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Designing for Play
   Christian Crumlish
   consumer experience evangelist, AOL




 WebVisions 2010 | Portland, Oregon
            May 20, 2010




                                         1
                              @mediajunkie
design
play
play acting
Signs of Life (who else is here?)
 What
 A person wants to have some indication of
 who else frequents the site she is visiting and
 the she isn’t alone.


 Use When
 • Use this pattern to signal the transient
   presence of other visitors.
 • Use this pattern to give the current visitor a
   sense that she has company while reading
   the blog, especially if she recognizes some
   of the faces or names.
Buddy List (can Timmy come out to play?)
 What
 The user wants a distinct list of people she
 knows (friends, coworkers, family) to
 communicate with in real time.

 Use When
 Use this pattern when offering just-in-time
 communications, such
 as instant messaging.


 Buddy list utilizes concepts like Who’s Here
 Now and Ambient Intimacy
masks
make believe
reimagining
Profile (who am I in this context?)
 What
 The user wants a central, public location to display all the
 relevant content and information about themselves to
 others – both those they know and those they don’t.

 Use When
 • Use this pattern when your site encourages a lot of
   user-generated content and you want one place to
   show a speci c user’s contribution.
 • Use this pattern when you want to allow users to look
   up another user to learn more about them.
 • Use this pattern when you want to allow users to
   express their personality.
 • Use this pattern to allow users to share information
   about themselves to others.
Avatars (how do I want to appear?)
 What
 A user wants to have a visual
 representation of themselves as part of
 their online identity.


 Use When
 • Use this pattern when the user wants
   to have a visual associated with their
   identity.




                                            Identity doesn’t alway have to manifest itself
                                            in a complicated or robust pro le.
                                            Be appropriate for your context.
games
invitation
     13
Welcome Area (invitation to the dance)
 What
 A user registers for a new service and
 needs to have a sense of what can be
 done at the site and how to get
 started.

 Use When
 • Use this pattern when a new user
     rst accesses the site.
 • Use this pattern to acquaint the
   user with important or useful
   features.
rules
Community Norms (set the groundrules)
A principle of community management is to
establish and communicate social norms to
the participants in your community

While this may be done with interface copy,
help text, support forums, newbie tutorials
and so forth, it’s best communicated directly
from member to member.

Founders and community managers can play
the role of Model Citizen to demonstrate
desirable behavior.
goals
Collecting (gathering and displaying tokens)
    What
    A user wants to save an item for later viewing,
    sharing, or discussion.

 Use When
• Use this pattern to enable people to save
   web sites, pages, clippings, photos, videos
   or other items in an online environment.

•     Use this pattern to allow people to show off,
      share or collaborate around a collection of
      online items.
competition
Points (what’s my score?)
What
Participants want a tangible measurement of their
accomplishments for personal satisfaction and to make
comparisons with other competitors.

Use When
• Use this pattern when the community is highly
  competitive, and the activities that users engage in are
  competitive in nature, such as fantasy sports or games.
• Speci cally, don't use this pattern when
            • The activities that users engage in are not
              competitive in nature (e.g., writing recipes, or
              sharing photos).
            • The awarding of points might demean or
              devalue the activity that they're meant to
              reward. By pinning an arbitrary incentive
              value to an activity, you may unintentionally
              replace a user's satisfying intrinsic motivation
              with a petty extrinsic one.
Leaderboard (how do I measure up?)
What
In highly competitive communities using a ranking
system, users may want to know who are the very best
performers in a category or overall.

Use When
• The community is highly competitive, and the
  activities that users engage in are competitive in
  nature (e.g., player-vs-player contests, or coaching a
  fantasy football team.)
• You want to enable player-to-player comparisons, or
  permit users to de nitively settle "Who is better?"
  arguments.
            • Don't use this pattern when the activities
               that users engage in are not competitive
               in nature (e.g., writing recipes, or sharing
               photos).
cooperation
Collaborative Editing (win-win)
What
People like to be able to work together on
documents, encyclopedias, and software
codebases.


Use When
• Use this pattern when you wish to enable your
  site members to work together to curate their
  collective wisdom or document their shared
  knowledge.
music
tuning
Constant Refinement (fine tuning)
What
Social media is a two way street: read/write. In
addition to providing tool for sharing and
publishing media, you can provide your users
with interfaces for zeroing in on the streams
they're interested in and then sifting through
them for the most interesting and relevant         Use When
objects in the stream.                             Use when you want to enable your users to
                                                   update their experience on a constant basis
                                                   and when there’s no possible way you could
                                                   anticipate the ideal con guration for each one
                                                   of your users.
28
ensemble
30
frameworks
Leave Things Unfinished (room to play)
What
This principle nds form in a number of familiar
concepts: customization, skinning, user-
contributed tags and the emergent
folksonomies they can give rise to.


