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Saturday, March 14th, 2009




                                    WHAT’S IN A GAME?

                                    Using game design
                                    questions and techniques
                                    to create
                                    engagement
                                    in web applications.



                                    Nadya Direkova

Screenshot from “Cloud,” USC Game
Page 1
 ABOUT RAZORFISH




                   2,300+ professionals with an average of 10+ years experience

                   70 active clients across a wide range of industries

                   Our business:
                   Web media                  ($520MM+)
                   Paid search                ($150MM+)
                   Web development            ($275MM+)


                   Deep technology experience with content management, portals, e-commerce,
                   enterprise solutions and business intelligence

                   11 Domestic offices:
                   Atlanta                    New York                   Los Angeles
                   Austin                     Philadelphia               Seattle
                   Boston                     Portland, OR               Ft. Lauderdale
                   Chicago                    San Francisco

                   9 International offices:
                   London (DNA)Paris (Duke)             Frankfurt, Berlin (Neue Digitale)
                   Hong Kong (e-Crusade)    Sydney (Amnesia)           Tokyo (Dentsu)
                   Shanghai (e-Crusade)                 Madrid (WYSIWYG*)




NADYA DIREKOVA
Page 2

OUR CLIENTS




NADYA DIREKOVA
Page 3

ABOUT ME




                                       RAZORFISH
                            BACKBONE
           MIT   LEAPFROG


NADYA DIREKOVA
Page 4

     AGENDA

    INTRODUCTIONS

    ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN

    QUESTIONS THAT GAME DESIGNERS ASK TO CREATE ENGAGEMENT

    GAME DYNAMICS IN WEB APPLICATIONS

    PRESENTING THE USER EXPERIENCE AS A GAME




NADYA DIREKOVA
Page 5

WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?




                                                    WEB
                                       ELECTRONIC
                                                    INTERACTION
                                      GAME DESIGN
                                                    DESIGN




NADYA DIREKOVA
Page 6

WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?




                                                   DESIGNING FOR ENGAGEMENT
                                                      (on various kinds of screens)


                                                                         WEB
                                       ELECTRONIC
                                      GAME DESIGN                        INTERACTION
                                                                         DESIGN




NADYA DIREKOVA
Page 7

WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?




GAME-LIKE
                                            Your users are gamers, too!
ENGAGEMENT CAN BE
A COMPETIVE
ADVANTAGE FOR WEB
                                                                          WEB
                                        GAME DESIGN
DESIGN
                                                                          INTERACTION
                                                                          DESIGN




NADYA DIREKOVA                    Screenshot from “Rub Rabbits,” SEGA
Page 8

WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?




GAME-LIKE
                                            Your users are gamers, too!
ENGAGEMENT CAN BE
A COMPETIVE
ADVANTAGE FOR WEB
                                                                       WEB
                                        GAME DESIGN
DESIGN
                                                                       INTERACTION
                                            And these users are accustomed to getting
                                                                       DESIGN
                                            some of their needs met in games.




NADYA DIREKOVA                    Screenshot from “Rub Rabbits,” SEGA
Page 9

WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?




IT’S ALL ABOUT
CREATING ENGAGING
                                         “User, come with me, this
EXPERIENCES                              design will rock your world!”

                                                                         WEB
                                        GAME DESIGN
                                                                         INTERACTION
                                                                         DESIGN




                                                                               9


NADYA DIREKOVA                    Screenshot from “Rub Rabbits,” SEGA
Page 10

WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?




IT’S ALL ABOUT
CREATING ENGAGING
                                         “User, come with me, this       “User, please stay. Forever!”
EXPERIENCES                              design will rock your world!”

                                                                             WEB
                                        GAME DESIGN
                                                                             INTERACTION
                                                                             DESIGN




                                                                                            10


NADYA DIREKOVA                    Screenshot from “Rub Rabbits,” SEGA
Page 11




    ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN

    QUESTIONS FROM THE WORLD OF A GAME DESIGNER

    GAME DYNAMICS IN WEB APPLICATIONS

    PRESENT THE USER EXPERIENCE AS A GAME




NADYA DIREKOVA
Page 12
DEFINING GAME CONCEPTS VIA THE GAME DESIGN DOCUMENT



    GDD: Game Design Document
              The GDD, or game design
             document is a key
             deliverable for a game
             designer. The GDD is a living
             document and a platform for
             asking questions relevant to
             the project at hand.




NADYA DIREKOVA
Page 13
THE GAME DESIGN DOCUMENT AND TEAM



      GDD: Game Design Document
                      The GDD, or game
                                                          The GDD informs the
                     design document is a
                                                          development team
                     key deliverable for a
                     game designer. The
                     GDD is a living
                     document and a
                     platform for asking
                     questions relevant to
                     the project at hand.

