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From Paths t @stephenanderson T| #oC HS20a14ndboxes.
PSYCHOLOGY 
& DESIGN
How we can use 
PSYCHOLOGY 
& to 
DESIGN 
more fun, engaging 
(& effective) interactions
How we can use 
PSYCHOLOGY 
& to 
DESIGN 
more fun, engaging 
(& effective) interactions
Three games I’ve been playing…
⟳
PATH SANDBOX
Paths 
1 
12345
DIRECT 
THE RIDER 
(conscious thought) 
MOTIVATE 
THE ELEPHANT 
(automatic systems) 
SHAPE 
THE PATH 
(the environment)
Paths are designed to lead 
people along, 
for better or worse.
http://www.andeeknutson.com/studies/Shoppers%20and%20Products/11_AnExploratoryLookAtSupermarketShoppingPaths_2005.pdf
Paths are prevalent with 
design and product teams…
Customer Journey Maps, Service Blueprints, Scenarios…
Lockton, D., Harrison, D.J., Stanton, N.A. (2010). The Design with Intent Method: a design tool for influencing user behaviour. Applied Ergonomics, Vol.41 No.3, 382-392.
Behavioral Goals 
(which should align w/ User Goals!) 
Business Goals 
Psychology
Behavioral Goals 
(which should align w/ User Goals!) 
Business Goals 
assist in developing 
NEW SKILLS 
Psychology 
assist in establishing 
(or putting an end to) 
HABITS 
nudge people toward 
COMPLETION
Paths aren’t necessarily bad, 
but…
PATHS 
SHAPE BEHAVIOR 
ARE GAMES TO BE PLAYED 
LEAD PEOPLE ALONG 
HAVE PREDICTABLE OUTCOMES 
ARE MEASURABLE 
DESIGN EVERY DETAIL 
ARE CONSUMPTIVE 
CREATE DEPENDENCY (ON DIRECTIONS) 
HAVE A CLEARLY DEFINED PURPOSE 
LEAD TO COMPLETION 
BEST FOR INSTRUCTION 
END IN AN EXCHANGE
Is there something more?
Sandboxes 
2 
12345
Sandboxes 
12345
Why do so many people find these experiences 
Q: maddeningly addictive?
Why do so many people find these experiences 
Q: maddeningly addictive? 
‣Pick one of these online experiences 
‣List WHY you think people find them addictive (list as 
many reasons as you can) 
‣You have 90 seconds 
‣GO!
Why do so many people find these experiences 
Q: maddeningly addictive? 
Set Completion 
Sequencing 
Appropriate Challenges 
Status 
Positive Mimicry 
Self-Expression 
Curiosity 
Collecting 
Autonomy 
Visual Imagery 
Pattern Recognition 
Feedback Loops 
Reputation 
Competition 
Achievements 
Status-Quo Bias 
Surprise 
Variable Rewards 
Scarcity 
‣Pick one of these online experiences 
‣List WHY you think people find them addictive (list as 
many reasons as you can) 
‣You have 90 seconds 
‣GO!
What do all these experiences 
Q: have in common?
2 OBSERVATIONS: 
1. These are Platforms 
You can make of them what you want. 
There is no prescribed way to use these system.
The 
WTF 
Problem. 
WThahFtios’sr?
The 
WTF 
Problem. 
What’s This For?
2 OBSERVATIONS: 
1. These are Platforms 
You can make of them what you want. 
There is no prescribed way to use these system. 
2. These are Social Spaces 
People learn from each other how to use the system. 
Many of the psychological nudges that follow stem 
from observing others.
While MineCraft is a place for 
exploration and self-expression 
(perhaps survival!), it’s watching 
others that inspires new ideas and 
creates personal challenges. 
The hashtag in twitter was an 
emergent element. 
It wasn’t until I saw my wife pinning 
decorating ideas that I saw 
Pinterest as a visual bookmarking 
system.
