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Designing Data Driven Persuasive Games to Address Wicked
Problems such as Climate ChangePaul Coulton, Rachel Jacobs, Dan Burnett,
Adrian Gradinar, Matt Watkins, Candice Howarth
Changing behaviour through design
Banksy
Phillip Toledano
Gamification
Serious Games
Games for Change
PersuasiveGames
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.
http://www.inman.com/2013/01/07/you-cant-plan-success/
Paths
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
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.
http://www.basf-new-business.com/fileadmin/user_upload/Bilder/Home/future.jpg
Designing games to rehearse possible or plausible futures
Rhetoric“Spoken words which attempt to convert listeners to a particular opinion, usually one that will influence direct and immediate action.”
Ian Bogost
Rhetor Audience
Speech
Intent
Expectations
Rhetoric
Graphic Designer Audience
Image
Inte
ntExpectations
Visual Rhetoric
Designer Users
Product
Inte
ntExpectations
Design as Rhetoric
Game Designer Player
Game
Rule
sInteraction
Game Design as Rhetoric
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
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.”
Flow
Storage
Scale
Charles and Ray Eames Powers of 10
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.