My slides from the workshop I tutored at the MindTrek 2009 conference in Finland. The workshop showcases methods and findings that will be published in my forthcoming book on social games.
Actionable vs. Emancipatory Game Design ResearchAki Järvinen
My keynote at the Games: Design & Research conference at Volda, Norway, June 3rd, 2010, discussing the challenges of building bridges between academic game research and game design & development.
Quest for Aesthetics in a Metrics-driven BusinessAki Järvinen
This document discusses balancing metrics and aesthetics in social game design. It begins by establishing the context of social games as existing within both social and service design paradigms. Social games are defined as online games that leverage a player's social networks for gameplay while accommodating daily routines.
The document then positions social games as metrics-driven products but questions what defines aesthetics in this context. It contrasts two perspectives - one focused solely on metrics for business objectives, and the other emphasizing visionary design.
Finally, it argues that the best approach is a metrics-conscious yet aesthetics-driven iterative process. Key business metrics around acquisition, activation, retention and monetization should inform design solutions, but quantitative data
The document provides information about the career and work experience of E N Chinnuram. It includes a brief introduction highlighting their passion for design from a young age due to their father's influence. It then lists various design and development roles Chinnuram has taken on, including for apps, games, websites and branding projects. The roles involve user experience design, visual design, research, and project management.
Scenarios For Design: Interaction10 Workshop by Elizabeth BaconElizabeth Bacon
This presentation supported a 4-hour workshop taught by Liz Bacon at the Interaction10 conference in Savannah, Georgia on February 4, 2010. It describes the nuts-and-bolts of applying a scenario-based approach to design. It also covers some of the theoretical underpinnings of this method as well as how it supports effective team communication and collaboration. Liz will be writing a book on this subject, and welcomes your comments here or directly via http://www.devise.com/contact.
From learning design to game design and back; the Cyberdam examplePieter van der Hijden
Presentation by Pieter van der Hijden (pvdh@sofos.nl) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.
OGDC2012 Game Designer_Mr.Nicolas_ Phuong Hoang EnixBuff Nguyen
The document introduces the job of a game designer. It discusses that game designers spend half their time writing design documents to communicate the game concept to the development team. The document also outlines the game design process from creating concepts to testing the game. It describes key parts of the game design document including pitching the game, scoping it, and detailing gameplay. Contact information is provided for further information.
The document provides an agenda for the Design + Emotion Keynotes event hosted by the Illinois Institute of Technology and organized by the Design + Emotion Society. The keynote speakers include Mark Johnson, Cynthia Breazeal, and Jay Lundell. The visual sketches in the document were created by artist Gwendolyn Frederick and are meant to provide impressionistic interpretations of the event.
Actionable vs. Emancipatory Game Design ResearchAki Järvinen
My keynote at the Games: Design & Research conference at Volda, Norway, June 3rd, 2010, discussing the challenges of building bridges between academic game research and game design & development.
Quest for Aesthetics in a Metrics-driven BusinessAki Järvinen
This document discusses balancing metrics and aesthetics in social game design. It begins by establishing the context of social games as existing within both social and service design paradigms. Social games are defined as online games that leverage a player's social networks for gameplay while accommodating daily routines.
The document then positions social games as metrics-driven products but questions what defines aesthetics in this context. It contrasts two perspectives - one focused solely on metrics for business objectives, and the other emphasizing visionary design.
Finally, it argues that the best approach is a metrics-conscious yet aesthetics-driven iterative process. Key business metrics around acquisition, activation, retention and monetization should inform design solutions, but quantitative data
The document provides information about the career and work experience of E N Chinnuram. It includes a brief introduction highlighting their passion for design from a young age due to their father's influence. It then lists various design and development roles Chinnuram has taken on, including for apps, games, websites and branding projects. The roles involve user experience design, visual design, research, and project management.
