How high do the piano stairs go? Applying fun to user experience (GOVIS 2011)

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In 2009, as a part of their “Fun Theory”, Volkswagen replaced a Stockholm subway station's staircase with working piano keys. These keys played tunes as people walked up and down them. Staircase usage (versus escalator usage) increased by 66 percent. We are all in the business of user experience; our users may be staff members, customers, or citizens. Our goal is to ensure the path of least resistance (/most fun) is the same as the desired path. How far can we take the Fun Theory and what are its limitations?

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By Matt LaneGOVIS Conference 201121 June 2011

Presents:

INSERT COINS

How high do the piano stairs go?

Applying fun to user experience

WEB EXPERIENCEMANAGEMENTSOLUTIONS

Level 1: Piano stairs and “Gamification”

Level 2: Examining fun and games

Level 3: A return to the real world

WEB EXPERIENCEMANAGEMENTSOLUTIONS

L1 L2 L3

Level 2: Examining fun and games

Level 3: A return to the real world

WEB EXPERIENCEMANAGEMENTSOLUTIONS

Level 1: Piano stairs and “Gamification”

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Piano stairs and the “Fun Theory”

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“Gamification”

Movement in the last few years to:

“just add fun/game”

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“Gamification”

“the process of using game thinking and game mechanics to solve problems and engage users”

Gabe Zichermann http://www.slideshare.net/gzicherm

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Some “Gamification” mechanics

-Points

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Points: Youtube views and “likes”

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Some “Gamification” mechanics

-Points

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-Badges

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Badges: Foursquare

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Some “Gamification” mechanics

-Points

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-Badges

-Collecting sets / “100%”

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Collecting sets / “100%”: LinkedIn Profile completion

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Some “Gamification” mechanics

-Points

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-Badges

-Collecting sets / “100%”

-Unlocking rewards

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Unlocking rewards: Bonus space in Dropbox

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LEVEL 1 COMPLETED

3:46

Our time to finish Level 1

WE HAVE BROKEN A RECORD!

Our time:

Average time:

Previous record:

BONUS POINTS:

3:53

00102030405060

3:50

7070

Level 1: Piano stairs and “Gamification”

Level 3: A return to the real world

WEB EXPERIENCEMANAGEMENTSOLUTIONS

Level 2: Examining fun and games

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What is a game?

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What is a game?

Structured play:

Artificial rule/s+Artificial goal/s=Interesting fun challenges

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What is a game?

Only use your feet+Get the ball in the goal=Football

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How are video games different?

Controlled environment

Allowing:

-Complicated “rules” (/physics etc.)

-”Juicy” feedback

-A rich tapestry of challenging but achievable goals

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Examining video games goals:Super Mario Brothers

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Examining video games goals:Super Mario Brothers

Long-term goal:Defeat King Koopa and rescue the Princess

Middle-term goal:Complete this world

Short-term goal:Complete this level

Immediate goal:Head right while:-Avoiding / killing enemies-Collecting coins and power-ups

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Examining video games goals:

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Examining video games goals:

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Goals, nested in goals, nested in goals

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Examining video games goals:

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Skill/time

Diffi

cu

lty

”FLOW”

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http://en.wikipedia.org/wiki/Flow_%28psychology%29

FLOW

Anxiety

Boredom

Skill/time

Diffi

cu

lty

Why do we play games?

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Why do we play games?

Because they’re fun

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Why are games fun?

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Why are games fun?

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ChallengeAutonomyFeedback

Mastery

Goal

Achievement

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Why are games fun?

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ChallengeAutonomyFeedback

Achievement

Mastery

Goal

- Serious consequence

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Why are games fun?

WEB EXPERIENCEMANAGEMENTSOLUTIONS

ChallengeAutonomyFeedback

Achievement

Mastery

Goal

- Serious consequence

+ X (?)

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Why are games fun?

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ChallengeAutonomyFeedback

Achievement

Mastery

= Fun(?)

Goal

- Serious consequence

+ X (?)

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Why are games fun?

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Not totally sure

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Why do we play games?

Because they’re fun

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LEVEL 2 COMPLETED

9:34

Our time to finish Level 2

WE HAVE BROKEN A RECORD!

Our time:

Average time:

Previous record:

BONUS POINTS:

9:41

00102030405060

9:359:369:379:389:399:40

9:36

9:41

7070

Level 1: Piano stairs and “Gamification”

Level 2: Examining fun and games

Level 3: A return to the real world

WEB EXPERIENCEMANAGEMENTSOLUTIONS

L1 L2 L3

> 40

Level 1: Piano stairs and “Gamification”

Level 2: Examining fun and games

Level 3: A return to the real world

> 41

Play versus work

In 2007, I moved to Montreal with my girlfriend. I thought I was lucky to very quickly land myself a job “testing” video games.

For eight weeks I played Contra 4 and Army of Two every day, from 8:30am until 5pm.

I learnt an important lesson…

> 42

Play versus work

Work consists of whatever a body is obliged to do.

Play consists of whatever a body is not obliged to do.

Mark Twain

> 43

Why are games fun?

Challenge

Autonomy

Feedback

Achievement

Mastery

= Fun

(?)

Goal

> 44

Why are games fun?

For one: we are not obliged to do them

“Compulsory fun” = torture

> 45

Why do we use websites?

Most of the time

it is to achieve a purpose

Seldom

because we are looking for a diversion

> 46

“…is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing … with the psychological, emotional and social power of a great game”

Margaret Roberson

http://www.hideandseek.net/2010/10/06/cant-play-wont-play/

“Gamification”

> 47

“Games are not fun because they’re games, but when they are well-designed”

Sebastian Deterding

http://www.slideshare.net/dings/pawned-gamification-and-its-discontents

> 48

What if all stairs were piano stairs?

What if all presentations quirky fonts and sound effects?

What if all sites were “gamified”?

Questions

> 49

You can’t build fun into a system:

Fun is not an intrinsic attribute; it is the effect caused in a subject

Key messages

> 50

So sadly, there is no simple answer

We need to think hard to ensure sites and applications are well designed

(Fun is an extremely optimistic [and subject dependant] goal)

Key messages

> 51

Universally good ideas:• Clear goals• Clear current status• Clear path to goal• Clear choices• Clear confirmation

• Excessive feedback

Key messages

> 52

Know your users

Know the context

There will be some situations where some gaming mechanics may make sense

BUT: Game mechanics for their own sake are kryptonite to users

Key messages

By Matt LaneGOVIS Conference 201121 June 2011

Presents:

INSERT COINS

How high do the piano stairs go?

Applying fun to user experience

WEB EXPERIENCEMANAGEMENTSOLUTIONS