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Engaging Experience Break! Principles Wrapping Up The User Experience from 30,000ft #comp33512 Week 06 – Lectures 11/12 Simon Harper University of Manchester Semester 2 – 2013/14 last update: March 4, 2014 The User Experience from 30,000ft 1 / 25

UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512

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I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’. ‘Engaging Use’ – adding this dynamism has become of great interest to the emotional design of the user experience practitioner. Even though it is still, somewhat, in its infancy. We will be looking at playfulness, funology, and what has come to be known as ‘Gamification’. We will then continue with a look at the wider design of ‘things’ as our interfaces and computational interactions move from the desktop to the embedded and imbedded environment.

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Page 1: UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512

Engaging Experience Break! Principles Wrapping Up

The User Experience

from 30,000ft#comp33512

Week 06 – Lectures 11/12

Simon Harper

University of Manchester

Semester 2 – 2013/14

last update: March 4, 2014

The User Experience from 30,000ft 1 / 25

Page 2: UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512

Engaging Experience Break! Principles Wrapping Up

Discussion Topics Coursework # 2

‘Designing the Star User Interface’ (10 Marks) – the Star

interface is really where all GUI interfaces began. It takes the user

as a first and primary priority in the design and it is inconceivable

that you do not have an awareness of these classic design

principles as perspective computer science graduates.D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4):242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface.

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Engaging Experience Break! Principles Wrapping Up

Xerox Star Desktop Coursework # 2

‘Familiar Concepts’ – Star equates familiar conceptual models

specifically with the idea of the desktop

and the items that you might find on it;

‘Universal Commands’ – Star also proposes the idea of universal

commands;

‘Consistency’ – Consistency, or pragmatic consistency

as the Star Team suggest is best, is

another important principle for usability;

‘Simplicity’ – Simplicity is incredibly important, but

it’s not a clear-cut principle; and

‘User Tailor-ability’ – Usability is all about customisation,

personalisation, and system adaptation.

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Engaging Experience Break! Principles Wrapping Up

UX Pop Quiz

1. What is the significance of the Xerox Star interface?

2. What are the five main principles proposed by the Xerox Star

team?

3. What does GOMS stand for and what does it involve?

4. What are the ten main principles of efficient design?

5. How do these principles differ from Shneiderman’s rules?

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Engaging Experience Break! Principles Wrapping Up

Engaging Experience

engage – verb

“occupy, attract, or involve (someone’s interest or attention) /

(engage someone in) cause someone to become involved in (a

conversation or discussion)”

Digital Umami? Imperceptibly Delicious!

A category of taste in food (besides sweet, sour, salt, and bitter),

corresponding to the flavour of glutamate, especially

mono-sodium glutamate. ORIGIN Japanese, literally

‘deliciousness.’

UMAMI as FUNOLOGY, SOCIAL DYNAMICS, &

GAMIFICATION.

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Page 6: UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512

Engaging Experience Break! Principles Wrapping Up

Engaging Experience

engage – verb

“occupy, attract, or involve (someone’s interest or attention) /

(engage someone in) cause someone to become involved in (a

conversation or discussion)”

Digital Umami? Imperceptibly Delicious!

A category of taste in food (besides sweet, sour, salt, and bitter),

corresponding to the flavour of glutamate, especially

mono-sodium glutamate. ORIGIN Japanese, literally

‘deliciousness.’

UMAMI as FUNOLOGY, SOCIAL DYNAMICS, &

GAMIFICATION.

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Engaging Experience Break! Principles Wrapping Up

Pro-Gamification

“As the critics point out, some gamified products are just poorly

executed. Just because you saw something in a game once

doesn’t mean it’ll be fun in your product. But I think that most of

the critics of gamification fail to take into account the wide range

of execution that’s possible. Gamification can be applied as a

superficial afterthought, or as a useful or even fundamental

integration.”

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Engaging Experience Break! Principles Wrapping Up

Con-Gamification

“More specifically, gamification is... invented by consultants as a

means to capture the wild, coveted beast that is videogames and

to domesticate it for use in the grey, hopeless wasteland of big

business... Gamification is reassuring. It gives Vice Presidents and

Brand Managers comfort: they’re doing everything right.”