Scenarios For Design: Interaction10 Workshop by Elizabeth BaconElizabeth Bacon
This presentation supported a 4-hour workshop taught by Liz Bacon at the Interaction10 conference in Savannah, Georgia on February 4, 2010. It describes the nuts-and-bolts of applying a scenario-based approach to design. It also covers some of the theoretical underpinnings of this method as well as how it supports effective team communication and collaboration. Liz will be writing a book on this subject, and welcomes your comments here or directly via http://www.devise.com/contact.
From learning design to game design and back; the Cyberdam examplePieter van der Hijden
Presentation by Pieter van der Hijden (pvdh@sofos.nl) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.
OGDC2012 Game Designer_Mr.Nicolas_ Phuong Hoang EnixBuff Nguyen
The document introduces the job of a game designer. It discusses that game designers spend half their time writing design documents to communicate the game concept to the development team. The document also outlines the game design process from creating concepts to testing the game. It describes key parts of the game design document including pitching the game, scoping it, and detailing gameplay. Contact information is provided for further information.
The document provides an agenda for the Design + Emotion Keynotes event hosted by the Illinois Institute of Technology and organized by the Design + Emotion Society. The keynote speakers include Mark Johnson, Cynthia Breazeal, and Jay Lundell. The visual sketches in the document were created by artist Gwendolyn Frederick and are meant to provide impressionistic interpretations of the event.
Design for Developers: Nashville Software School (Summary)Susan Culkin
The document provides an overview of design basics and principles for web design. It discusses how good design is functional, useful, intuitive, well-thought out, user-oriented, engaging, simple, efficient, long-lasting, aesthetic and unobtrusive. It provides tips for evaluating a website or app from a user perspective such as checking layout, consistency, clarity of new elements, ability to recover from errors, logical grouping of content, readability, emphasis of elements, use of space and getting feedback from others. It also discusses using personas to represent target users and lists resources for design including books, websites and free tools.
The document discusses research on game making for learning. It provides data on the number of publications and target populations for game making research. A chart shows the specific themes of this research, including collaboration, creativity, coding literacies and skills. The document also describes a project from 2013-2014 that involved 600 students and teachers participating in game design and production in primary schools and special education centers in several European countries. It discusses benefits observed, such as motivation, collaboration, and critical thinking. Finally, the document outlines a vision for the future of game making tools and environments that support collaboration, user engagement, and access to publishing games.
Design and development better togetherGregory Raiz
Many organizations have designers and developers but often these disciplines don't work well together. Great software comes from the communication of these two disciplines.
This document discusses design workflow and tools. It provides resources for mood boards, briefs, inspiration, pattern libraries, style tiles, research areas like information architecture and wireframing. It also lists deliverables like design comps and style guides. Contact information is provided for several designers and resources on typography, style guides, and pattern portfolios.
Good Graphic design and an Introduction to InkscapeOmar Mohammad
This document provides an overview and introduction to graphic design and the vector graphics software Inkscape. The workshop objectives are to understand graphic design best practices and learn the Inkscape interface. The contents include introductions to graphic design and Inkscape, exercises to complete, and tips for graphic design. Graphic design is defined as visual communication combining images and words. Key graphic design concepts discussed include typography, color, simplicity and symmetry. Vector graphics, raster graphics, and common file formats are also explained. Finally, participants are assigned to design a certificate for the workshop using Inkscape.
Hi,
User Experience and Design Thinking for Startup is a talk about understanding people and designing business for them.
I explained the principles that I created to sell the benefits to invest in UX when you need to develop a service or a product. I also gave some examples using this principles.
My 7 UX Principles:
Essential, People Focus, Smart, Attractive, Practical, Innovator and Flexible.
So, after explain an approach I talked about Design Thinking, using that approach to develop service design focused in Startups.
I hope that you enjoy the slides and please, give me your feedback.
Best Regards,
Rafel Daron
Twitter: rafaeldaron
Email: rafaeldaron@gmail.com
Game Mechanics to Improve User Engagement - Gerald Tan (2012-Nov-16)Gerald Tan
Gerald Tan discusses how game mechanics like levels, challenges, badges, points, leaderboards, and social elements can be layered into digital products and applications to improve user engagement if implemented correctly. He emphasizes that these mechanics work best when integrated as a coherent system with the objectives of guiding new users, providing a sense of purpose and achievement for all users, and recognizing veteran users. Metrics should be used to fine-tune the experience. Done right, game mechanics can make tedious tasks less so and keep users engaged.