 • The document is used by the team to understand the
   game world and to start crafting assets. It’s
   constantly modified. In fact, the end game often
   looks nothing like the one described in the GDD.

 • Most game development teams use GDDs, however,
   the document is different for each studio, genre and
   project.




NADYA DIREKOVA
Page 14
GAME DESIGN CONCEPTS AND QUESTIONS


     The game designers need to answer a series of questions to
     define the game concept.

     WHAT IS THE GAME
     GENRE, PLATFORM AND
     AUDIENCE?
     What’s the genre:
     puzzle, strategy, sports, etc? Is the game
     for casual or hardcore players or both?
     Mobile, handheld platform or console?




                                                    Images: X BOX 360, Nintendo DS, iPhone Scrabble
NADYA DIREKOVA
Page 15
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?

     GAME AESTHETICS
     What is the look at feel of the game?
     Where does the action take place? Is the
     world 2D or 3D?




                                                    Images: Mario and World of Warcarft
NADYA DIREKOVA
Page 16
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?

     GAME AESTHETICS

     SINGLE VS. MULTIPLAYER MODE
     VS. BOTH?
     Does the player act alone, play with
     others or both?




                                                    Images: Mii Avatars for Wii
NADYA DIREKOVA
Page 17
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?

     GAME AESTHETICS

     SINGLE VS. MULTIPLAYER MODE VS.
     BOTH?

     AVATAR VS. NON PLAYER
     CHARACTERS?
     Is the game 1st person? Is the player
     embodied physically in the world? Who
     else is in the game?




                                                    Images: Animal Crossing Characters
NADYA DIREKOVA
Page 18
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?

     GAME AESTHETICS

     SINGLE VS. MULTIPLAYER MODE VS.
     BOTH?

     AVATAR VS. NON PLAYER CHARACTERS?

     MECHANICS: WHAT VERBS
     DEFINE THE GAME? WHAT ARE
     THE CONTROLS?
     What does the player control? What can
     the player do?




                                                   Images: PacMan
NADYA DIREKOVA
Page 19
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                  REWARDS SYSTEMS
     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?                                                How is the user rewarded over time?

     GAME AESTHETICS

     SINGLE VS. MULTIPLAYER MODE VS.
     BOTH?

     AVATAR VS. NON PLAYER CHARACTERS?

     MECHANICS: WHAT VERBS DEFINE THE
     GAME?

     WHAT ARE THE CONTROLS?




                                                   Image: Mario
NADYA DIREKOVA
Page 20
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                      REWARDS SYSTEMS
     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?
                                                                      PROGRESSING IN THE GAME:
                                                                      STATS, MISSIONS, LEVELS
     GAME AESTHETICS
                                                                      How does the player track their progress
     SINGLE VS. MULTIPLAYER MODE VS.                                  through the game?
     BOTH?

     AVATAR VS. NON PLAYER CHARACTERS?

     MECHANICS: WHAT VERBS DEFINE THE
     GAME?

     WHAT ARE THE CONTROLS?




                                                   Image: Brain Age
NADYA DIREKOVA
Page 21
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                 REWARDS SYSTEMS?
     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?
                                                                 PROGRESSING IN THE GAME:
                                                                 STATS, LEVELS AND MISSIONS?
     GAME AESTHETICS

                                                                 RESOURCES, ECONOMY AND
     SINGLE VS. MULTIPLAYER MODE VS.
                                                                 INVENTORY?
     BOTH?
                                                                 Does the world have a currency? What
     AVATAR VS. NON PLAYER CHARACTERS?                           are the values of virtual goods?

     MECHANICS: WHAT VERBS DEFINE THE
     GAME?

     WHAT ARE THE CONTROLS?




                                                   Image: SIMS
NADYA DIREKOVA
Page 22
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                               REWARDS SYSTEMS
     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?
                                                                               RESOURCES, ECONOMY AND
                                                                               INVENTORY
     GAME AESTHETICS

                                                                               PROGRESSING IN THE GAME:
     SINGLE VS. MULTIPLAYER MODE VS.                         AND MANY MORE….
                                                                               STATS, LEVELS AND MISSIONS
     BOTH?

                                                                               CUSTOMIZATION
     AVATAR VS. NON PLAYER CHARACTERS?
                                                                               How does the player refine and design
                                                                               their avatar, habitat and story?
     MECHANICS: WHAT VERBS DEFINE THE
     GAME?

     WHAT ARE THE CONTROLS?