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Engaging Experience Break! Principles Wrapping Up

Social Dynamics #1

I Social interaction with other users, or via a more humanistic

/ naturalistic / conversational interface;

I Energy that is often found in human interactions;

I Propel us into having better user experiences because they

are closer to our expectations of person-to-person

interactions; therefore,

I We feel more secure and more likely to perform better within

groups; and,

I Take advantage of expectations of conformance to social and

cultural norms.

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Engaging Experience Break! Principles Wrapping Up

Social Dynamics #2

Figure: ‘Microsoft Tablet’

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Engaging Experience Break! Principles Wrapping Up

Social Dynamics #2

Figure: ‘Fun ATM’

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Engaging Experience Break! Principles Wrapping Up

Funology #1

Personalisation: ‘relevance’; ‘surpass expectations’;

‘decision-making authority of the user’;

‘appropriateness’; ‘the users needs’; ‘don’t think

labels, think expressiveness and identity’; and

‘users interests’.

Intangible: ‘triviality’, ‘enjoyment of the experience’; ‘users

desires’; ‘sensory richness’; ‘don’t think products,

think experiences’; ‘don’t think ease of use, I

think enjoyment of the experience’.

Tangible: ’goal and action mode’; ‘don’t hide, don’t

represent, show’; ‘hit me, touch me, and I know

how you feel’; ‘don’t think of thinking, just do

doing’.

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Engaging Experience Break! Principles Wrapping Up

Funology #1

Narrative: ‘possibilities to create one’s own story or ritual’;

‘connection’; ‘interpretation’; ‘reflection’; ‘recounting’;

‘repetition and progression’; ‘anticipation’; and

‘compositional thread’.

Metaphor: ‘metaphor does not sucks’; ‘instead of representing

complexity, trigger it in the mind of the user’.

Communal: ‘social opportunities’ in terms of ‘connectivity’ and

‘social cohesion’; ‘variation’; ‘multiple opportunities’;

and ‘co-activity’.

Learning: ‘repetition and progression’; ‘develop skills’; ‘user

control on participation’, with ‘appropriate challenges’.

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Engaging Experience Break! Principles Wrapping Up

Funology #2

Figure: ‘Dropbox’

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Engaging Experience Break! Principles Wrapping Up

Funology #2

Figure: ‘Handbrake’

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Engaging Experience Break! Principles Wrapping Up

Funology #2

Figure: ‘ATM’

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Engaging Experience Break! Principles Wrapping Up

Gamification #1

Elementary: Visual elements, badges, and cute phraseology – in

some cases you could think of these elemental

gamification points as more funology than

gamification;

Bolt-On: A set of game elements which are more deeply

related to games and gameplay, but are easy to add

to a pre-existing development and which imply

progress and reward, such as leader-boards, stages

and levels, percentage complete; and

Ground-up: Game elements where planned from the start and are

indivisible from the main development, or an existing

development has evolved from the use of the game

elements at the heart of its interaction scenarios.

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Engaging Experience Break! Principles Wrapping Up

Gamification #2

Figure: ‘ThinkGeek’

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Engaging Experience Break! Principles Wrapping Up

Gamification #2

Figure: ‘ThinkGeek’

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Engaging Experience Break! Principles Wrapping Up

Gamification #2

Figure: ‘Boeing’

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Engaging Experience Break! Principles Wrapping Up

Gamification Viewpoints

Your ViewsWhat do you think?

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Engaging Experience Break! Principles Wrapping Up

Let’s Have a Break!

Back in 10 Minutes!

Come see me now if you have

Questions Regarding this Lecture!

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Engaging Experience Break! Principles Wrapping Up

Gamification Viewpoints

Your ViewsWhat do you think?

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Engaging Experience Break! Principles Wrapping Up

Gamification Viewpoints

The Penny Arcade

http://penny-arcade.com/patv/episode/gamification

Thanks to Safder Iqbal

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Engaging Experience Break! Principles Wrapping Up

Gamification Viewpoints

Should IGamify your Coursework results - to encourage competition?

