For the past few years, gamification has been widely touted as the answer to
everything. Can gamification really help your content work and play?
The answer is yes, no and maybe. Turning your content into a game isn't
quite the answer. Instead we need to open up the gaming toolbox and see how
we can use some of these techniques to create content that is more engaging
and insightful for your users -- whether it's product information or data
visualisation.
Play and engage: practical ways to gamify your content
1. Saturday, 29 June 13
Thanks for joining me. My name is James. I’m a freelance UX designer. I also love games. I
love trying to take inspiration from games for solving UX problems.
2. Who is this for?
• Everyone!
• Designers, developers, content producers, editors,
marketers...
Saturday, 29 June 13
This talk is hopefully for everyone.
3. What will be covered?
• Practical examples
• Four specific Game
mechanics
• Elements of gaming
and how it can
shape content
experiences
Saturday, 29 June 13
Three parts of this talk.
4. What is gamification?
“The process of game-thinking and
game mechanics to engage users
and solve problems”
Gabe Zichermann and Christopher
Cunningham: Gamification by Design
Saturday, 29 June 13
A definition...
5. What are your content’s “problems”?
• educating users
• converting users
• telling stories
• and many more...
Saturday, 29 June 13
6. Why another talk on gamification?
Saturday, 29 June 13
• I’ve worked a lot on content-heavy websites. News, sport, cultural content.
• Gamification elements like badges and ranks never felt like they really fit.
• But then I realised that specific game mechanics could really help enhance content
• That’s why this talk is geared specifically towards content and how we as UX designers can enhance it
7. Australian National Broadband Network
Saturday, 29 June 13
I want to show as many examples as possible, so let’s start with this one. Compare http://
theconversation.com/a-tale-of-two-nbns-the-coalitions-broadband-policy-
explained-13304 to http://howfastisthenbn.com.au/
8. Epic Win
“An outcome that is
so extraordinarily
positive you had no
idea it was even
possible until you
achieved it”
Saturday, 29 June 13
http://howfastisthenbn.com.au/ provides an “epic win” for the user
9. Kano Model: Where is your content?
Saturday, 29 June 13
The kano model measures customer satisfaction. It was developed in the 1980s by Japanese professor Noriaki Kano.
Very simply, what I want to illustrate today is how we can provide content experiences that are here.
10. Kano Model: Where is your content?
Saturday, 29 June 13
Those two examples sit here... the article delivers basic needs, but it doesn’t quite delight.
11. UX Hierarchy of Needs
Stephen P. Anderson:
Seductive Interaction Design
Saturday, 29 June 13
Camera phone (functional) v Instagram (meaningful). Let’s move our content to the top of this pyramid!
12. Your users as players
Saturday, 29 June 13
At this point as well I think it’s interesting to consider your users and players
13. Players explore a game.
Users explore your content.
Saturday, 29 June 13
At this point as well I think it’s interesting to consider your users and players
16. #1 Feedback Loops
ACTION
FEEDBACK
EFFECT
Saturday, 29 June 13
This one isn’t in the game deck, and actually, it’s a pretty simple theory find in most aspects
of science. You do something, something happens, repeat.
Parallax sites are an example. http://www.dangersoffracking.com/ is a fun parallax site that
does a great job of explaining fracking.
17. #2 Shell game
A game in which the player is presented with the
illusion of choice but is actually in a situation that
guides them to the desired outcome of the operator.
Saturday, 29 June 13
Compare https://support.twitter.com/articles/76036-keeping-your-account-secure to
http://www.ismytwitterpasswordsecure.com/. The latter is more effective: and is a shell
game as the outcome is rigged
18. #4 Appointment Dynamic
A dynamic in which to succeed, one must
return at a predefined time to take some
action. Appointment dynamics are often
deeply related to interval based reward
schedules or avoidance dynamics.
Saturday, 29 June 13
Football. Torres signed for Chelsea football club for £50m. Didn’t score for ages, so someone
set up this site (now offline):http://codehesive.com/torres.html They hired a new coach, so I
registered http://www.hasandrevillasboasbeensackedyet.com/index2.php. The joke is part of
an appointment: the answer will change, and at that point by returning, you’ll get the rest of
the ‘joke’ / reward. Guardian took similar approach to http://www.istherewhitesmoke.com/
which tied in with their coverage of the Pope election
19. #5 Endless Games
Games that do not have an
explicit end. Most applicable to
casual games that can refresh
their content or games where a
static (but positive) state is a
reward of its own.
Saturday, 29 June 13
Daily Mail -- interesting proposition for making interesting content, making it interesting and
new everytime someone returns: http://www.dailymail.co.uk/stats
Booking.com -- also shows realtime users for a sense of a ‘game’
Mashable.com ‘velocity graph’ -- how are users responding to this page? http://
mashable.com/2013/05/31/facebook-profile-others/
20. Taking on game themes
Saturday, 29 June 13
Not just game mechanics. What can we take from the world of games in general? Narrative,
immersion, suspension of disbelief...
21. Explore mode, story mode
Saturday, 29 June 13
Open world games like Skyrim / Fall Out / Red Dead / Grand Theft Auto all have a ‘story
mode’ and ‘explore mode’.
Consider all this athlete data: http://www.bbc.co.uk/sport/olympics/2012/athletes
How can we make that intersting? The result: http://www.bbc.co.uk/news/uk-19050139
This site has two ways into content/data viz which makes it more compelling and interesting:
a ‘story mode’ (highest/shortest) and ‘explore mode’ (where do YOU fit in?)
22. Exploration and discovery
Saturday, 29 June 13
Not everything has to be high fidelity. Quizzes for instance. Are they actually fun? Flowcharts
are more fun: they expose all the inner workings. You can explore them and they’re totally
static: http://julianhansen.com/files/infographiclarge_v2.png and http://sinfinimusic.com/
uk/features/2013/05/which-instrument-should-i-choose-flowchart
23. Delight and surprise
Saturday, 29 June 13
CDC zombies! http://blogs.cdc.gov/publichealthmatters/2011/05/preparedness-101-
zombie-apocalypse/
24. When gamification goes wrong
Saturday, 29 June 13
Think about the UX of this site. It won Webby Government site 2012!! You’ve just been to
Milwaukee and got a parking ticket. You want to know how to pay it. Can you find the link?
http://www.milwaukeepolicenews.com/#menu=home-page
What about gov.uk? Brilliant site for UX. Not even nominated. This made me angry, so I
blogged. Then I thought, can I apply some of these game theories/mechanics...?
The result: http://codehesive.com/govuk/
25. User experience > whizzy fluff.
Saturday, 29 June 13
I hope you’ve got some inspiration from this talk. But as a final caveat, don’t leave your users
hanging! Think about your UX first. If gaming can work, fantastic. If it doesn’t, don’t do it!