This document outlines social mobile game design principles presented by Duke Wong. It discusses using friends through connecting on Facebook and helping friends progress. It also covers using ranking systems like leaderboards and leagues to motivate players. Competition principles include matchmaking, emotes, and reputation systems. Donation allows helping other players directly or as a community. Creating an in-game society can replicate politics and alliances. Case studies show how education games have used these principles for worldwide adoption and teaching business concepts. In conclusion, these social principles from mobile games could be applied to serious games as well.
Game on: 16 design patterns for user engagementNadya Direkova
The document discusses 16 design patterns for using game mechanics to create user engagement in social web applications. It covers patterns for attracting first-time users ("Come and Try It") like visual storytelling, tutorials, and reward schedules. Patterns for building community ("Bring Your Friends") include forming teams, social feedback, and sharing milestones. Patterns for repeat visits ("Come Back") consist of advanced user paths, content unlocks over time, quest queues, and using scarcity and time pressure. The document stresses measuring the effects of these patterns and iterating based on metrics.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
What The Psychology of Video Games Can Teach You About Product Engagement - J...Habit Summit
Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.
This document discusses the importance of pre-planning and documentation for game modding projects. It provides examples of why people create mods, including as a way to get involved in game development. Modding allows users to access and modify levels, assets, scripting, and more. The document outlines key aspects of development documentation, including official documents, deliverables, functional documents, and administrative records. It also discusses asset creation pipelines, quest and mission design, and provides instructions for an assignment involving documenting side quest ideas for games like Skyrim and Far Cry.
Looking for blue ocean look to the cloud rhys dekleMary Chan
"The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design."
Improving Productivity with SharePoint 2013 and GamificationChristian Buckley
Christian Buckley and Jussi Mori are experts in SharePoint collaboration and have extensive experience working with Microsoft technologies and consulting with enterprises. Both have founded their own companies, Axceler and Peaches Industries respectively, to help organizations improve collaboration through SharePoint customization, administration, migration services, and end user training. They advocate for best practices in SharePoint usage and developing innovative solutions to solve specific collaboration challenges.
The document provides an outline for a training session on digital creative planning and processes. It is divided into three modules. Module 1 discusses digital marketing and creative teams, and includes an example work task. Module 2 covers websites, blogs, content strategy, display campaigns, and includes another example work task. Module 3 discusses social media management, technology, and concludes with a final example work task and Q&A. The training aims to provide guidance on conceptualizing and executing various digital creative initiatives and campaigns.
The document discusses the career of a video game designer. It states that a bachelor's degree in computer science or engineering is typically required to enter the field, along with skills in programming languages, 3D modeling software, and the ability to work in teams. The document outlines the coursework one may take to become a game designer, including classes in game development, programming, design, and more. It provides typical salary ranges for game designers and discusses career opportunities and top colleges for entering the field.
Gaming Companies and Communities for Drupal OpenSense Labs
Gaming companies and communities are opting for Drupal because it allows them to build robust, scalable communities with key features like multimedia support, mobile responsiveness, e-commerce integration, and customizable content types that improve user experiences. Drupal provides decoupled experiences, gameplay customizations, and quick search capabilities that enhance engagement. Its scalability is proven to handle large traffic for sites like Zynga, which sees 100 million monthly visitors. Drupal meets the varied needs of gaming platforms in building and supporting communities that influence game success.
This document discusses incentivizing user participation in semantic content authoring. It covers how human contribution is needed for tasks like annotation, ontology evaluation, and alignment. Games and virtual worlds can provide incentives like reputation, competition, and intrinsic motivation. Examples of semantic games include OntoPronto, OntoTube, and Massacre. Virtual worlds like Tiny Planets show how annotation games in virtual environments can reward user contributions. The document concludes that turning semantic tasks into games has potential to generate large amounts of human-produced semantic data, but faces challenges in task design, knowledge resources, and ensuring participation.
