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Why we turned Microsoft Office into a Game. WordCamp 2010

Wordcamp 2010: Why we turned Office into a Game

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Page 1: Wordcamp 2010: Why we turned Office into a Game

Why we turned Microsoft Officeinto a Game.

WordCamp 2010

Page 2: Wordcamp 2010: Why we turned Office into a Game
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1. Holes in UX 2. Game Mechanics

3. Ribbon Hero 4. Your Blog is a Game

Page 5: Wordcamp 2010: Why we turned Office into a Game

1. Holes in UX 2. Game Mechanics

3. Ribbon Hero 4. Your Blog is a Game

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Expert

Beginner

Intermediate

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Lesson: Users hate and fear complexity

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Simplify

Hide

Chop

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Actual User Behavior

Crazy people

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Cultural Explosions

Corporate bloggingNews blogs

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As the years go on…

PR Blogs

Small Business Blogs

Gossip blogs

Political Blogs

Book Authors

FailBlogs

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9432WordPress Plugins

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Everyone is using a different 10%

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iRock

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This is not our user

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This is our user

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Deep mastery is fundamental to humanity

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How do we build deep tools that unleash immense human

potential?

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1. Holes in UX 2. Game Mechanics

3. Ribbon Hero 4. Your Blog is a Game

Page 22: Wordcamp 2010: Why we turned Office into a Game

Games turn learning into delight

Page 23: Wordcamp 2010: Why we turned Office into a Game

Exploratory Learning

1. Model

2. Tools

3. Action4. Rules

5. Stimulus

Page 24: Wordcamp 2010: Why we turned Office into a Game

Model

Mario?

Tools

Controller

Action

Press Button

4. Rules

Event, Physics

5. Stimulus

It Moves

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Model

Mario?

Tools

Controller

Action

Press Button

4. Rules

Event, Physics

5. Stimulus

It Moves

Page 26: Wordcamp 2010: Why we turned Office into a Game

Model

Mario?

Tools

Controller

Action

Press Button

4. Rules

Event, Physics

5. Stimulus

It Moves

Page 27: Wordcamp 2010: Why we turned Office into a Game

Model

Mario?

Tools

Controller

Action

Press Button

4. Rules

Event, Physics

5. Stimulus

It Moves

Page 28: Wordcamp 2010: Why we turned Office into a Game

Model

Mario?

Tools

Controller

Action

Press Button

4. Rules

Event, Physics

5. Stimulus

It Moves

Page 29: Wordcamp 2010: Why we turned Office into a Game

Model

I can Jump!

Tools

Controller

Action

Press Button

4. Rules

Event, Physics

5. Stimulus

It Moves

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Skill Atom

Jump

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Jump

Skill Tree

Kill Goomba!

Collect Mushroom

Kill Turtle

Jump on Platform

Moving Platform

Page 32: Wordcamp 2010: Why we turned Office into a Game

Architecture for Learning

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More to learn from Games

30 years of design lessons

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1. Holes in UX 2. Game Mechanics

3. Ribbon Hero 4. Your Blog is a Game

Page 35: Wordcamp 2010: Why we turned Office into a Game

The Problem

• Millions of users.

• Dozens of unique communities with using a different 10%

• Reorganizing only gets you so far.

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Results

• Game need work: Only 3.5 out of 10 for fun.

• Great Help: Given the choice between tradition Help and playing a game, users pick the game almost every time.

Page 43: Wordcamp 2010: Why we turned Office into a Game

Lessons

• If you do a crappy job and people still think the result is amazing, you are onto something.

• If this can work with Word, it can work with almost anything.

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1. Holes in UX 2. Game Mechanics

3. Ribbon Hero 4. Your Blog is a Game

Page 45: Wordcamp 2010: Why we turned Office into a Game

Blogs are already a game

Model What is a good

post?

Tools: WordPress

ActionWrite a post!

RulesHTML, JS, RSS

StimulusComments and

Stats

Page 46: Wordcamp 2010: Why we turned Office into a Game
Page 47: Wordcamp 2010: Why we turned Office into a Game

Conclusion

• Human beings are full of vast potential

• Build software that enables mastery

• Simplicity is a start, not the solution

• Game design creates curious, delighted users

• Build architectures of playful learning into our software

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Questions?

[email protected]

EssaysLostgarden.com

Ribbon Herohttp://www.officelabs.com/ribbonhero

Page 49: Wordcamp 2010: Why we turned Office into a Game

Appendix

Stuff I couldn’t fit in the main presentation

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Meaningful Software Lasts

Tyrian (1997)

Anark Studio (2000)

Microsoft Word (1982)

Wordpress (2003)

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Increase Accessibility

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Increased accessibility

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Modularity

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Reduced Scope

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* Eventually you need to put them back.

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Layering

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Rote Learning vs. Exploratory Learning

Game Learning Rote Learning

Success and Failure Teaches Success only

Repeated Patterns Do it once

Wisdom Book Learning

Delightful Dull

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Elder Game

Intro / Tutorial

Progression Game