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Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change Paul Coulton, Rachel Jacobs, Dan Burnett, Adrian Gradinar, Matt Watkins, Candice Howarth

Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

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Page 1: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Designing Data Driven Persuasive Games to Address Wicked

Problems such as Climate ChangePaul Coulton, Rachel Jacobs, Dan Burnett,

Adrian Gradinar, Matt Watkins, Candice Howarth

Page 2: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change
Page 3: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Changing behaviour through design

Banksy

Page 4: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Phillip Toledano

Gamification

Serious Games

Games for Change

PersuasiveGames

Page 5: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

HighAbility

LowAbility

HighMotivation

LowMotivation

TargetBehaviour

Desire

d Traje

ctory

of Use

rs

FACILITATOR

SPARK

SIGNAL

SIGNALThe Facilitator is a trigger that also makes the desired behaviour easier to perform.

The Spark is a trigger that provides the initial inspiration to change

behaviour.

The Signal is a trigger that identifies an appropriate time to perform a

particular behaviour for those already motivated to perform that behaviour.

Page 6: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

http://www.inman.com/2013/01/07/you-cant-plan-success/

Paths

Page 7: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

http://understandinggroup.com/2013/07/skirmishing-vs-sprinting

“Class of social system problems which

are ill-formulated, where the information

is confusing, where there are many clients

and decision makers with conflicting

values, and where the ramifications in the

whole system are thoroughly confusing.”

Horst Rittel

Page 8: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Wicked Problems1. Wicked problems have no definitive formulation 2. Wicked problems have no stopping rules or criteria upon which to determine they are solved.

3. Solutions to wicked problems are neither true nor false, they can only be good or bad 4. There is no complete list of applicable operations for a solution to a wicked problem.

5. There is always more than one explanation for a wicked problem. The appropriateness of the

explanation is dependant on the perspective of the individual designer.

6. Every wicked problem is a symptom of another problem.

7. No solution of a wicked problem has a definitive i.e. scientific test.

8. Solving a wicked problem is a ‘one shot’ design effort, as a significant solution changes the

design space enough to minimise the ability for trial and error.

9. Every wicked problem is unique 10. A designer attempting to solve a wicked problem is fully responsible for their actions.

Page 9: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

http://www.basf-new-business.com/fileadmin/user_upload/Bilder/Home/future.jpg

Designing games to rehearse possible or plausible futures

Page 10: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Rhetoric“Spoken words which attempt to convert listeners to a particular opinion, usually one that will influence direct and immediate action.”

Ian Bogost

Page 11: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Rhetor Audience

Speech

Intent

Expectations

Rhetoric

Page 12: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Graphic Designer Audience

Image

Inte

ntExpectations

Visual Rhetoric

Page 13: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Designer Users

Product

Inte

ntExpectations

Design as Rhetoric

Page 14: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Game Designer Player

Game

Rule

sInteraction

Game Design as Rhetoric

Page 15: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Pathos(empathy)

Ethos(credibility)

Logos(logic)

CONTEXTCredibility, reliability, trustworthiness and

fairness

Might utilise facts, statistics, analogies and

logical reasoning

Appeals to our emotions and draws upon feelings of fairness, love, pity, or even

greed, lust or revenge

Page 16: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Climate“The composite or generally prevailing weather conditions of a region, as temperature, air pressure, humidity, precipitation, sunshine, cloudiness, and winds, throughout the year, averaged over a series of years.”

Page 17: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Flow

Page 18: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Storage

Page 19: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Scale

Charles and Ray Eames Powers of 10

Page 20: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change
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Page 24: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change

Pathos(empathy)

Ethos(credibility)

Logos(logic)

CONTEXT

Future scenarios based on the IPCC report

Plausible story based on real weather data

Elements of fairness, frustration, imagination

and hope.

Page 25: Designing Data Driven Persuasive Games to Address Wicked Problems such as Climate Change