The document discusses data-oriented design (DOD) as an emerging method for game development that prioritizes gameplay data over visuals and narrative. It describes the three stages of the DOD process: data gathering from sources like player surveys, analyzing trends in the data, and creating gameplay mechanics informed by the data analysis. The outcome is intended to be a game customized to player needs and tastes for a more satisfying experience. The document also references debates around considering video games an art form and lists popular game engines that can be used to develop games.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Design for Developers: Nashville Software School (Summary)Susan Culkin
The document provides an overview of design basics and principles for web design. It discusses how good design is functional, useful, intuitive, well-thought out, user-oriented, engaging, simple, efficient, long-lasting, aesthetic and unobtrusive. It provides tips for evaluating a website or app from a user perspective such as checking layout, consistency, clarity of new elements, ability to recover from errors, logical grouping of content, readability, emphasis of elements, use of space and getting feedback from others. It also discusses using personas to represent target users and lists resources for design including books, websites and free tools.
The document discusses research on game making for learning. It provides data on the number of publications and target populations for game making research. A chart shows the specific themes of this research, including collaboration, creativity, coding literacies and skills. The document also describes a project from 2013-2014 that involved 600 students and teachers participating in game design and production in primary schools and special education centers in several European countries. It discusses benefits observed, such as motivation, collaboration, and critical thinking. Finally, the document outlines a vision for the future of game making tools and environments that support collaboration, user engagement, and access to publishing games.
Design and development better togetherGregory Raiz
Many organizations have designers and developers but often these disciplines don't work well together. Great software comes from the communication of these two disciplines.
This document discusses design workflow and tools. It provides resources for mood boards, briefs, inspiration, pattern libraries, style tiles, research areas like information architecture and wireframing. It also lists deliverables like design comps and style guides. Contact information is provided for several designers and resources on typography, style guides, and pattern portfolios.
Good Graphic design and an Introduction to InkscapeOmar Mohammad
This document provides an overview and introduction to graphic design and the vector graphics software Inkscape. The workshop objectives are to understand graphic design best practices and learn the Inkscape interface. The contents include introductions to graphic design and Inkscape, exercises to complete, and tips for graphic design. Graphic design is defined as visual communication combining images and words. Key graphic design concepts discussed include typography, color, simplicity and symmetry. Vector graphics, raster graphics, and common file formats are also explained. Finally, participants are assigned to design a certificate for the workshop using Inkscape.
Hi,
User Experience and Design Thinking for Startup is a talk about understanding people and designing business for them.
I explained the principles that I created to sell the benefits to invest in UX when you need to develop a service or a product. I also gave some examples using this principles.
My 7 UX Principles:
Essential, People Focus, Smart, Attractive, Practical, Innovator and Flexible.
So, after explain an approach I talked about Design Thinking, using that approach to develop service design focused in Startups.
I hope that you enjoy the slides and please, give me your feedback.
Best Regards,
Rafel Daron
Twitter: rafaeldaron
Email: rafaeldaron@gmail.com
Game Mechanics to Improve User Engagement - Gerald Tan (2012-Nov-16)Gerald Tan
Gerald Tan discusses how game mechanics like levels, challenges, badges, points, leaderboards, and social elements can be layered into digital products and applications to improve user engagement if implemented correctly. He emphasizes that these mechanics work best when integrated as a coherent system with the objectives of guiding new users, providing a sense of purpose and achievement for all users, and recognizing veteran users. Metrics should be used to fine-tune the experience. Done right, game mechanics can make tedious tasks less so and keep users engaged.
This document outlines social mobile game design principles presented by Duke Wong. It discusses using friends through connecting on Facebook and helping friends progress. It also covers using ranking systems like leaderboards and leagues to motivate players. Competition principles include matchmaking, emotes, and reputation systems. Donation allows helping other players directly or as a community. Creating an in-game society can replicate politics and alliances. Case studies show how education games have used these principles for worldwide adoption and teaching business concepts. In conclusion, these social principles from mobile games could be applied to serious games as well.
