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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
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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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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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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
engage – verb
“occupy, attract, or involve (someone’s interest or attention) /
(engage someone in) cause someone to become involved in (a
conversation or discussion)”

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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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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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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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Social Dynamics #1
Social interaction with other users, or via a more humanistic
/ naturalistic / conversational interface;
Energy that is often found in human interactions;
Propel us into having better user experiences because they
are closer to our expectations of person-to-person
interactions; therefore,
We feel more secure and more likely to perform better within
groups; and,
Take advantage of expectations of conformance to social and
cultural norms.

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Social Dynamics #2

Figure: ‘Microsoft Tablet’

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Social Dynamics #2

Figure: ‘Fun ATM’

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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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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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Funology #2

Figure: ‘Dropbox’

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Funology #2

Figure: ‘Handbrake’

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Funology #2

Figure: ‘ATM’

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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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Gamification #2

Figure: ‘ThinkGeek’

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Gamification #2

Figure: ‘ThinkGeek’

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Gamification #2

Figure: ‘Boeing’

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Gamification Viewpoints

Your Views
What do you think?

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Let’s Have a Break!

Back in 10 Minutes!
Come see me now if you have
Questions Regarding this Lecture!

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Gamification Viewpoints

Your Views
What do you think?

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Gamification Viewpoints

The Penny Arcade
http://penny-arcade.com/patv/episode/gamification
Thanks to Safder Iqbal

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Gamification Viewpoints

Should I
Gamify your Coursework results - to encourage competition?

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Collated Concepts of Engagement

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Collated Concepts of Engagement

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Collated Concepts of Engagement

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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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Facilitate Social Dynamics
Questions to think about as you design your prototype:

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Facilitate Social Dynamics
Questions to think about as you design your prototype:
Do you include suitable functionality to facilitate
collaboration?
Are aspects such as social communication accounted for?
Do you link the real and virtual to facilitate better user
engagement?
Can team / group members interact and support each other?
Have you used language and terminology which users may
find playful?

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Facilitate Progression

Questions to think about as you design your prototype:

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Facilitate Progression

Questions to think about as you design your prototype:
Have you thought about attainment and goals, via stages
and levels?
Do you facilitate motivation and reward?
Have you included a narrative flow through each interaction?
Are there opportunities for friendly competition?
Is progress also social?

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Facilitate Play

Questions to think about as you design your prototype:

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Facilitate Play

Questions to think about as you design your prototype:
Is the look and feel playful and game like?
Have you included playful, and game like social elements?
Will users leave with a feeling of fun and enjoyment?
Are there playful games included, or game elements which
make the interaction seem like a game, and not... work?
Do the elements of play, included, really enhance the user
experience?

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Remember

Dynamics, funology, or gamification may just not be the
right thing to do for your development;
Mix‘n’match fashion – may be appropriate;
Pay specific attention to the target reactions of the users;
and
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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Remember

Figure: ‘Yerkes Dodson’

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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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To Do for next week...

1. Pop Quiz. Discuss Next Week; and
2. Read next weeks notes)

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Any Questions?

Simon Harper 2.44 Kilburn Building
0161 275 0599 (OR x50599)
simon.harper@manchester.ac.uk
Office Hours: Friday 14:00–18:00

Figure: ‘Bored of this Bloke
Now!’

