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When Games Go Small

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When Games Go Small
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When Games Go Small

  1. 1. WHEN GAMES GO SMALL Mobile Learning Game Design Do’s and Don’ts A presentation from
  2. 2. Bottom-Line Performance 2 SHARON BOLLER CEO and President Bottom-Line Performance ABOUT ME
  3. 3. Bottom-Line Performance 3 1. Your goal(s) for attending? 2. Your game playing “truth?” 3. Your mobile phone “truth?” Post-lunch standup polls (What’s true for you?)
  4. 4. Bottom-Line Performance 4 1. Build baseline information on mobile learning game design. 2. See examples of mobile learning games. 3. Get do’s and don’ts related to UX, UI, ID, and game design. 4. Hear a success story in using a mobile learning game. 5. None of those. (You may be in wrong room FYI) Your goal(s) are to:
  5. 5. Bottom-Line Performance 5 1. I rarely or never play games; I actually don’t really like them. 2. I occasionally play games (less than 1x/month), and I think they are fun when I do. 3. I play games a lot; at least a few times a month. Your game-playing truth #1
  6. 6. Bottom-Line Performance 6 1. I have at least 3 games loaded onto my phone right now. 2. I have more than 28 games loaded on my phone. 3. I have at least 20 apps on my phone right now (excluding Mail, Messages, Calendar, Browser, and Utilities) 4. I have more than 100 apps on my phone right now. Your game and phone app truths
  7. 7. CHALLENGES & OPPORTUNITIES OF THE SMALL SCREEN
  8. 8. 8 Creating a successful mobile game requires…
  9. 9. 9Bottom-Line Performance …four designs that each require different skills & knowledge to produce.
  10. 10. 10 How many people can you fit into a…? Bottom-Line Performance Desired UX here? What about here? And here?
  11. 11. 11Bottom-Line Performance What is “good” UX Value Ease of use Enjoyable User rating
  12. 12. 12Bottom-Line Performance What is “good” UX Value Solves a problem Makes something easier or better Easeofuse Tolerates mistakes Intuitive & logical Minimizes my effort Content easy to read/ understand Enjoyable A pleasure or a delight to use Visually appealing
  13. 13. 13Bottom-Line Performance 30-second brainstorm…. How does “good” UX for an app designed for a laptop screen differ from good UX for a phone screen?
  14. 14. User Experience Design • The framework & navigation design • Makes your app: – Easy to learn – Easy to use – Easy to add/build onto Bottom-Line Performance 14POLL: Name an app you love.
  15. 15. 16Bottom-Line Performance User Interface Design • Graphical ”look & feel” of the game • Provides the aesthetics & helps create a mood or “feel”
  16. 16. Instructional Design • The design & structure of the experience to meet specific learning need for specific audience(s) Bottom-Line Performance 17
  17. 17. 18Bottom-Line Performance Game Design • The design of the play experience • The core dynamics, rules, & game elements that work together to enable players to achieve a game goal
  18. 18. CRITERIA FOR UX, UI, ID, GAME DESIGN
  19. 19. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles
  20. 20. 21Bottom-Line Performance This becomes much smaller on an iPhone 5 NEXT This becomes much smaller on an iPhone 5 NEXT
  21. 21. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen.
  22. 22. 23Bottom-Line Performance
  23. 23. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter!
  24. 24. 25 Uh oh. Look at the UX section of the handout for this session. What guideline did we violate?
  25. 25. 27Bottom-Line Performance From that ....to this. 27
  26. 26. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter! Make navigation intuitive.
  27. 27. 29 From this…
  28. 28. 30Bottom-Line Performance … to this.
  29. 29. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter! Make navigation intuitive. Make the experience seamless (if web app).
  30. 30. DESKTOP MOBILE
  31. 31. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter! Make navigation intuitive. Make the experience seamless (if web app). Cater to contrast.
  32. 32. 34Bottom-Line Performance
  33. 33. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter! Make navigation intuitive. Make the experience seamless (if web app). Cater to contrast. Design for how people hold a phone.
  34. 34. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter! Make navigation intuitive. Make the experience seamless (if web app). Cater to contrast. Design for how people hold a phone. Minimize the need to type.