Game on: 16 design patterns for user engagementNadya Direkova
The document discusses 16 design patterns for using game mechanics to create user engagement in social web applications. It covers patterns for attracting first-time users ("Come and Try It") like visual storytelling, tutorials, and reward schedules. Patterns for building community ("Bring Your Friends") include forming teams, social feedback, and sharing milestones. Patterns for repeat visits ("Come Back") consist of advanced user paths, content unlocks over time, quest queues, and using scarcity and time pressure. The document stresses measuring the effects of these patterns and iterating based on metrics.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
What The Psychology of Video Games Can Teach You About Product Engagement - J...Habit Summit
Dr. Jamie Madigan is an expert on the psychology of video games and seeks to popularize the knowledge of how various aspects of psychology can be used to understand why games are made the way they are and why players behave as they do.
He is the author of the book, GETTING GAMERS: THE PSYCHOLOGY OF VIDEO GAMES AND THEIR IMPACT ON THE PEOPLE WHO PLAY THEM.
Madigan also writes, podcasts, and lectures on how businesses can incorporate psychological principles into their products.
He is a frequent expert on the psychology of video games and has appeared in The Washington Post, Wired, The Atlantic, the Chicago Tribune, the BBC, The Guardian, and more.
This document discusses the importance of pre-planning and documentation for game modding projects. It provides examples of why people create mods, including as a way to get involved in game development. Modding allows users to access and modify levels, assets, scripting, and more. The document outlines key aspects of development documentation, including official documents, deliverables, functional documents, and administrative records. It also discusses asset creation pipelines, quest and mission design, and provides instructions for an assignment involving documenting side quest ideas for games like Skyrim and Far Cry.
Looking for blue ocean look to the cloud rhys dekleMary Chan
"The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design."
Improving Productivity with SharePoint 2013 and GamificationChristian Buckley
Christian Buckley and Jussi Mori are experts in SharePoint collaboration and have extensive experience working with Microsoft technologies and consulting with enterprises. Both have founded their own companies, Axceler and Peaches Industries respectively, to help organizations improve collaboration through SharePoint customization, administration, migration services, and end user training. They advocate for best practices in SharePoint usage and developing innovative solutions to solve specific collaboration challenges.
The document provides an outline for a training session on digital creative planning and processes. It is divided into three modules. Module 1 discusses digital marketing and creative teams, and includes an example work task. Module 2 covers websites, blogs, content strategy, display campaigns, and includes another example work task. Module 3 discusses social media management, technology, and concludes with a final example work task and Q&A. The training aims to provide guidance on conceptualizing and executing various digital creative initiatives and campaigns.
The document discusses the career of a video game designer. It states that a bachelor's degree in computer science or engineering is typically required to enter the field, along with skills in programming languages, 3D modeling software, and the ability to work in teams. The document outlines the coursework one may take to become a game designer, including classes in game development, programming, design, and more. It provides typical salary ranges for game designers and discusses career opportunities and top colleges for entering the field.
Gaming Companies and Communities for Drupal OpenSense Labs
Gaming companies and communities are opting for Drupal because it allows them to build robust, scalable communities with key features like multimedia support, mobile responsiveness, e-commerce integration, and customizable content types that improve user experiences. Drupal provides decoupled experiences, gameplay customizations, and quick search capabilities that enhance engagement. Its scalability is proven to handle large traffic for sites like Zynga, which sees 100 million monthly visitors. Drupal meets the varied needs of gaming platforms in building and supporting communities that influence game success.
This document discusses incentivizing user participation in semantic content authoring. It covers how human contribution is needed for tasks like annotation, ontology evaluation, and alignment. Games and virtual worlds can provide incentives like reputation, competition, and intrinsic motivation. Examples of semantic games include OntoPronto, OntoTube, and Massacre. Virtual worlds like Tiny Planets show how annotation games in virtual environments can reward user contributions. The document concludes that turning semantic tasks into games has potential to generate large amounts of human-produced semantic data, but faces challenges in task design, knowledge resources, and ensuring participation.
