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Crafting New Worlds: Inspirations from Gaming User Experiences Amit Pande Credits: Sameer Bhiwani, Adesh Singh, Deepak Srinivasan, Shami Raj
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Crafting Interesting Worlds Inspirations from Gaming User Experiences

Jan 12, 2017

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Amit Pande
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Page 1: Crafting Interesting Worlds Inspirations from Gaming User Experiences

Crafting New Worlds: Inspirations from Gaming User Experiences

Amit PandeCredits: Sameer Bhiwani, Adesh Singh,

Deepak Srinivasan, Shami Raj

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About me

• Intrapreneurial/Entrepreneurial• Enterprise, Mobile, ICT4D, Decision Support• Manager, Designer, Researcher, Engineer • President, UPA Bangalore

(http://upabangalore.org) • Supporter/Organizer: Doors of Perception,

Dcamps, World Usability Days, other P2P • http://amitpande.com

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Is this your image of Gaming?

Chicago Tribune: 76% of casual gamers are women…

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Two main objectives today

• Gaming is a legit, interesting, complex sub-culture – not just teens fragging away to glory

• Gaming provides strategic approaches, metaphors, inspirations and tactical notes, interactions, and interfaces

• Implications exist for consumer and enterprise software

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Basketball players in regular game?

Ancient gladiators fighting till death for glory?

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6Students creating art on stones with paint

Wizards creating spells to cast new magic

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7Old fogies playing poker with money in poker club

Generals planning attack against robotic alien army

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The Importance of Gaming

Gaming is problem solvingGaming is socialization Gaming is experimentationGaming is relationship buildingGaming is visceral and emotional Gaming is mind expanding

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Moksha Patamu: Ancient India

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Go: Ancient China

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Monopoly: 1935

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Space Invaders: 1978

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LAN parties: 1980+

Above: DreamHack 2007, Germany, 10445 gamers

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The UX Impact of Gaming

– 250+ million gamers online worldwide

– $10 billion+ global business– Driver and consumer of innovations

• New Business models• New Technologies• New Experience Ecosystems • New interactions and User Interfaces

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Gaming and business model innovations

– Traditional• Game characters on Ebay (now banned) • Share profits with power user-developers

who create mods (Counter Strike)– New

• MapleStory by Nexon, South Korea: Nexon prepaid debit card is second largest selling at Target, after iTunes card

• WildTangent, Redmond: Sells ads that are displayed on its site and sells players ways to avoid having to look at those ads.

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Gaming and technology innovations

– Innovations in storage, graphics cards, network access

– Reliability and speed – Visual and tactile manipulation via

many ‘interfaces’– Industrial design for core/casual

gaming– Future: Supercomputer consoles,

Virtual Reality headgear, brain interface games

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Gaming and experience ecosystems

• Ecosystems create stickiness and engagement

• Virtual collaboration in sensory immersive environments

• Creation of community ecosystem via sites, forums, etc

• Community builds itself • Focus on reputations, ranking,

rewards points

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Gaming and Product User Experience

• Freeze frame, forward, or rewind game• Remapping of controls’ preferences• Radial-context menus• Contextual palettes• Defining of hotkeys using drag-and-drop• Scriptable command line interface

integrated with Point-Click• Streamlining of repetitive tasks• Approachability and help for newbies • Extensive adaptation to users

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4 Interesting Gaming Experiences

• Nintendo Wii

• World of Warcraft

• BrainAge

• Spore

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Nintendo Wii Experience • World’s best-selling console – 30 million sales till

June 2008 • Most games complement real life, not escapist • Touchscreen interface – TV channels metaphor• Wii remote is a wireless controller, a handheld

pointing device that detects 3D motion (accelerometer/infrared)

• Blue Ocean Strategy: "price", "movie playing", "graphics", "physics", "fun", "game library", and "magic wand"

• Embodied physical user interaction: Point, Click, Sway, Swing, Swirl – even coined a term, Wiiitis!!

• Collaborative by design

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World Of Warcraft Experience

• Owns 62% of online massively multiplayer online game market – 10 million subscribers

• Players use characters to explore locations, defeat creatures and complete quests, gaining experience points.

• Experience points help characters gain a level, opening up the option of learning new skills or abilities, exploring new areas and new quests

• Customizations of User Interface based on character, game level and experience

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BrainAge Experience

Nintendo Annual report: Worldwide sales of 13 million copies, Mar 2008

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Spore Experience• “Massively single-player” online game • Real time strategy, simulation game• Control the evolution of a species • Unicellular organism -> Intelligent and social

creature -> Interstellar space exploration • Throughout gameplay, the player's

perspective and species change dramatically.

• 18 software editors including Creature, Music, Vehicle editor. Translatable skills. Toy metaphor

• User generated content - Sporepedia • YouTube/Flickr character uploader

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Spore Experience

• 18 editor software tools including Music editor. Translatable skills

• Creature Creator tool - Create your characters in natural, elegant UI – not a creature modeling tool, but a toy

• User generated content - Sporepedia • Characters evolve in game world

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CELL CREATURE

TRIBE

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30CIVILIZATION

SPACE

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Software UX –Some inspirations from Gaming

• Consumer software

• Enterprise software

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Gaming Inspirations for Consumer software• Humanize• Create Playfulness • Use quirky relevant features • Allow users to engage in

entertaining passive exploration • Use rich and interactive tools

wisely• More iterative and immersive

Design Process

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Source: Jonathan Harris: We Feel Fine (www.wefeelfine.org)

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Source: Jonathan Harris: We Feel Fine (www.wefeelfine.org)

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Gaming Inspirations for Enterprise software

• Playfulness should either be helpful or at the very least not get in the way – should be contextual

• Use challenges, pleasant feedback (e.g. mission complete!), psychological payoffs (progress indicator showing 2 goals left)

• Performance based recognition (level up) for completing difficult tasks, if better than average time on task list

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Game Over (for now..)

• http://amitpande.com– Plan to write essay with additional

examples (www.braid-game.com, www.puzzlepirates.com)

• Presentation hosted at: www.slideshare.net/amitpande

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APPENDIX

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Design Patterns for Games

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Design Patterns - Usability

Source: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?print=1

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Design Patterns - Accessibility

Source: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?print=1

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Game Design References• CHI 2008 Workshop “Evaluating User

Experiences in Games”– http://workshops.icts.sbg.ac.at/chi2008uxgames/

• Game Feel: The Secret Ingredient – http://www.gamasutra.com/view/feature/2322/

game_feel_the_secret_ingredient.php

• Game Design Fundamentals– http://www.metaplace.com/blog/24.html

• Game Design Links– http://www.secretlair.com/index.php?/

clickableculture/entry/links_for_2008_02_09/

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Game Design References• Usability & Games – References

– http://www.webword.com/2006/02/23/usability-and-games-17-excellent-references/

• UI Design for Games– http://www.eecs.umich.edu/~soar/Classes/494/talks/

User-interfaces.pdf• Do Usability Expert Evaluation and Testing Provide

Novel and Useful Data For Game Development?– http://www.upassoc.org/upa_publications/jus/

2006_february/usability_game_development.html • What We Learned Evaluating the Usability of a Game

– http://www.stcsig.org/usability/newsletter/0410-gameevaluation.html

• Challenge versus Usability in Games– http://www.ok-cancel.com/archives/article/2004/07/

the-fight-of-challenge-vs-usability-in-games.html

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Mario motions that cause “feel”

Source: http://www.gamasutra.com/view/feature/2322/game_feel_the_secret_ingredient.php?page=4