design. As such, we begin our investigation with a discussion of Aesthetics, and continue on to Dynamics, finishing with the underlying Mechanics.
  • 20. http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/ The key was to go down a level deeper. At work, we were doing a branding exercise for a product, and we listed off the adjectives we wanted to describe the product. I realized that a similar exercise would work here… I mulled over all the feedback on the mechanics: what type of experience were they creating on their own? What adjectives did players use to talk about the mechanics? Players described the game as simple and elegant. It was calming and relaxing to play. They were surprised and delighted by the richness of the decisions. They said it flowed smoothly, that they could play it over and over again.” — R A N D Y H O Y T , G A M E D E S I G N E R / P U B L I S H E R “
  • 21. http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/ The key was to go down a level deeper. At work, we were doing a branding exercise for a product, and we listed off the adjectives we wanted to describe the product. I realized that a similar exercise would work here… I mulled over all the feedback on the mechanics: what type of experience were they creating on their own? What adjectives did players use to talk about the mechanics? Players described the game as simple and elegant. It was calming and relaxing to play. They were surprised and delighted by the richness of the decisions. They said it flowed smoothly, that they could play it over and over again.” — R A N D Y H O Y T , G A M E D E S I G N E R / P U B L I S H E R “
  • 22. This image captured perfectly the feeling that the playing the game produced, and I knew a theme and narrative woven around this could work to produce a great experience. http://www.leagueofgamemakers.com/the-themes-they-are-a-changing/ Tangled
  • 23.
  • 25.
  • 26.
  • 27. How often do we really let a singular, desired experience drive every product decision?Takeaway UX
  • 28. How often do we really let a singular, desired experience drive every product decision? adding features pushing back on customer requests prioritizing the backlog how we design a familiar feature eliminating features Delaying releases Takeaway UX
  • 30. “Untilmyplayersfeel__________,Iwillnotship” “Games often ship late because they ship based on exit criteria, not deadlines… Either you ship something tiny before you run out of money, or you ship late something that is sufficiently fun. The first are higher risk, but if the core works, they’ll make it.” —Christina Wodtke
  • 31. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign A Focus on the Whole
  • 32.
  • 33.
  • 34. “The Whole is Other than the Sum of the Parts”
  • 35. “An Experience is Other than the Sum of the Parts”
  • 36.
  • 37.
  • 38.
  • 39. != The pieces are the same… …but the final experience here is just WRONG!
  • 41. Production. Direction. Balance. Orchestration. Choreography.
  • 42.
  • 43. “Designing a product is keeping five thousand things in your brain and fitting them all together in new and different ways to get what you want. And every day you discover something new that is a new problem or a new opportunity to fit these things together a little differently. And it’s that process that is the magic.”  — Steve Jobs
  • 44. Do your processes encourage a focus on the whole and how all parts fit together for a desired effect?Takeaway UX
  • 45. “Now imagine a different scenario, where the designer never actually addressed the color of any of the buttons at all. Instead they presented their complete vision where real people experienced a complete system with satisfaction… The question of a simple hypothesis of whether a color button would be good or bad would be completely ignored.
 
 Why? because the story version of the presentation focuses on the experience people will have and the value they will (hopefully) receive from the holistic design, instead of focusing on the individual featured components — any one of which is quite meaningless by themselves.”
 