“A sandbox is a style of game in which minimal 
character limitations are placed on the gamer, 
allowing the gamer to roam and change a virtual 
world at will. In contrast to a progression-style 
game, a sandbox game emphasizes roaming and 
allows a gamer to select tasks. Instead of 
featuring segmented areas or numbered levels, a 
sandbox game usually occurs in a “world” to 
which the gamer has full access from start to 
finish. 
A sandbox game is also known as an open-world 
or free-roaming game. 
http://www.techopedia.com/definition/3952/sandbox-gaming
Sandboxes create open spaces for 
self-directed play and creativity.
Sandbox applications?
Sandbox applications?
Children’s toys and organization:
Children’s toys and organization:
Architecture: “Adventure Playground” 
“A castle, made of 
carton, rocks and 
old branches, by a 
group of children 
for themselves, is 
worth a thousand 
perfectly detailed, 
exactly finished 
castles, made for 
them in a factory.” 
And the proposed solution: 
“Set up a playground for the children in each neighborhood. Not a 
highly finished playground, with asfalt and swings, but a place with 
raw materials of all kinds—nets, boxes, barrels, trees, ropes, simple 
tools, frames, grass, and water—where children can create and re-create 
playgrounds of their own.”
I am convinced that standardised playgrounds 
are dangerous, just in another way: When the 
distance between all the rungs in a climbing 
net or a ladder is exactly the same, the child 
has no need to concentrate on where he puts 
his feet. Standardisation is dangerous because 
play becomes simplified… 
—HELLE NEBELONG 
“
–?? (MAKER DOCUMENETARY) “ 
If you want to eliminate risks, you’re 
eliminating creativity
PATHS 
SHAPE BEHAVIOR 
ARE GAMES TO BE PLAYED 
LEAD PEOPLE ALONG 
HAVE PREDICTABLE OUTCOMES 
ARE MEASURABLE 
DESIGN EVERY DETAIL 
ARE CONSUMPTIVE 
CREATE DEPENDENCY (ON DIRECTIONS) 
HAVE A CLEARLY DEFINED PURPOSE 
LEAD TO COMPLETION 
BEST FOR INSTRUCTION 
END IN AN EXCHANGE 
SANDBOXES 
CREATE ENGAGEMENT 
ARE SPACES IN WHICH TO PLAY 
LET PEOPLE EXPLORE 
HAVE UNKNOWN OUTCOMES 
ARE OBSERVABLE 
UNDERSPECIFY THE DESIGN 
ARE GENERATIVE 
ENCOURAGE AUTONOMY 
PURPOSE IS SELF-DETERMINED 
LEAD TO UNDERSTANDING 
BEST FOR PEFORMANCE 
END IN LEARNING & DISCOVERY
Education 
3 
12345
The jockey offers a piece of sugar to his 
horse before jumping into the saddle, 
the coachman beats his horse that he 
may respond to the signs given by the 
reins; and, yet, neither of these runs so 
superbly as the free horse of the plains. 
–MARIA MONTESSORI
…we have prepared the 
environment and the materials 
–MARIA MONTESSORI
■ Mixed age classrooms 
■ Specialized educational 
materials 
■ Student choice of activity from 
within a prescribed range of 
options 
■ Uninterrupted blocks of work 
time 
■ A Constructivist or "discovery" 
model, where students learn 
concepts from working with 
materials, rather than by direct 
instruction 
MONTESSORI?
Playing is learning.
Google’s founders Larry Page 
and Sergei Brin Amazon’s Jeff Bezos 
Wikipedia founder Jimmy Wales 
rapper Sean “P.Diddy” Combs Julia Child 
videogame pioneer Will Wright 
Montessori taught me the joy of 
discovery… It’s all about learning on 
your terms, rather than a teacher 
explaining stuff to you. SimCity 
comes right out of Montessori…
videogame pioneer Will Wright 
Amazon’s Jeff Bezos 
Wikipedia founder Jimmy Wales 
rapper Sean “P.Diddy” Combs Julia Child 
Google’s founders Larry Page and 
Sergei Brin 
We both went to Montessori school, 
and I think it was part of that training 
of not following rules and orders, and 
being self-motivated, questioning 
what’s going on in the world, doing 
things a little bit differently.