                                                   Image: Habbo Hotel
NADYA DIREKOVA
Page 23
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                         REWARDS SYSTEMS
     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?
                                                                         RESOURCES, ECONOMY AND
                                                                         INVENTORY
     GAME AESTHETICS

                                                                         PROGRESSING IN THE GAME:
     SINGLE VS. MULTIPLAYER MODE VS.
                                                                         STATS, LEVELS AND MISSIONS
     BOTH?
                                                                         CUSTOMIZATION
     AVATAR VS. NON PLAYER CHARACTERS?
                                                                         TUTORIAL, HELP SYSTEMS AND
     MECHANICS: WHAT VERBS DEFINE THE
                                                                         LEARNING CURVE
     GAME?
                                                                         How does the player learn the rules and
                                                                         new techniques introduced over time?
     WHAT ARE THE CONTROLS?




                                                   Image: SIM Tutorial
NADYA DIREKOVA
Page 24
GAME DESIGN CONCEPTS AND QUESTIONS


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                               REWARDS SYSTEMS
     WHAT IS THE GAME GENRE, PLATFORM
     AND AUDIENCE?
                                                                               RESOURCES, ECONOMY AND
                                                                               INVENTORY
     GAME AESTHETICS

                                                                               PROGRESSING IN THE GAME:
     SINGLE VS. MULTIPLAYER MODE VS.                         AND MANY MORE….
                                                                               STATS, LEVELS AND MISSIONS
     BOTH?

                                                                               CUSTOMIZATION
     AVATAR VS. NON PLAYER CHARACTERS?

                                                                               TUTORIAL, HELP SYSTEMS AND
     MECHANICS: WHAT VERBS DEFINE THE
                                                                               LEARNING CURVE
     GAME?

     WHAT ARE THE CONTROLS?




NADYA DIREKOVA
Page 25
NEXT STEPS: FOCUS ON A FEW QUESTIONS AS THEY RELATE TO THE WEB


     Game designers balance a series of systems and
     components to create a believable and engaging world.

                                                                 REWARDS SYSTEMS
      WHAT IS THE GAME GENRE, PLATFORM
                                                                 How is the user rewarded over time?
      AND AUDIENCE?

                                                                 RESOURCES, ECONOMY AND
      GAME AESTHETICS
                                                                 INVENTORY
      What is the look at feel of the game?
      Where does the action take place? Is the
                                                                 PROGRESSING IN THE GAME:
      world 2D or 3D?
                                                                 STATS, LEVELS AND MISSIONS
                                                                 How does the player track their progress
      SINGLE VS. MULTIPLAYER MODE VS.
                                                                 through the game?
      BOTH?
                                                                 CUSTOMIZATION
      AVATAR VS. NON PLAYER CHARACTERS?
                                                                 TUTORIAL, HELP SYSTEM, LEARNING
      MECHANICS: WHAT VERBS DEFINE THE
                                                                 CURVE
      GAME?

      WHAT ARE THE CONTROLS?




NADYA DIREKOVA
Page 26




    ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB
    DESIGN

    QUESTIONS FROM THE WORLD OF A GAME DESIGNER

    GAME DYNAMICS IN WEB APPLICATIONS

    THINKING OF YOUR PRODUCT AS A GAME




NADYA DIREKOVA
Page 27

OVERVIEW
WEB APPLICATIONS USING GAME DYNAMICS




     Web apps. employing
     game strategies
      Some game elements, such as quot;enemy
      characters,quot; might hardly ever apply to web
      design as we know it. Others, such as
      immersive 3D worlds and 3D avatars have
      been slow to become mainstream
      conventions.                                                                           “User, don’t you go away now!”
                                                       “User, come with me, my design will
                                                         change your world!”
      However, game elements already drive some
      of the most successful web applications today.                                         PROGRESSION
                                                       REWARD SYSTEMS

                                                                                             STAT SYSTEMS
                                                       GAME AESTHETICS




NADYA DIREKOVA
Page 28
GAME TREND
REWARD SYSTEMS
                                                               Key Observations:
                                                               • Assign points to desired user behavior: Points can
                                                                 incentivize people to write more reviews or do chores.
                                                               • Visible rewards levels: when users understand the reward
                                                                 structure, such as the black-belt system in Mahalo, they
                                                                 have something to strive for.


  HANDIPOINTS TRACKS POINTS FOR SHORES                                   YELP’S REVIEWER AWARD SYSTEM                               MAHALO’S BLACK BELT SYSTEM




  www.handipoints.com                                                     www.yelp.com                                              http://www.mahalo.com
  A mechanical level picks up the shoe to bring it closer to              Yelpers track the reviews and compliments they receive.   The human search service Mahalo tracks points and awards black
  you, creating a dynamic intro.                                                                                                    belts to users who answer questions well. In return, black belt
                                                                                                                                    users can charge higher fees for their services on the site.




NADYA DIREKOVA
Page 29
GAME TREND

STATS VISIBLE TO THE PLAYER
                                                    Key Observations:
                                                    • Assigning a dynamic numerical value to a behavior has the
                                                      potential to change that behavior.