  35. 35. Bottom-Line Performance Design to the smallest screen: text, touch, targets. UX Design Principles Focus on one key action or use per screen. Cut the clutter! Make navigation intuitive. Make the experience seamless (if web app). Cater to contrast. Design for how people hold a phone. Minimize the need to type. Attend to small details.
  36. 36. 38Bottom-Line Performance
  37. 37. 39Bottom-Line Performance
  38. 38. 40Bottom-Line Performance UI Design Principles Be consistent: buttons, text, screen types. Design to your user. Don’t re- invent; stick with common conventions. Enhance the focus; don’t be the focus. Assume mistakes. Provide clear feedback.
  39. 39. 41Bottom-Line PerformanceBottom-Line Performance 41
  40. 40. 42Bottom-Line Performance Instructional Design Principles The Learning & Remembering Equation
  41. 41. 43Bottom-Line Performance The Learning & Remembering EquationMental Involvement Memory Builders Motivation Cognitive Balance Relevant Practice Specific, Timely Feedback Emotion Spaced Repetition Story Ability to Retrieve + + + + + =
  42. 42. 44Bottom-Line Performance Game Design Principles Provide intriguing goal or challenge. Design to your target. Stick with 1 or 2 core dynamics. Use appropriate game elements. Provide clear rules. Balance game complexity.
  43. 43. GETTING IT ALL RIGHT REQUIRES ITERATION
  44. 44. 46Bottom-Line PerformanceBottom-Line Performance
  45. 45. 48Bottom-Line Performance
  46. 46. HOW “GOING SMALL” CAN DRIVE BIG RESULTS
  47. 47. About the Project We partnered with TE Connectivity (TE) to create a mobile learning game for smartphones that helps distributors learn about their customers, and the applicable products for each customer so they can position the right products with the right customers. Bottom-Line Performance 50
  48. 48. 51Bottom-Line Performance Business Goals Help TE’s 2,500 distributors understand the needs of five primary customer types and position a wide range of TE products with these customers to meet their needs.
  49. 49. Results • The app has been used 2,300+ times by 355+ distributors, and 100% of distributor users surveyed said they learned something about TE products while playing TE Town. • TE Town led to increased adoption of the sales enablement program by drawing in distributors who were previously not taking training. • Anecdotal feedback: “It was the best way to learn about our products by ourselves. I love it!” Bottom-Line Performance 52
  50. 50. Results Bottom-Line Performance 53
  51. 51. 54Bottom-Line Performance Use Your Handout As I go through the game, note what you see applied from each quadrant.
  52. 52. Bottom-Line Performance 55 Learners become mayor of TE Town. After a short tutorial, they can begin constructing the town.
  53. 53. Bottom-Line Performance 56 The first mini-game introduces product applications.
  54. 54. Bottom-Line Performance 57 The “customer type” grid is populated and they can begin selling product applications.
  55. 55. Bottom-Line Performance 58 Learners continue through a series of mini-games to learn more about the products and discover what products are relevant to the customer type.
  56. 56. Bottom-Line Performance 59 Learners continue through a series of mini-games to learn more about the products and discover what products are relevant to the customer type.
  57. 57. Bottom-Line Performance 60 Learners continue through a series of mini-games to learn more about the products and discover what products are relevant to the customer type.
  58. 58. Bottom-Line Performance 61 Learners continue through a series of mini-games to learn more about the products and discover what products are relevant to the customer type.
  59. 59. Bottom-Line Performance 62 After completing a product, players can spend their treasury on upgrades for their town.
  60. 60. Bottom-Line Performance 63 All the while, they’re tracking their progress and performance and competing on leaderboards.
  61. 61. 64Bottom-Line Performance Comments on what you noticed related to EACH quadrant?
  62. 62. Bottom-Line Performance 65 Final Questions?
  63. 63. Resource to help you… https://www.td.org/Publicati ons/Books/Play-to-Learn
  64. 64. THANK YOU! SHARON BOLLER CEO and President Bottom-Line Performance sharon@bottomlineperformance.com @Sharon_Boller (Twitter)

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