A “sandbox” education teaches 
you to play at life.
Human beings have an inherent 
tendency to seek out novelty and 
challenges, to extend and exercise their 
capacities, to explore, and to learn. 
Edward Deci 
psychologist
PATHS SANDBOXES 
EQUATE TO INFORMAL 
(NON-INSTITUTIONAL) LEARNING 
VIEW STUDENTS AS 
“VESSELS TO BE FILLED” 
VIEW STUDENTS AS 
“FIRES TO BE KINDLED” 
EQUATE TO FORMAL (INSTITUTIONAL) 
LEARNING 
SPECIFY PERFORMANCE GOALS LEAD TO LEARNING CHALLENGES 
Getting an A in French Learning to speak French
PATHS SANDBOXES 
EQUATE TO INFORMAL 
(NON-INSTITUTIONAL) LEARNING 
VIEW STUDENTS AS 
“VESSELS TO BE FILLED” 
VIEW STUDENTS AS 
“FIRES TO BE KINDLED” 
EQUATE TO FORMAL (INSTITUTIONAL) 
LEARNING 
FALSE DICHOTOMY 
SPECIFY PERFORMANCE GOALS LEAD TO LEARNING CHALLENGES 
Getting an A in French Learning to speak French
! 
! 
! 
! 
!
! 
! 
! 
! 
! 
Normally, learning in CodeSpells is 
encouraged by way of a series of quests 
that must be completed with the use of 
Java-based spell crafting… 
[In our version], players could walk up 
to in-game gnome-like characters who 
would give various spells to the player, 
along with simple explanations. Our 
hope was that these spells would serve 
as starting points for code exploration. 
from “On the Nature of Fires and How to Spark Them When You’re Not There”
LEGO BRICKS
LEGO BRICKS
LEGO BRICKS
“…but how is 
this useful?” 
12345 
4
Practical Takeaways 
Underspecify features 
Thank Kars Alfrink 
for this one!
“As a (user role), I want (function) so that (benefit)” 
“As a user I want a way to flag interesting 
tweets for reviewing later…” 
or 
“As a user I want a way to give kudos to 
people for sharing something interesting….” 
or 
“As a user I want a way to save positive 
tweets for later use as testimonials…” 
or…?
Practical Takeaways 
Avoid long workflows. 
(AKA Short Paths vs Long Paths)
#FAIL
Practical Takeaways 
Build and consume your 
own APIs
A SANDBOX, AT DIFFT LEVELS 
INTERFACE LAYER 
API / DATA LAYER 
SCRIPTING LAYER / 
ABILITY ADD “MODS” 
OPEN SOURCE THE 
CODE BASE
Practical Takeaways 
Back off. 
Let people make mistakes and 
learn through trial and error.
Practical Takeaways 
Direct Manipulation is best! 
(AKA “No more wizards!!)
Practical Takeaways 
Help people understand through 
Playful Interactions
Watch this! 
http://vimeo.com/36579366
“The approach to teaching without 
words that I’m proposing makes 
heavy use of interactivity and 
instant informative feedback.” 
STMath 
http://www.creativitypost.com/education/teaching_without_words
PATHS SANDBOXES 
SHAPE BEHAVIOR CREATE ENGAGEMENT 
ARE GAMES TO BE PLAYED ARE SPACES IN WHICH TO PLAY 
LEAD PEOPLE ALONG LET PEOPLE EXPLORE 
HAVE PREDICTABLE OUTCOMES HAVE UNKNOWN OUTCOMES 
ARE MEASURABLE ARE OBSERVABLE 
DESIGN EVERY DETAIL UNDERSPECIFY THE DESIGN 
ARE CONSUMPTIVE ARE GENERATIVE 
CREATE DEPENDENCY (ON DIRECTIONS) ENCOURAGE AUTONOMY 
HAVE A CLEARLY DEFINED PURPOSE PURPOSE IS SELF-DETERMINED 
LEAD TO COMPLETION LEAD TO UNDERSTANDING 
BEST FOR INSTRUCTION BEST FOR PEFORMANCE 
END IN AN EXCHANGE END IN LEARNING & DISCOVERY
The BIG Practical Takeaway: 
PATHS SANDBOXES 
SHAPE BEHAVIOR CREATE ENGAGEMENT 
To quote Kathy Sierra… 
which of these will 
“help users kick ass?” 