   FACEBOOK FRIEND STATS                                                                                                HR BLOCK STATS
                                                  MINT.COM INSTANT FINANCIAL FEEDBACK




                                                  www.mint.com
                                                  Mint helps measure your financial stats. It loads all of the user’s
                                                  financial statements to create a instant dashboard for tracking
                                                  spending, saving and investing over time.
  www.facebook.com
                                                                                                                        www.hrblockcom
  Facebook introduces a new popularity measure:
                                                                                                                        The end goal , your “score” on Federal and State Taxes , are visualized for
  how many (hundreds of) friends do you have?
                                                                                                                        you at the top right corner.




NADYA DIREKOVA
Page 30
GAME TREND

IN-GAME CURRENCY
                                                                       Key Observations:
                                                                       • Currency does not have to be monetary.
                                                                       • Socail objects such as friends can be currency as well.




SERIOSITY                                                                                                                            ETSY’S FAVORITES
                                                                                 FRIENDS FOR SALE




                                                                                                                                     http://www..etsy.com
 www.seriosity.com                                                               http://www..facebook.com
                                                                                                                                     Buy, sell and trade your friends. Evil or clever?
 Helping work places manage email overload by assigning a                        Buy, sell and trade your friends. Evil or clever?
 currency value , Serios , to all emails you send. Everyone gets 300
 Serios to spend each day, and messages are prioritized based on
 their Serio valuea.




NADYA DIREKOVA
Page 31
GAME TREND

PROGRESSION
                                                                 Key Observations:
                                                                 • Progress meters as a tutorial tool: Complex applications can use progress meters to teach quot;what's nextquot; and
                                                                   motivate users to move to the next stage of the application.
                                                                 • Visualizing milestones can be motivational




LINKED IN INTEGRATED TUTORIAL FEEDBACK                              WEIGHT WATCHER’S POINT AND WEIGHT TRACKERS                                NIKE PLUS




                                                                                                                                              http://nikeplus.nike.com
                                                                                                                                              Visualize your individual runs and progress over time.
www.linkedin.com
LinkeIn meter tracks profile completion and introduces a gated
tutorial that makes profile creation simple and less tedious.       http://www.weightwatchers.com
                                                                    The Weight Tracker breaks down the weight loss journey into
                                                                    milestones: first 5 pounds lost, etc. Users records their weight weekly
                                                                    and get encouraging or celebratory comments.


NADYA DIREKOVA
Page 32
GAME TREND

GAME AESTHETICS
                                     Key Observations:
                                     • Games make great product demos: Shopping, like games, is very experiential.
                                     • Surprise and curiosity: Users are left to their own devices to see what might be revealed




CARNIVAL FUNSHIP ISLAND                NINE WEST / NEW BALANCE SHOE DEMO                                   WESTIN EXPERIENCES




                                         www.ninewest.com                                                  http://www.starwoodhotels.com
http://www.funshipisland.com/#deck
                                         A mechanical level picks up the shoe to bring it closer to you,   This interactive demo lets you play with fractals and click to make
                                         creating a dynamic intro.                                         flowers bloom as you learn how Westin experiences regale all of your
                                                                                                           senses.




NADYA DIREKOVA
Page 33




    ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN

    QUESTIONS FROM THE WORLD OF A GAME DESIGNER

    GAME DYNAMICS IN WEB APPLICATIONS

    PRESENT THE USER EXPERIENCE AS A GAME




NADYA DIREKOVA
Page 34
TRENDS

USING ADVERGAMES TO DELIVER A MESSAGE
                                                                 Key Observations:
                                                                 • The gameplay delivers a new experience of the brand.
                                                                 • Simple controls create instant engagement: Advergames strive appeal to a broad audience, including
                                                                   non-gamers. To engage these users, advergames often simplify the controls of mainstream games.




 GOT MILK? GET THE GLASS GAME                                                                          PAPER PLANE ADVERGAME                                           LIPTON TEA BRAIN TRAIN




  www.gettheglass.com                                                   http://flightsimx.archive.amnesia.com.au/                www.facebook.com
  Incorporates casual gaming into a “central stage” interface.                                                                   The Brain Train puzzle game presents tea in a new light: a
                                                                        An example of a fun and easy advergame promoting
                                                                        Microsoft’s flight simulator.
  Everything flows seamlessly within main performance area.                                                                      substance that makes you focused and alert, just what you need
                                                                                                                                 for solving a brain teaser.