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Engaging Experience Break! Principles Wrapping Up

Collated Concepts of Engagement

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Engaging Experience Break! Principles Wrapping Up

Collated Concepts of Engagement

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Engaging Experience Break! Principles Wrapping Up

Collated Concepts of Engagement

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Engaging Experience Break! Principles Wrapping Up

Potted Principles of Dynamic User Experience

‘Social’ Include aspects of social collaboration and

co-activity/pair-activity;

‘Progression’ Include components which facilitate movement

towards a goal; and

‘Play’ Add aspects of fun, play, and enjoyment.

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Engaging Experience Break! Principles Wrapping Up

Facilitate Social Dynamics

Questions to think about as you design your prototype:

I Do you include suitable functionality to facilitate

collaboration?

I Are aspects such as social communication accounted for?

I Do you link the real and virtual to facilitate better user

engagement?

I Can team / group members interact and support each other?

I Have you used language and terminology which users may

find playful?

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Page 31: UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512

Engaging Experience Break! Principles Wrapping Up

Facilitate Social Dynamics

Questions to think about as you design your prototype:

I Do you include suitable functionality to facilitate

collaboration?

I Are aspects such as social communication accounted for?

I Do you link the real and virtual to facilitate better user

engagement?

I Can team / group members interact and support each other?

I Have you used language and terminology which users may

find playful?

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Engaging Experience Break! Principles Wrapping Up

Facilitate Progression

Questions to think about as you design your prototype:

I Have you thought about attainment and goals, via stages

and levels?

I Do you facilitate motivation and reward?

I Have you included a narrative flow through each interaction?

I Are there opportunities for friendly competition?

I Is progress also social?

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Engaging Experience Break! Principles Wrapping Up

Facilitate Progression

Questions to think about as you design your prototype:

I Have you thought about attainment and goals, via stages

and levels?

I Do you facilitate motivation and reward?

I Have you included a narrative flow through each interaction?

I Are there opportunities for friendly competition?

I Is progress also social?

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Engaging Experience Break! Principles Wrapping Up

Facilitate Play

Questions to think about as you design your prototype:

I Is the look and feel playful and game like?

I Have you included playful, and game like social elements?

I Will users leave with a feeling of fun and enjoyment?

I Are there playful games included, or game elements which

make the interaction seem like a game, and not... work?

I Do the elements of play, included, really enhance the user

experience?

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Page 35: UX from 30,000ft - COMP33512 - Lectures 11 & 12 - Week 6 - 2013/2014 Edition #comp33512

Engaging Experience Break! Principles Wrapping Up

Facilitate Play

Questions to think about as you design your prototype:

I Is the look and feel playful and game like?

I Have you included playful, and game like social elements?

I Will users leave with a feeling of fun and enjoyment?

I Are there playful games included, or game elements which

make the interaction seem like a game, and not... work?

I Do the elements of play, included, really enhance the user

experience?

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Engaging Experience Break! Principles Wrapping Up

Remember

I Dynamics, funology, or gamification may just not be the

right thing to do for your development;

I Mix‘n’match fashion – may be appropriate;

I Pay specific attention to the target reactions of the users;

and

I Remember ‘good’ is not defined as more, but as the dead

centre of the ‘Hebbian version’ of the ‘Yerkes Dodson Curve.

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Engaging Experience Break! Principles Wrapping Up

Remember

Figure: ‘Yerkes Dodson’

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Engaging Experience Break! Principles Wrapping Up

Pop Quiz for next week...

1. What are the pros and cons of gamification?

2. How could you include social / group dynamics into your

system?

3. How can you enhance the users perception of fun?

4. What is the ‘skeptic’ view of Gamification?

5. List a principle and describe it.

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Engaging Experience Break! Principles Wrapping Up

To Do for next week...

1. Pop Quiz. Discuss Next Week; and

2. Read next weeks notes)

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Engaging Experience Break! Principles Wrapping Up

Any Questions?

Simon Harper 2.44 Kilburn Building

0161 275 0599 (OR x50599)

[email protected]

Office Hours: Friday 14:00–18:00

Figure: ‘Bored of this BlokeNow!’

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