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

  • 1. 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
  • 2. 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. The User Experience from 30,000ft 2 / 25
  • 3. 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. The User Experience from 30,000ft 3 / 25
  • 4. 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? The User Experience from 30,000ft 4 / 25
  • 5. 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)” The User Experience from 30,000ft Engaging Experience 5 / 25
  • 6. 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. The User Experience from 30,000ft Engaging Experience 5 / 25
  • 7. 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.” The User Experience from 30,000ft Engaging Experience 6 / 25
  • 8. 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.” The User Experience from 30,000ft Engaging Experience 7 / 25
  • 9. Engaging Experience Break! Principles Wrapping Up Social Dynamics #1 Social interaction with other users, or via a more humanistic / naturalistic / conversational interface; Energy that is often found in human interactions; Propel us into having better user experiences because they are closer to our expectations of person-to-person interactions; therefore, We feel more secure and more likely to perform better within groups; and, Take advantage of expectations of conformance to social and cultural norms. The User Experience from 30,000ft Engaging Experience 8 / 25
  • 10. Engaging Experience Break! Principles Wrapping Up Social Dynamics #2 Figure: ‘Microsoft Tablet’ The User Experience from 30,000ft Engaging Experience 9 / 25
  • 11. Engaging Experience Break! Principles Wrapping Up Social Dynamics #2 Figure: ‘Fun ATM’ The User Experience from 30,000ft Engaging Experience 9 / 25
  • 12. 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’. The User Experience from 30,000ft Engaging Experience 10 / 25
  • 13. 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’. The User Experience from 30,000ft Engaging Experience 10 / 25
  • 14. Engaging Experience Break! Principles Wrapping Up Funology #2 Figure: ‘Dropbox’ The User Experience from 30,000ft Engaging Experience 11 / 25
  • 15. Engaging Experience Break! Principles Wrapping Up Funology #2 Figure: ‘Handbrake’ The User Experience from 30,000ft Engaging Experience 11 / 25
  • 16. Engaging Experience Break! Principles Wrapping Up Funology #2 Figure: ‘ATM’ The User Experience from 30,000ft Engaging Experience 11 / 25
  • 17. 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. The User Experience from 30,000ft Engaging Experience 12 / 25
  • 18. Engaging Experience Break! Principles Wrapping Up Gamification #2 Figure: ‘ThinkGeek’ The User Experience from 30,000ft Engaging Experience 13 / 25
  • 19. Engaging Experience Break! Principles Wrapping Up Gamification #2 Figure: ‘ThinkGeek’ The User Experience from 30,000ft Engaging Experience 13 / 25
  • 20. Engaging Experience Break! Principles Wrapping Up Gamification #2 Figure: ‘Boeing’ The User Experience from 30,000ft Engaging Experience 13 / 25
  • 21. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints Your Views What do you think? The User Experience from 30,000ft Engaging Experience 14 / 25
  • 22. 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! The User Experience from 30,000ft Break! 15 / 25
  • 23. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints Your Views What do you think? The User Experience from 30,000ft Break! 16 / 25
  • 24. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints The Penny Arcade http://penny-arcade.com/patv/episode/gamification Thanks to Safder Iqbal The User Experience from 30,000ft Break! 16 / 25
  • 25. Engaging Experience Break! Principles Wrapping Up Gamification Viewpoints Should I Gamify your Coursework results - to encourage competition? The User Experience from 30,000ft Break! 16 / 25
  • 26. Engaging Experience Break! Principles Wrapping Up Collated Concepts of Engagement The User Experience from 30,000ft Principles 17 / 25
  • 27. Engaging Experience Break! Principles Wrapping Up Collated Concepts of Engagement The User Experience from 30,000ft Principles 17 / 25
  • 28. Engaging Experience Break! Principles Wrapping Up Collated Concepts of Engagement The User Experience from 30,000ft Principles 17 / 25
  • 29. 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. The User Experience from 30,000ft Principles 18 / 25
  • 30. Engaging Experience Break! Principles Wrapping Up Facilitate Social Dynamics Questions to think about as you design your prototype: The User Experience from 30,000ft Principles 19 / 25
  • 31. Engaging Experience Break! Principles Wrapping Up Facilitate Social Dynamics Questions to think about as you design your prototype: Do you include suitable functionality to facilitate collaboration? Are aspects such as social communication accounted for? Do you link the real and virtual to facilitate better user engagement? Can team / group members interact and support each other? Have you used language and terminology which users may find playful? The User Experience from 30,000ft Principles 19 / 25
  • 32. Engaging Experience Break! Principles Wrapping Up Facilitate Progression Questions to think about as you design your prototype: The User Experience from 30,000ft Principles 20 / 25
  • 33. Engaging Experience Break! Principles Wrapping Up Facilitate Progression Questions to think about as you design your prototype: Have you thought about attainment and goals, via stages and levels? Do you facilitate motivation and reward? Have you included a narrative flow through each interaction? Are there opportunities for friendly competition? Is progress also social? The User Experience from 30,000ft Principles 20 / 25
  • 34. Engaging Experience Break! Principles Wrapping Up Facilitate Play Questions to think about as you design your prototype: The User Experience from 30,000ft Principles 21 / 25
  • 35. Engaging Experience Break! Principles Wrapping Up Facilitate Play Questions to think about as you design your prototype: Is the look and feel playful and game like? Have you included playful, and game like social elements? Will users leave with a feeling of fun and enjoyment? Are there playful games included, or game elements which make the interaction seem like a game, and not... work? Do the elements of play, included, really enhance the user experience? The User Experience from 30,000ft Principles 21 / 25
  • 36. Engaging Experience Break! Principles Wrapping Up Remember Dynamics, funology, or gamification may just not be the right thing to do for your development; Mix‘n’match fashion – may be appropriate; Pay specific attention to the target reactions of the users; and Remember ‘good’ is not defined as more, but as the dead centre of the ‘Hebbian version’ of the ‘Yerkes Dodson Curve. The User Experience from 30,000ft Principles 22 / 25
  • 37. Engaging Experience Break! Principles Wrapping Up Remember Figure: ‘Yerkes Dodson’ The User Experience from 30,000ft Principles 22 / 25
  • 38. 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. The User Experience from 30,000ft Wrapping Up 23 / 25
  • 39. Engaging Experience Break! Principles Wrapping Up To Do for next week... 1. Pop Quiz. Discuss Next Week; and 2. Read next weeks notes) The User Experience from 30,000ft Wrapping Up 24 / 25
  • 40. Engaging Experience Break! Principles Wrapping Up Any Questions? Simon Harper 2.44 Kilburn Building 0161 275 0599 (OR x50599) simon.harper@manchester.ac.uk Office Hours: Friday 14:00–18:00 Figure: ‘Bored of this Bloke Now!’ The User Experience from 30,000ft Wrapping Up 25 / 25