NADYA DIREKOVA
Page 35
GAME TREND

ADOPTING A GAME AS THE USER EXPERIENCE
                                                         Key Observations:
                                                         • Progress meters: Complex applications can use progress meters to teach quot;what's nextquot; and motivate users to
                                                           move to the next stage of the application.
                                                         • Goals and milestones: Introducing milestones




        GOOGLE IMAGE LABELER: COMPETITIVE TAGGING                                         FOLD.IT




        www.google.com
        Google Image Labeler allows people to compete in tagging
        relevant keywords to an image.
                                                                                           http://www.fold.it
                                                                                           Users are invited to play a puzzle game; as they solve the puzzles,
                                                                                           they help identify protein chains.




NADYA DIREKOVA
Page 36
IN SUMMARY




             CHEAT SHEET
                           • C h e c k o u t a G D D . A s k q u e s t i o n s l i k e a g a m e d e s i g n e r.
                           • See if you can design for:

                                  Re wa rd s .
                              o


                                  U s e r stat s .
                              o


                                  P ro g re s s i o n .
                              o


                                  U n i q u e c u r re n c y.
                              o


                                  P u t t h e ex p e r i e n c e i n a ga m e s h e l l .
                              o




NADYA DIREKOVA
Page 37




NADYA DIREKOVA
Page 38
Other Authors on Games and Interaction Design:


      •   Daniel Cook
          “How to design a princess saving application”
      •   Dan Saffer
          “Gaming the web”
      •   Mia Northrop
          “Your new excuse to get an Xbox: how UX professionals can learn from video game design”
      •   Amy Jo Kim
          “Game mechanics for interaction design”
      •   Kars Alfrink
          “Play in social and tangible interactions”
      •   Nick Fortungo
          “The Play of Persuasion”
      •   Jane McGonigal
           “Alternate Realities - A Game Designer's Perspective on the Future of Happinessquot;

                                                                      Game Art Credits




NADYA DIREKOVA
Page 39
CONTACT




                 NADYA DIREKOVA
                 nadya.direkova@razorfish.com
                 http://twitter.com/nadya_d




                                                FEED
                                                http://feed.razorfish.com
NADYA DIREKOVA

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Game design for web designers: IXDA'09 Talk