ARE GAMES TO BE PLAYED ARE SPACES IN WHICH TO PLAY 
LEAD PEOPLE ALONG LET PEOPLE EXPLORE 
HAVE PREDICTABLE OUTCOMES HAVE UNKNOWN OUTCOMES 
ARE MEASURABLE ARE OBSERVABLE 
DESIGN EVERY DETAIL UNDERSPECIFY THE DESIGN 
ARE CONSUMPTIVE ARE GENERATIVE 
CREATE DEPENDENCY (ON DIRECTIONS) ENCOURAGE AUTONOMY 
HAVE A CLEARLY DEFINED PURPOSE PURPOSE IS SELF-DETERMINED 
LEAD TO COMPLETION LEAD TO UNDERSTANDING 
BEST FOR INSTRUCTION BEST FOR PEFORMANCE 
END IN AN EXCHANGE END IN LEARNING & DISCOVERY
One Last Practical Takeaway…
…we have prepared the 
environment and the materials 
–MARIA MONTESSORI
…we have prepared the 
environment and the materials 
–MARIA MONTESSORI 
Environment 
Objects 
Rules
The idea for knowledge 
games… [came] from watching 
people at the cutting edges of 
new disciplines; people who 
are entrepreneurs, creators, 
designers and innovators. 
Watching them work, 
watching them play, and 
sometimes having difficulty 
telling the difference. 
– Dave Gray
Playing at Life! 
12345 
5
How do you approach LIFE? 
Like a Path to follow, or a 
Sandbox in which to play?
What we learned from that project 
then allowed us to…” 
–?? (WETA DOCUMENETARY) 
“
Play is the answer to how 
anything new comes about. 
–JEAN PIAGET
My book proposal…
Yes, this was my book proposal!
Humanity has advanced, when it has 
advanced, not because it has been 
sober, responsible, and cautious, but 
because it has been playful, rebellious, 
and immature.” 
–TOM ROBBINS QUOTES (AMERICAN NOVELIST. B.1936) 
“
Q:Are you designing Paths or 
Sandboxes?
Q:Are you designing Paths or 
Sandboxes? 
Are you following a path or 
playing in a sandbox?
Thank you! 
getmentalnotes.com 
Design for 
Understanding 
Stephen P. Anderson 
@stephenanderson 
www.poetpainter.com | www.slideshare.net/stephenpa
One more thing…
productpsychology.com
productpsychology.com
productpsychology.com
Thank you! 
getmentalnotes.com 
Design for 
Understanding 
Stephen P. Anderson 
@stephenanderson 
www.poetpainter.com | www.slideshare.net/stephenpa

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Conversion Hotel 2014: Stephen Anderson (US) keynote

  • 1. From Paths t @stephenanderson T| #oC HS20a14ndboxes.
  • 3. How we can use PSYCHOLOGY & to DESIGN more fun, engaging (& effective) interactions
  • 4. How we can use PSYCHOLOGY & to DESIGN more fun, engaging (& effective) interactions
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  • 7. Three games I’ve been playing…
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  • 18. DIRECT THE RIDER (conscious thought) MOTIVATE THE ELEPHANT (automatic systems) SHAPE THE PATH (the environment)
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  • 25. Paths are designed to lead people along, for better or worse.
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  • 29. Paths are prevalent with design and product teams…
  • 30. Customer Journey Maps, Service Blueprints, Scenarios…
  • 31.
  • 32. Lockton, D., Harrison, D.J., Stanton, N.A. (2010). The Design with Intent Method: a design tool for influencing user behaviour. Applied Ergonomics, Vol.41 No.3, 382-392.