The document discusses data-oriented design (DOD) as an emerging method for game development that prioritizes gameplay data over visuals and narrative. It describes the three stages of the DOD process: data gathering from sources like player surveys, analyzing trends in the data, and creating gameplay mechanics informed by the data analysis. The outcome is intended to be a game customized to player needs and tastes for a more satisfying experience. The document also references debates around considering video games an art form and lists popular game engines that can be used to develop games.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Webinar - Elearning: Where do serious games make most sense?Raptivity
Games can be used effectively in business and learning contexts to engage employees and learners. Raptivity offers a platform with over 180 customizable game and interactive models that do not require programming skills. These models can be added to existing eLearning content and exported to be viewed without needing Raptivity. Examples showed how games at Microsoft improved productivity and quality. Measurement of objectives is important to demonstrate the impact of games.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
This document summarizes key innovations in user interface design that have emerged from computer games and discusses how these innovations could be applied to general user interfaces. It analyzes fourteen popular computer games and identifies four design ideas that provide clear user benefits: 1) effortless community - games make it easy to form, join, and participate in online communities; 2) learning by watching - games allow users to learn by observing more experienced players; 3) deep customizability - games enable extensive user customization and sharing of customizations; 4) fluid system-human interaction - games communicate information to users in non-disruptive ways. These game-inspired ideas could help improve the usability of other software applications.
Immersive 3D Environment Using Kinect and Voice Commands Kinda Altarbouch
Implement an editor for 3D environment using Unity3D, Kinect and voice commands. The system enables the designer/gamer to design her own 3D world with own hands and own voice.
This document describes a project that aims to create a more immersive 3D gaming experience through the use of Kinect control and interactions beyond traditional peripherals. It allows the player to sketch levels, which are then generated in the game. Players can edit and create content using hand gestures and voice commands recognized through techniques like hidden Markov models. The goal is to involve more of the player's senses and allow for shared social experiences. Future work could enhance social aspects, test with additional hardware, and analyze immersion metrics and applications to other genres.
A game designer is responsible for mapping out and guiding the development of a game. The typical process begins with creating a concept and game design document that outlines the entire game. Designers are expected to fulfill multiple roles such as pitching new game ideas, providing detailed designs, ensuring high quality, and designing various elements like worlds, systems, content, levels, interfaces, and audio. Their goal is to collaborate with other teams to bring their vision for the game to life.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...Junie Kwon
The document discusses an experimental study on applying gamification techniques to team design thinking processes. It describes using a game called "Manito" where participants secretly observed and designed for each other, sharing insights on social media. Workshops guided participants through design thinking stages of exploring problems and creating prototypes. A survey evaluated outputs on storytelling, sketches, ideas, and attractiveness. Statistical analysis found measures like pins, likes, followers and followings correlated to iterative participation, supporting gamification and social media as effective tools for collaborative design processes.
My talk from Northern Game Summit at Kajaani, Finland, focusing on tricks of the trade regarding design games that are free to play but monetize with micro-transactions such as in-app-purchases. The design problem is broken down to two approaches, with emphasis on the more complex model of monetizing with a variety of virtual goods. The presentation ends with 5 tips on how to design for F2P success.
Stargazing - Emotional Game Analysis & Design MethodAki Järvinen
The author introduces a method called "stargazing" for analyzing existing game designs with an emphasis on identifying their emotionally relevant features. The method aims to uncover the secrets of successful game designs so those findings can be applied to new designs. Key elements of games are analyzed as emotional vectors, such as the vector of suspense in Zuma or the skyline vector in Tetris. Future work involves turning stargazing results into concrete emotional design tools and prototypes.
My slides from a talk I gave at the Centre for Computer Game Research at ITU Copenhagen. They provide a brief overview to my Ph.D. and an introduction to three methods with which game play can be analysed from particular perspectives.