  • 1. Saturday, March 14th, 2009 WHAT’S IN A GAME? Using game design questions and techniques to create engagement in web applications. Nadya Direkova Screenshot from “Cloud,” USC Game
  • 2. Page 1 ABOUT RAZORFISH 2,300+ professionals with an average of 10+ years experience 70 active clients across a wide range of industries Our business: Web media ($520MM+) Paid search ($150MM+) Web development ($275MM+) Deep technology experience with content management, portals, e-commerce, enterprise solutions and business intelligence 11 Domestic offices: Atlanta New York Los Angeles Austin Philadelphia Seattle Boston Portland, OR Ft. Lauderdale Chicago San Francisco 9 International offices: London (DNA)Paris (Duke) Frankfurt, Berlin (Neue Digitale) Hong Kong (e-Crusade) Sydney (Amnesia) Tokyo (Dentsu) Shanghai (e-Crusade) Madrid (WYSIWYG*) NADYA DIREKOVA
  • 4. Page 3 ABOUT ME RAZORFISH BACKBONE MIT LEAPFROG NADYA DIREKOVA
  • 5. Page 4 AGENDA INTRODUCTIONS ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN QUESTIONS THAT GAME DESIGNERS ASK TO CREATE ENGAGEMENT GAME DYNAMICS IN WEB APPLICATIONS PRESENTING THE USER EXPERIENCE AS A GAME NADYA DIREKOVA
  • 6. Page 5 WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB? WEB ELECTRONIC INTERACTION GAME DESIGN DESIGN NADYA DIREKOVA
  • 7. Page 6 WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB? DESIGNING FOR ENGAGEMENT (on various kinds of screens) WEB ELECTRONIC GAME DESIGN INTERACTION DESIGN NADYA DIREKOVA
  • 8. Page 7 WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB? GAME-LIKE Your users are gamers, too! ENGAGEMENT CAN BE A COMPETIVE ADVANTAGE FOR WEB WEB GAME DESIGN DESIGN INTERACTION DESIGN NADYA DIREKOVA Screenshot from “Rub Rabbits,” SEGA
  • 9. Page 8 WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB? GAME-LIKE Your users are gamers, too! ENGAGEMENT CAN BE A COMPETIVE ADVANTAGE FOR WEB WEB GAME DESIGN DESIGN INTERACTION And these users are accustomed to getting DESIGN some of their needs met in games. NADYA DIREKOVA Screenshot from “Rub Rabbits,” SEGA
  • 10. Page 9 WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB? IT’S ALL ABOUT CREATING ENGAGING “User, come with me, this EXPERIENCES design will rock your world!” WEB GAME DESIGN INTERACTION DESIGN 9 NADYA DIREKOVA Screenshot from “Rub Rabbits,” SEGA
  • 11. Page 10 WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB? IT’S ALL ABOUT CREATING ENGAGING “User, come with me, this “User, please stay. Forever!” EXPERIENCES design will rock your world!” WEB GAME DESIGN INTERACTION DESIGN 10 NADYA DIREKOVA Screenshot from “Rub Rabbits,” SEGA
  • 12. Page 11 ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN QUESTIONS FROM THE WORLD OF A GAME DESIGNER GAME DYNAMICS IN WEB APPLICATIONS PRESENT THE USER EXPERIENCE AS A GAME NADYA DIREKOVA
  • 13. Page 12 DEFINING GAME CONCEPTS VIA THE GAME DESIGN DOCUMENT GDD: Game Design Document The GDD, or game design document is a key deliverable for a game designer. The GDD is a living document and a platform for asking questions relevant to the project at hand. NADYA DIREKOVA
  • 14. Page 13 THE GAME DESIGN DOCUMENT AND TEAM GDD: Game Design Document The GDD, or game The GDD informs the design document is a development team key deliverable for a game designer. The GDD is a living document and a platform for asking questions relevant to the project at hand. • The document is used by the team to understand the game world and to start crafting assets. It’s constantly modified. In fact, the end game often looks nothing like the one described in the GDD. • Most game development teams use GDDs, however, the document is different for each studio, genre and project. NADYA DIREKOVA
  • 15. Page 14 GAME DESIGN CONCEPTS AND QUESTIONS The game designers need to answer a series of questions to define the game concept. WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? What’s the genre: puzzle, strategy, sports, etc? Is the game for casual or hardcore players or both? Mobile, handheld platform or console? Images: X BOX 360, Nintendo DS, iPhone Scrabble NADYA DIREKOVA
  • 16. Page 15 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? GAME AESTHETICS What is the look at feel of the game? Where does the action take place? Is the world 2D or 3D? Images: Mario and World of Warcarft NADYA DIREKOVA
  • 17. Page 16 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? GAME AESTHETICS SINGLE VS. MULTIPLAYER MODE VS. BOTH? Does the player act alone, play with others or both? Images: Mii Avatars for Wii NADYA DIREKOVA
  • 18. Page 17 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? GAME AESTHETICS SINGLE VS. MULTIPLAYER MODE VS. BOTH? AVATAR VS. NON PLAYER CHARACTERS? Is the game 1st person? Is the player embodied physically in the world? Who else is in the game? Images: Animal Crossing Characters NADYA DIREKOVA
  • 19. Page 18 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? GAME AESTHETICS SINGLE VS. MULTIPLAYER MODE VS. BOTH? AVATAR VS. NON PLAYER CHARACTERS? MECHANICS: WHAT VERBS DEFINE THE GAME? WHAT ARE THE CONTROLS? What does the player control? What can the player do? Images: PacMan NADYA DIREKOVA