 —Dave Malouf https://medium.com/@daveixd/most-valuable-story-523a9fd023e6#.91qy0bsy2
  • 46. Do your processes encourage a focus on the whole and how all parts fit together for a desired effect?Takeaway UX
  • 47. Takeaway UX what gets defined as a release? Is it a complete set of things? Do you test small parts or the entire experience? what do you measure? What’s the scope of projects you take on? 
 (more epics and themes vs stories and tasks) what is the critical “core” to your experience? does your team consider how new features might play with or disrupt existing features? Do your processes encourage a focus on the whole and how all parts fit together for a desired effect?
  • 48. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign Playtesting
  • 49. Research Strategy Design Test/ Validation Measurement Empathize Design Ideate Prototype Test Discover Define Ideate/Test/ prototype Build & Deply Measure User Research Analysis Design Prototype User testing TIME Discovery ideation Design Validation
  • 50. Research Strategy Design Test/ Validation Measurement Empathize Design Ideate Prototype Test Discover Define Ideate/Test/ prototype Build & Deply Measure User Research Analysis Design Prototype User testing TIME Discovery ideation Design Validation
  • 51. IDEA!
  • 52. IDEA! Game is complete enough to begin playing
  • 53. IDEA! Game is complete enough to begin playing w/ inner circle of friends repeat until fun! Playtest!
  • 54. IDEA! Game is complete enough to begin playing w/ inner circle of friends repeat until fun! w/ outer circle of friends (to hammer out bugs; to try and break the game) Playtest! Playtest!
  • 55. IDEA! Game is complete enough to begin playing w/ inner circle of friends repeat until fun! w/ outer circle of friends (to hammer out bugs; to try and break the game) w/ random strangers (to test rule book and onboarding) Playtest! Playtest! Playtest!
  • 56. IDEA! Game is complete enough to begin playing w/ inner circle of friends repeat until fun! w/ outer circle of friends (to hammer out bugs; to try and break the game) w/ random strangers (to test rule book and onboarding) Playtest! Playtest! Playtest! “Test whatever you can, as soon as you can… Learn whatever you can along the way”
  • 57. To what extent do you include users throughout the entire design and development process? How early in the process are users able to play with a semi-complete version your product? Takeaway UX
  • 58. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign Use of Space
  • 59.
  • 60. Before the page, there was space itself. Perhaps the simplest way to use space to communicate is to arrange or rearrange things in it.” “ !om “Visualizing Thought” Barbara Tversky
  • 61.
  • 62.
  • 63.
  • 64.
  • 65.
  • 66.
  • 70. Spatial arrangement can be a powerful signal of meaning.
  • 72.
  • 73.
  • 74.
  • 75.
  • 76.
  • 77.
  • 78.
  • 79.
  • 80.
  • 81. How are you using space and the spatial arrangement of information in your work?Takeaway UX
  • 82. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign FRICTION!
  • 83. “UX design is about removing problems from the user. Game design is about giving problems to the user.”
 — Raph Koster, Game design vs UX design http://www.raphkoster.com/2015/06/29/game-design-ux-design/ “People play games for no productive reason. You go out of your way to put up with unnecessary obstacles…”
 —Randy Hoyt “The friction is the game. In UX a lot of what I did was around eliminating friction. Friction is almost always bad (and only sometime strategically good). You’re just ruthless about getting rid of it. In games it’s the total opposite. Whenever I’m ruthless about getting rid of friction, there’s no game left. For me, the practice of game design is the practice of thoughtfully using friction to create a great experience.”
 —Dirk Knemeyer
  • 84. Bad Friction -VS- Good Friction
  • 85. About the wrong stuff, yes. About the critical stuff though, we should be thinking!
  • 86. About the wrong stuff, yes. About the critical stuff though, we should be thinking! Is there learning or understanding involved, or should there be?
  • 87. Game
 Experiences Learning Challenge &accomplishment (Elementof Play, Learning, Discovery, Pattern Recognition…) introduce friction to create a…
  • 88.
  • 89.
  • 90. Game
 Experiences Learning Challenge &accomplishment (Elementof Play, Learning, Discovery, Pattern Recognition…) introduce friction to create a…
  • 91. Game
 Experiences Learning Challenge &accomplishment (Elementof Play, Learning, Discovery, Pattern Recognition…) Product
 Experiences —VS— introduce friction to create a… may (or may not) already contain inherent friction begging to be reframed as a…
  • 92.
  • 93. “People play games for no productive reason. You go out of your way to put up with unnecessary obstacles…
  • 94. •…but people do enjoy things that are not easy to learn. There’s a sense of accomplishment. Most things that are rewarding aren’t that easy to do… Within UX, there’s a lot to be said for other kinds of experiences, not just the usability or how quick something is to learn.” •—Randy Hoyt “People play games for no productive reason. You go out of your way to put up with unnecessary obstacles…
  • 95. In what mays might you introduce friction to achieve a desired effect? In what ways is your work about more than ease of use or efficiency? Is there learning challenge inherent in the experience you’re working on? If so, could this be reframed as a playful learning experience? Takeaway UX
  • 96. A Focus on the Whole FRICTION! Use of Space PlaytestingExperience-Driven Orientation Dealing wtih emotions tactility MDA Onboarding Social interactions SustainingEngagement PlayerMotivations InformationDesign
  • 98.
  • 99.
  • 100. PATH
  • 106. ENDS IN AN EXCHANGE ENDS IN LEARNING THROUGH DISCOVERY & CONSTRUCTION PATH SANDBOX LOOP
  • 107. ENDS IN AN EXCHANGE ENDS IN LEARNING THROUGH DISCOVERY & CONSTRUCTION ENDS IN LEARNING THROUGH PATTERN RECOGNITION PATH SANDBOXLOOP
  • 108. Games. Play. Simulations. Role-Playing. Making. These can be powerful tools for learning. More than ever, we need new tools and systems to help us understand each other and the world we live in. More than ever, we need tools to help us learn through safe, playful interactions.
  • 109. “It feels rewarding to overcome a difficult challenge. You put a game back in the box and we’ve not changed the world at all. But we’ve changed something about ourselves.”
 
 —Randy Hoyt, Foxtrot Games
  • 110. Change hearts & Minds get everyone to embrace the mental model behind an agenda
  • 111. Change hearts & Minds get everyone to embrace the mental model behind an agenda create a shared, emergent mental model by working together Work & Learn together “
  • 112.
  • 113. Thank you… StephenP.Anderson @stephenanderson www.poetpainter.com | www.slideshare.net/stephenpa …and go play some games!
  • 115. Interested in learning more? http://bit.ly/uxandgames