  • 33. Behavioral Goals (which should align w/ User Goals!) Business Goals Psychology
  • 34. Behavioral Goals (which should align w/ User Goals!) Business Goals assist in developing NEW SKILLS Psychology assist in establishing (or putting an end to) HABITS nudge people toward COMPLETION
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  • 39. PATHS SHAPE BEHAVIOR ARE GAMES TO BE PLAYED LEAD PEOPLE ALONG HAVE PREDICTABLE OUTCOMES ARE MEASURABLE DESIGN EVERY DETAIL ARE CONSUMPTIVE CREATE DEPENDENCY (ON DIRECTIONS) HAVE A CLEARLY DEFINED PURPOSE LEAD TO COMPLETION BEST FOR INSTRUCTION END IN AN EXCHANGE
  • 43. Why do so many people find these experiences Q: maddeningly addictive?
  • 44. Why do so many people find these experiences Q: maddeningly addictive? ‣Pick one of these online experiences ‣List WHY you think people find them addictive (list as many reasons as you can) ‣You have 90 seconds ‣GO!
  • 45. Why do so many people find these experiences Q: maddeningly addictive? Set Completion Sequencing Appropriate Challenges Status Positive Mimicry Self-Expression Curiosity Collecting Autonomy Visual Imagery Pattern Recognition Feedback Loops Reputation Competition Achievements Status-Quo Bias Surprise Variable Rewards Scarcity ‣Pick one of these online experiences ‣List WHY you think people find them addictive (list as many reasons as you can) ‣You have 90 seconds ‣GO!
  • 46. What do all these experiences Q: have in common?
  • 47. 2 OBSERVATIONS: 1. These are Platforms You can make of them what you want. There is no prescribed way to use these system.
  • 48. The WTF Problem. WThahFtios’sr?
  • 49. The WTF Problem. What’s This For?
  • 50. 2 OBSERVATIONS: 1. These are Platforms You can make of them what you want. There is no prescribed way to use these system. 2. These are Social Spaces People learn from each other how to use the system. Many of the psychological nudges that follow stem from observing others.
  • 51. While MineCraft is a place for exploration and self-expression (perhaps survival!), it’s watching others that inspires new ideas and creates personal challenges. The hashtag in twitter was an emergent element. It wasn’t until I saw my wife pinning decorating ideas that I saw Pinterest as a visual bookmarking system.
  • 52. “A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish. A sandbox game is also known as an open-world or free-roaming game. http://www.techopedia.com/definition/3952/sandbox-gaming
  • 53. Sandboxes create open spaces for self-directed play and creativity.
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  • 59. Children’s toys and organization:
  • 60. Children’s toys and organization:
  • 61. Architecture: “Adventure Playground” “A castle, made of carton, rocks and old branches, by a group of children for themselves, is worth a thousand perfectly detailed, exactly finished castles, made for them in a factory.” And the proposed solution: “Set up a playground for the children in each neighborhood. Not a highly finished playground, with asfalt and swings, but a place with raw materials of all kinds—nets, boxes, barrels, trees, ropes, simple tools, frames, grass, and water—where children can create and re-create playgrounds of their own.”
  • 62. I am convinced that standardised playgrounds are dangerous, just in another way: When the distance between all the rungs in a climbing net or a ladder is exactly the same, the child has no need to concentrate on where he puts his feet. Standardisation is dangerous because play becomes simplified… —HELLE NEBELONG “
  • 63. –?? (MAKER DOCUMENETARY) “ If you want to eliminate risks, you’re eliminating creativity
  • 64. PATHS SHAPE BEHAVIOR ARE GAMES TO BE PLAYED LEAD PEOPLE ALONG HAVE PREDICTABLE OUTCOMES ARE MEASURABLE DESIGN EVERY DETAIL ARE CONSUMPTIVE CREATE DEPENDENCY (ON DIRECTIONS) HAVE A CLEARLY DEFINED PURPOSE LEAD TO COMPLETION BEST FOR INSTRUCTION END IN AN EXCHANGE SANDBOXES CREATE ENGAGEMENT ARE SPACES IN WHICH TO PLAY LET PEOPLE EXPLORE HAVE UNKNOWN OUTCOMES ARE OBSERVABLE UNDERSPECIFY THE DESIGN ARE GENERATIVE ENCOURAGE AUTONOMY PURPOSE IS SELF-DETERMINED LEAD TO UNDERSTANDING BEST FOR PEFORMANCE END IN LEARNING & DISCOVERY
  • 66. The jockey offers a piece of sugar to his horse before jumping into the saddle, the coachman beats his horse that he may respond to the signs given by the reins; and, yet, neither of these runs so superbly as the free horse of the plains. –MARIA MONTESSORI
  • 67. …we have prepared the environment and the materials –MARIA MONTESSORI
  • 68. ■ Mixed age classrooms ■ Specialized educational materials ■ Student choice of activity from within a prescribed range of options ■ Uninterrupted blocks of work time ■ A Constructivist or "discovery" model, where students learn concepts from working with materials, rather than by direct instruction MONTESSORI?
