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Just add points? What UX can (and cannot) learn from games

Just add points? What UX can (and cannot) learn from games
Related:  UX

Meta-Game Design: Reward Systems that Drive Engagement One of the hottest topics in the Web-meets-Gaming world is metagame design -- the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement. In the physical world, we're surrounded by metagames: Karate belts, scout badges, employee incentive plans, and frequent flyer miles are all reward systems, layered onto an existing activity to drive loyalty and communicate social status. On the Web, metagames peform a similar function. Social networks like MyYearBook and Hi5 let players earn redeemable points by logging in and engaging in various social activities. Foursquare uses points, badges and leaderboards to turn club-hopping into a game-like social experience. And ''serious'' sites like Hunch and eduFire use badges and leaderboards to drive engagement and reward their most valued members.

You can do better: Lessons Learned from Government Meets Social Net... White Papers - Readings Jan, 2012 UX mistakes made by financial institutions and how to avoid them April McGee looks at the trends and challenges facing UX designers who are working in the financial sector. Sep, 2011 Global Usability Testing: "Think Local, Win Global" In this conversation, Apala Lahiri Chavan presents her experiences and HFI's unique approach to Global Usability Testing. Mar, 2011 The Wholeness of User Experience Eric Schaffer talks about HFI's CXA certification in terms of the "Wholeness" of user experience, and how the CUA and CXA certifications fit into the overall picture of User Experience. Jan, 2011 Innovative Solutions for Designing for Emerging Markets Thinking of moving your product into an emerging market? Dec, 2010 Impediments to a Mature UX Practice and how to avoid them In this conversation, Eric Schaffer discusses some of the roadblocks organizations face when trying to build a mature user experience (UX) practice. Jun, 2010 PET Research: Looking deeper to understand motivations

Valve: Piracy Is More About Convenience Than Price From the perspective of Valve, software piracy is caused more by convenience than it is by the cost of games. That's according to co-founder Gabe Newell, who recently spoke at the North to Innovation conference in Seattle, giving a very frank and open outline of the modern economics of video games. According to Newell, Russia -- which is often ignored as a market due to its high level of piracy -- is one of Steam's highest grossing countries. "Russia now outside of Germany is our largest continental European market," said Newell, adding that "the people who are telling you that Russians pirate everything are the people who wait six months to localize their product into Russian." "The easiest way to stop piracy is not by putting antipiracy technology to work. Valve's Surprising Free-To-Play Numbers Earlier this year, Valve officially went "free-to-play" by offering its popular Team Fortress 2 as a microtransaction-supported game. "We don’t understand what’s going on," he admitted.

Meaningful Play. Getting »Gamification« Right. a useful guide to the brand utility SCVNGR's Secret Game Mechanics Playdeck Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. Rght now, that should be a lot of people. SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. 1. Definition: A virtual or physical representation of having accomplished something. Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18.

o montar formulários quando você é o responsável pelo código e design Acessibilidade Como montar formulários quando você é o responsável pelo código e design. O front-end é uma profissão de uma amplitude imensa. Temos profissionais montando mockups/PSDs, especialistas em acessibilidade, usabilidade, arquitetura da informação, integração com aplicações, designers de interface, application developers. Tem até SEO. O background do profissional neste momento não importa muito, apenas a afirmação que ele está trabalhando na camada de front-end. Em muitas empresas o front-end é trabalhado de maneira criteriosa, com separação de tarefas em maior ou menor intensidade, de modo que o processo esteja sempre azeitado e atento aos prazos dos outros times que dependem da interface. É o famigerado exército-de-um-homem-só, que em um projeto normalmente é responsável por: Pesquisa: Fornece dados e insights para o desenvolvimento de todo o projeto – sobre o usuário, suas características, hábitos e necessidades. Aplicando o Metawebdesign a formulários: o design da interface