  • 20. Page 19 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? How is the user rewarded over time? GAME AESTHETICS SINGLE VS. MULTIPLAYER MODE VS. BOTH? AVATAR VS. NON PLAYER CHARACTERS? MECHANICS: WHAT VERBS DEFINE THE GAME? WHAT ARE THE CONTROLS? Image: Mario NADYA DIREKOVA
  • 21. Page 20 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? PROGRESSING IN THE GAME: STATS, MISSIONS, LEVELS GAME AESTHETICS How does the player track their progress SINGLE VS. MULTIPLAYER MODE VS. through the game? BOTH? AVATAR VS. NON PLAYER CHARACTERS? MECHANICS: WHAT VERBS DEFINE THE GAME? WHAT ARE THE CONTROLS? Image: Brain Age NADYA DIREKOVA
  • 22. Page 21 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS? WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? PROGRESSING IN THE GAME: STATS, LEVELS AND MISSIONS? GAME AESTHETICS RESOURCES, ECONOMY AND SINGLE VS. MULTIPLAYER MODE VS. INVENTORY? BOTH? Does the world have a currency? What AVATAR VS. NON PLAYER CHARACTERS? are the values of virtual goods? MECHANICS: WHAT VERBS DEFINE THE GAME? WHAT ARE THE CONTROLS? Image: SIMS NADYA DIREKOVA
  • 23. Page 22 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? RESOURCES, ECONOMY AND INVENTORY GAME AESTHETICS PROGRESSING IN THE GAME: SINGLE VS. MULTIPLAYER MODE VS. AND MANY MORE…. STATS, LEVELS AND MISSIONS BOTH? CUSTOMIZATION AVATAR VS. NON PLAYER CHARACTERS? How does the player refine and design their avatar, habitat and story? MECHANICS: WHAT VERBS DEFINE THE GAME? WHAT ARE THE CONTROLS? Image: Habbo Hotel NADYA DIREKOVA
  • 24. Page 23 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? RESOURCES, ECONOMY AND INVENTORY GAME AESTHETICS PROGRESSING IN THE GAME: SINGLE VS. MULTIPLAYER MODE VS. STATS, LEVELS AND MISSIONS BOTH? CUSTOMIZATION AVATAR VS. NON PLAYER CHARACTERS? TUTORIAL, HELP SYSTEMS AND MECHANICS: WHAT VERBS DEFINE THE LEARNING CURVE GAME? How does the player learn the rules and new techniques introduced over time? WHAT ARE THE CONTROLS? Image: SIM Tutorial NADYA DIREKOVA
  • 25. Page 24 GAME DESIGN CONCEPTS AND QUESTIONS Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE? RESOURCES, ECONOMY AND INVENTORY GAME AESTHETICS PROGRESSING IN THE GAME: SINGLE VS. MULTIPLAYER MODE VS. AND MANY MORE…. STATS, LEVELS AND MISSIONS BOTH? CUSTOMIZATION AVATAR VS. NON PLAYER CHARACTERS? TUTORIAL, HELP SYSTEMS AND MECHANICS: WHAT VERBS DEFINE THE LEARNING CURVE GAME? WHAT ARE THE CONTROLS? NADYA DIREKOVA
  • 26. Page 25 NEXT STEPS: FOCUS ON A FEW QUESTIONS AS THEY RELATE TO THE WEB Game designers balance a series of systems and components to create a believable and engaging world. REWARDS SYSTEMS WHAT IS THE GAME GENRE, PLATFORM How is the user rewarded over time? AND AUDIENCE? RESOURCES, ECONOMY AND GAME AESTHETICS INVENTORY What is the look at feel of the game? Where does the action take place? Is the PROGRESSING IN THE GAME: world 2D or 3D? STATS, LEVELS AND MISSIONS How does the player track their progress SINGLE VS. MULTIPLAYER MODE VS. through the game? BOTH? CUSTOMIZATION AVATAR VS. NON PLAYER CHARACTERS? TUTORIAL, HELP SYSTEM, LEARNING MECHANICS: WHAT VERBS DEFINE THE CURVE GAME? WHAT ARE THE CONTROLS? NADYA DIREKOVA
  • 27. Page 26 ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN QUESTIONS FROM THE WORLD OF A GAME DESIGNER GAME DYNAMICS IN WEB APPLICATIONS THINKING OF YOUR PRODUCT AS A GAME NADYA DIREKOVA
  • 28. Page 27 OVERVIEW WEB APPLICATIONS USING GAME DYNAMICS Web apps. employing game strategies Some game elements, such as quot;enemy characters,quot; might hardly ever apply to web design as we know it. Others, such as immersive 3D worlds and 3D avatars have been slow to become mainstream conventions. “User, don’t you go away now!” “User, come with me, my design will change your world!” However, game elements already drive some of the most successful web applications today. PROGRESSION REWARD SYSTEMS STAT SYSTEMS GAME AESTHETICS NADYA DIREKOVA
  • 29. Page 28 GAME TREND REWARD SYSTEMS Key Observations: • Assign points to desired user behavior: Points can incentivize people to write more reviews or do chores. • Visible rewards levels: when users understand the reward structure, such as the black-belt system in Mahalo, they have something to strive for. HANDIPOINTS TRACKS POINTS FOR SHORES YELP’S REVIEWER AWARD SYSTEM MAHALO’S BLACK BELT SYSTEM www.handipoints.com www.yelp.com http://www.mahalo.com A mechanical level picks up the shoe to bring it closer to Yelpers track the reviews and compliments they receive. The human search service Mahalo tracks points and awards black you, creating a dynamic intro. belts to users who answer questions well. In return, black belt users can charge higher fees for their services on the site. NADYA DIREKOVA