  • 70. Google’s founders Larry Page and Sergei Brin Amazon’s Jeff Bezos Wikipedia founder Jimmy Wales rapper Sean “P.Diddy” Combs Julia Child videogame pioneer Will Wright Montessori taught me the joy of discovery… It’s all about learning on your terms, rather than a teacher explaining stuff to you. SimCity comes right out of Montessori…
  • 71. videogame pioneer Will Wright Amazon’s Jeff Bezos Wikipedia founder Jimmy Wales rapper Sean “P.Diddy” Combs Julia Child Google’s founders Larry Page and Sergei Brin We both went to Montessori school, and I think it was part of that training of not following rules and orders, and being self-motivated, questioning what’s going on in the world, doing things a little bit differently.
  • 72. A “sandbox” education teaches you to play at life.
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  • 75. Human beings have an inherent tendency to seek out novelty and challenges, to extend and exercise their capacities, to explore, and to learn. Edward Deci psychologist
  • 76. PATHS SANDBOXES EQUATE TO INFORMAL (NON-INSTITUTIONAL) LEARNING VIEW STUDENTS AS “VESSELS TO BE FILLED” VIEW STUDENTS AS “FIRES TO BE KINDLED” EQUATE TO FORMAL (INSTITUTIONAL) LEARNING SPECIFY PERFORMANCE GOALS LEAD TO LEARNING CHALLENGES Getting an A in French Learning to speak French
  • 77. PATHS SANDBOXES EQUATE TO INFORMAL (NON-INSTITUTIONAL) LEARNING VIEW STUDENTS AS “VESSELS TO BE FILLED” VIEW STUDENTS AS “FIRES TO BE KINDLED” EQUATE TO FORMAL (INSTITUTIONAL) LEARNING FALSE DICHOTOMY SPECIFY PERFORMANCE GOALS LEAD TO LEARNING CHALLENGES Getting an A in French Learning to speak French
  • 78. ! ! ! ! !
  • 79. ! ! ! ! ! Normally, learning in CodeSpells is encouraged by way of a series of quests that must be completed with the use of Java-based spell crafting… [In our version], players could walk up to in-game gnome-like characters who would give various spells to the player, along with simple explanations. Our hope was that these spells would serve as starting points for code exploration. from “On the Nature of Fires and How to Spark Them When You’re Not There”
  • 83. “…but how is this useful?” 12345 4
  • 84. Practical Takeaways Underspecify features Thank Kars Alfrink for this one!
  • 85.
  • 86. “As a (user role), I want (function) so that (benefit)” “As a user I want a way to flag interesting tweets for reviewing later…” or “As a user I want a way to give kudos to people for sharing something interesting….” or “As a user I want a way to save positive tweets for later use as testimonials…” or…?
  • 87. Practical Takeaways Avoid long workflows. (AKA Short Paths vs Long Paths)
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  • 91. #FAIL
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  • 93. Practical Takeaways Build and consume your own APIs
  • 94. A SANDBOX, AT DIFFT LEVELS INTERFACE LAYER API / DATA LAYER SCRIPTING LAYER / ABILITY ADD “MODS” OPEN SOURCE THE CODE BASE
  • 95. Practical Takeaways Back off. Let people make mistakes and learn through trial and error.