Introducing Applied Ludology: Hands-on Methods for Game Design ResearchAki Järvinen
My presentation in the international conference of the Digital Games Research Association in Tokyo, September 27th 2007. This talk outlines the results of my Ph.D. project, 1998-2007.
Introduction to the Theory of Game ElementsAki Järvinen
This document introduces the theory of game elements, which conceptualizes games as systems made up of interacting parts called elements. It identifies two main categories of elements - systemic elements like components, environment, and rules, and behavioral elements like game play and players. Each element is described in detail, with examples provided. The theory aims to provide a framework for analyzing and designing games by examining how different configurations of elements produce unique game systems and experiences.
The document outlines an agenda for a workshop called "Theory meets Design meets Play Workshop" that uses a card game called GameGame. The workshop will include an introduction to game theory elements, playing GameGame to learn the rules, and playing in pairs. GameGame is designed to help participants understand game design by adapting concepts from applied ludology to a card game format where participants collect cards representing design elements.
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Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
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Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
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11. • 10.00: Introduction to workshop and
participants
Programme • 10.15 Lecture: The Design and
Business of Networked Play
• 11.00 break
• 11.15 Exercise: Brainstorming social
network game mechanics
• 11.45 Exercise debrief & Introduction
to design templates
• 12.00 Lunch Break
12. • 12.30 Introduction: Design Drivers & Patterns for
Programme Social Games
• 13.00 Exercise: Social Game Design
• 13.30 Exercise: Designing the Service Aspect
• 14.00 Coffee break
• 14.30 Iterating the Game Concept & Preparing
game concept presentations
• 15.00 Concept presentations & Evaluations
• 15.45 Workshop debrief & closing
16. Focus of the
day • Not: the ‘games people play’
in social networks
• Yes: Game applications for
social networks
• In particular: Facebook
17. Business of
‘social • Zynga, the market leader in
social game development,
games’ aims at 1 million $ revenue
per day
• Reportedly they are half way
there
18. Success • For a social game, he said
success is driven by by
factors virality, engagement, and
monetization. “Each of these
variables you can effect over
time. None of them are fixed
[variables].”
- PlayFish COO
23. • A company’s success on
Zynga’s Facebook revolves around
recipe for three factors:
success • ability to maximize viral
channels (to drive new users),
• the ability to create an
effective internal engagement
loop within an application, and
• access to an open
communication channel with
Facebook’s platform people.
25. What is
• ‘game design’ is ‘the process
of designing the content and
‘Game rules of a game.
Design’, • also used to describe both the
anyway? game design embodied in an
actual game as well as
documentation that describes
such a design.
• This is indeed what the
workshop is about, but...
26. Social Game
Design goes • Into the realm of Interaction
beyond game design:
design as we • ‘Interaction design is the art of
know it facilitating interactions
between humans through
products and services.’ (Dan
Saffer)
• And, furthermore...
27. Social Game
Design goes
• Into the realm of Service
Design:
beyond game
design as we • ‘A service is a chain of activities
that form a process and have
know it value for the end user.’
• service design focuses on
context, i.e. ‘the entire system
of use’.
28. Motivations • Social connectedness,
for social • Psychological well-being,
media use • Gratification,
(Benkler)
• Material gain
• All these can be facilitated
through designing play, and
games
29. Four • Peter Kollock (1999) has
motivations defined four motivations for
contributing in online
for communities:
contributing
in online • Reciprocity,
communities • Reputation,
• Increased sense of efficacy, and
• Attachment to and need of a
group.
30. Designing
opportunities
for players to • = designing social game
mechanics as means of
express their interaction that allow players
motives to express their motives
31. Playful • Inherent Sociability
qualities of • Spontaneity
network use
(adapted • Symbolic Physicality
from Rao) • Narrativity
• Asynchronicity
51. Exercise #1
Add description of
your game mechanic
here
52. Exercise #2
Designing for the
network, for the
casual mindset, and
how it is virally
engaged into play –
even how do you
copywrite your
notifications might
matter substantially