  • 30. Page 29 GAME TREND STATS VISIBLE TO THE PLAYER Key Observations: • Assigning a dynamic numerical value to a behavior has the potential to change that behavior. FACEBOOK FRIEND STATS HR BLOCK STATS MINT.COM INSTANT FINANCIAL FEEDBACK www.mint.com Mint helps measure your financial stats. It loads all of the user’s financial statements to create a instant dashboard for tracking spending, saving and investing over time. www.facebook.com www.hrblockcom Facebook introduces a new popularity measure: The end goal , your “score” on Federal and State Taxes , are visualized for how many (hundreds of) friends do you have? you at the top right corner. NADYA DIREKOVA
  • 31. Page 30 GAME TREND IN-GAME CURRENCY Key Observations: • Currency does not have to be monetary. • Socail objects such as friends can be currency as well. SERIOSITY ETSY’S FAVORITES FRIENDS FOR SALE http://www..etsy.com www.seriosity.com http://www..facebook.com Buy, sell and trade your friends. Evil or clever? Helping work places manage email overload by assigning a Buy, sell and trade your friends. Evil or clever? currency value , Serios , to all emails you send. Everyone gets 300 Serios to spend each day, and messages are prioritized based on their Serio valuea. NADYA DIREKOVA
  • 32. Page 31 GAME TREND PROGRESSION Key Observations: • Progress meters as a tutorial tool: Complex applications can use progress meters to teach quot;what's nextquot; and motivate users to move to the next stage of the application. • Visualizing milestones can be motivational LINKED IN INTEGRATED TUTORIAL FEEDBACK WEIGHT WATCHER’S POINT AND WEIGHT TRACKERS NIKE PLUS http://nikeplus.nike.com Visualize your individual runs and progress over time. www.linkedin.com LinkeIn meter tracks profile completion and introduces a gated tutorial that makes profile creation simple and less tedious. http://www.weightwatchers.com The Weight Tracker breaks down the weight loss journey into milestones: first 5 pounds lost, etc. Users records their weight weekly and get encouraging or celebratory comments. NADYA DIREKOVA
  • 33. Page 32 GAME TREND GAME AESTHETICS Key Observations: • Games make great product demos: Shopping, like games, is very experiential. • Surprise and curiosity: Users are left to their own devices to see what might be revealed CARNIVAL FUNSHIP ISLAND NINE WEST / NEW BALANCE SHOE DEMO WESTIN EXPERIENCES www.ninewest.com http://www.starwoodhotels.com http://www.funshipisland.com/#deck A mechanical level picks up the shoe to bring it closer to you, This interactive demo lets you play with fractals and click to make creating a dynamic intro. flowers bloom as you learn how Westin experiences regale all of your senses. NADYA DIREKOVA
  • 34. Page 33 ENGAGEMENT: THE COMMON GOAL OF GAME AND WEB DESIGN QUESTIONS FROM THE WORLD OF A GAME DESIGNER GAME DYNAMICS IN WEB APPLICATIONS PRESENT THE USER EXPERIENCE AS A GAME NADYA DIREKOVA
  • 35. Page 34 TRENDS USING ADVERGAMES TO DELIVER A MESSAGE Key Observations: • The gameplay delivers a new experience of the brand. • Simple controls create instant engagement: Advergames strive appeal to a broad audience, including non-gamers. To engage these users, advergames often simplify the controls of mainstream games. GOT MILK? GET THE GLASS GAME PAPER PLANE ADVERGAME LIPTON TEA BRAIN TRAIN www.gettheglass.com http://flightsimx.archive.amnesia.com.au/ www.facebook.com Incorporates casual gaming into a “central stage” interface. The Brain Train puzzle game presents tea in a new light: a An example of a fun and easy advergame promoting Microsoft’s flight simulator. Everything flows seamlessly within main performance area. substance that makes you focused and alert, just what you need for solving a brain teaser. NADYA DIREKOVA
  • 36. Page 35 GAME TREND ADOPTING A GAME AS THE USER EXPERIENCE Key Observations: • Progress meters: Complex applications can use progress meters to teach quot;what's nextquot; and motivate users to move to the next stage of the application. • Goals and milestones: Introducing milestones GOOGLE IMAGE LABELER: COMPETITIVE TAGGING FOLD.IT www.google.com Google Image Labeler allows people to compete in tagging relevant keywords to an image. http://www.fold.it Users are invited to play a puzzle game; as they solve the puzzles, they help identify protein chains. NADYA DIREKOVA
  • 37. Page 36 IN SUMMARY CHEAT SHEET • C h e c k o u t a G D D . A s k q u e s t i o n s l i k e a g a m e d e s i g n e r. • See if you can design for: Re wa rd s . o U s e r stat s . o P ro g re s s i o n . o U n i q u e c u r re n c y. o P u t t h e ex p e r i e n c e i n a ga m e s h e l l . o NADYA DIREKOVA
  • 39. Page 38 Other Authors on Games and Interaction Design: • Daniel Cook “How to design a princess saving application” • Dan Saffer “Gaming the web” • Mia Northrop “Your new excuse to get an Xbox: how UX professionals can learn from video game design” • Amy Jo Kim “Game mechanics for interaction design” • Kars Alfrink “Play in social and tangible interactions” • Nick Fortungo “The Play of Persuasion” • Jane McGonigal “Alternate Realities - A Game Designer's Perspective on the Future of Happinessquot; Game Art Credits NADYA DIREKOVA
  • 40. Page 39 CONTACT NADYA DIREKOVA nadya.direkova@razorfish.com http://twitter.com/nadya_d FEED http://feed.razorfish.com NADYA DIREKOVA