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  • 98. Practical Takeaways Direct Manipulation is best! (AKA “No more wizards!!)
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  • 103. Practical Takeaways Help people understand through Playful Interactions
  • 105.
  • 106. “The approach to teaching without words that I’m proposing makes heavy use of interactivity and instant informative feedback.” STMath http://www.creativitypost.com/education/teaching_without_words
  • 107. PATHS SANDBOXES SHAPE BEHAVIOR CREATE ENGAGEMENT ARE GAMES TO BE PLAYED ARE SPACES IN WHICH TO PLAY LEAD PEOPLE ALONG LET PEOPLE EXPLORE HAVE PREDICTABLE OUTCOMES HAVE UNKNOWN OUTCOMES ARE MEASURABLE ARE OBSERVABLE DESIGN EVERY DETAIL UNDERSPECIFY THE DESIGN ARE CONSUMPTIVE ARE GENERATIVE CREATE DEPENDENCY (ON DIRECTIONS) ENCOURAGE AUTONOMY HAVE A CLEARLY DEFINED PURPOSE PURPOSE IS SELF-DETERMINED LEAD TO COMPLETION LEAD TO UNDERSTANDING BEST FOR INSTRUCTION BEST FOR PEFORMANCE END IN AN EXCHANGE END IN LEARNING & DISCOVERY
  • 108. The BIG Practical Takeaway: PATHS SANDBOXES SHAPE BEHAVIOR CREATE ENGAGEMENT To quote Kathy Sierra… which of these will “help users kick ass?” ARE GAMES TO BE PLAYED ARE SPACES IN WHICH TO PLAY LEAD PEOPLE ALONG LET PEOPLE EXPLORE HAVE PREDICTABLE OUTCOMES HAVE UNKNOWN OUTCOMES ARE MEASURABLE ARE OBSERVABLE DESIGN EVERY DETAIL UNDERSPECIFY THE DESIGN ARE CONSUMPTIVE ARE GENERATIVE CREATE DEPENDENCY (ON DIRECTIONS) ENCOURAGE AUTONOMY HAVE A CLEARLY DEFINED PURPOSE PURPOSE IS SELF-DETERMINED LEAD TO COMPLETION LEAD TO UNDERSTANDING BEST FOR INSTRUCTION BEST FOR PEFORMANCE END IN AN EXCHANGE END IN LEARNING & DISCOVERY
  • 109. One Last Practical Takeaway…
  • 110. …we have prepared the environment and the materials –MARIA MONTESSORI
  • 111. …we have prepared the environment and the materials –MARIA MONTESSORI Environment Objects Rules
  • 112.
  • 113. The idea for knowledge games… [came] from watching people at the cutting edges of new disciplines; people who are entrepreneurs, creators, designers and innovators. Watching them work, watching them play, and sometimes having difficulty telling the difference. – Dave Gray
  • 114. Playing at Life! 12345 5
  • 115. How do you approach LIFE? Like a Path to follow, or a Sandbox in which to play?
  • 116.
  • 117. What we learned from that project then allowed us to…” –?? (WETA DOCUMENETARY) “
  • 118. Play is the answer to how anything new comes about. –JEAN PIAGET
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  • 123. Yes, this was my book proposal!
  • 124. Humanity has advanced, when it has advanced, not because it has been sober, responsible, and cautious, but because it has been playful, rebellious, and immature.” –TOM ROBBINS QUOTES (AMERICAN NOVELIST. B.1936) “
  • 125. Q:Are you designing Paths or Sandboxes?
  • 126. Q:Are you designing Paths or Sandboxes? Are you following a path or playing in a sandbox?
  • 127. Thank you! getmentalnotes.com Design for Understanding Stephen P. Anderson @stephenanderson www.poetpainter.com | www.slideshare.net/stephenpa
  • 132. Thank you! getmentalnotes.com Design for Understanding Stephen P. Anderson @stephenanderson www.poetpainter.com | www.slideshare.net/stephenpa