Use When
You might call this part of the process "meta-
design." Rather then giving our users a sh, we
are giving them a rod, reel, bait, and
instructions to teach them how to sh. We
design the rules of the system but not all of the
outcomes.
control
34
chaos
36
curation




           37
flow
thanks!




@mediajunkie
http://mediajunk.ie

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Designing for Play at WebVisions 2010

  • 1. Designing for Play Christian Crumlish consumer experience evangelist, AOL WebVisions 2010 | Portland, Oregon May 20, 2010 1 @mediajunkie
  • 5. Signs of Life (who else is here?) What A person wants to have some indication of who else frequents the site she is visiting and the she isn’t alone. Use When • Use this pattern to signal the transient presence of other visitors. • Use this pattern to give the current visitor a sense that she has company while reading the blog, especially if she recognizes some of the faces or names.
  • 6. Buddy List (can Timmy come out to play?) What The user wants a distinct list of people she knows (friends, coworkers, family) to communicate with in real time. Use When Use this pattern when offering just-in-time communications, such as instant messaging. Buddy list utilizes concepts like Who’s Here Now and Ambient Intimacy
  • 10. Profile (who am I in this context?) What The user wants a central, public location to display all the relevant content and information about themselves to others – both those they know and those they don’t. Use When • Use this pattern when your site encourages a lot of user-generated content and you want one place to show a speci c user’s contribution. • Use this pattern when you want to allow users to look up another user to learn more about them. • Use this pattern when you want to allow users to express their personality. • Use this pattern to allow users to share information about themselves to others.
  • 11. Avatars (how do I want to appear?) What A user wants to have a visual representation of themselves as part of their online identity. Use When • Use this pattern when the user wants to have a visual associated with their identity. Identity doesn’t alway have to manifest itself in a complicated or robust pro le. Be appropriate for your context.
  • 12. games
  • 14. Welcome Area (invitation to the dance) What A user registers for a new service and needs to have a sense of what can be done at the site and how to get started. Use When • Use this pattern when a new user rst accesses the site. • Use this pattern to acquaint the user with important or useful features.
  • 15. rules
  • 16. Community Norms (set the groundrules) A principle of community management is to establish and communicate social norms to the participants in your community While this may be done with interface copy, help text, support forums, newbie tutorials and so forth, it’s best communicated directly from member to member. Founders and community managers can play the role of Model Citizen to demonstrate desirable behavior.
  • 17. goals
  • 18.
  • 19. Collecting (gathering and displaying tokens) What A user wants to save an item for later viewing, sharing, or discussion. Use When • Use this pattern to enable people to save web sites, pages, clippings, photos, videos or other items in an online environment. • Use this pattern to allow people to show off, share or collaborate around a collection of online items.
  • 21. Points (what’s my score?) What Participants want a tangible measurement of their accomplishments for personal satisfaction and to make comparisons with other competitors. Use When • Use this pattern when the community is highly competitive, and the activities that users engage in are competitive in nature, such as fantasy sports or games. • Speci cally, don't use this pattern when • The activities that users engage in are not competitive in nature (e.g., writing recipes, or sharing photos). • The awarding of points might demean or devalue the activity that they're meant to reward. By pinning an arbitrary incentive value to an activity, you may unintentionally replace a user's satisfying intrinsic motivation with a petty extrinsic one.
  • 22. Leaderboard (how do I measure up?) What In highly competitive communities using a ranking system, users may want to know who are the very best performers in a category or overall. Use When • The community is highly competitive, and the activities that users engage in are competitive in nature (e.g., player-vs-player contests, or coaching a fantasy football team.) • You want to enable player-to-player comparisons, or permit users to de nitively settle "Who is better?" arguments. • Don't use this pattern when the activities that users engage in are not competitive in nature (e.g., writing recipes, or sharing photos).
  • 24. Collaborative Editing (win-win) What People like to be able to work together on documents, encyclopedias, and software codebases. Use When • Use this pattern when you wish to enable your site members to work together to curate their collective wisdom or document their shared knowledge.
  • 25. music
  • 27. Constant Refinement (fine tuning) What Social media is a two way street: read/write. In addition to providing tool for sharing and publishing media, you can provide your users with interfaces for zeroing in on the streams they're interested in and then sifting through them for the most interesting and relevant Use When objects in the stream. Use when you want to enable your users to update their experience on a constant basis and when there’s no possible way you could anticipate the ideal con guration for each one of your users.
  • 28. 28
  • 30. 30
  • 32. Leave Things Unfinished (room to play) What This principle nds form in a number of familiar concepts: customization, skinning, user- contributed tags and the emergent folksonomies they can give rise to. Use When You might call this part of the process "meta- design." Rather then giving our users a sh, we are giving them a rod, reel, bait, and instructions to teach them how to sh. We design the rules of the system but not all of the outcomes.
  • 34. 34
  • 35. chaos
  • 36. 36
  • 37. curation 37
  • 38. flow