Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
1. the lens of
intrinsic skill atomsa method for gameful design
Sebastian Deterding / @dingstweets
Digital Creativity Labs, University of York
May 10, 2016
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8. the paper
• Conceptual development of
requirements from literature
• Review of existing methods
against requirements
• Iterative design-based
development and evaluation of
method through 19 projects &
workshops with teams of 2-6
(n=335)
11. guiding questions
1. What are the enjoyable, motivating experiences
characteristic for gameplay?
2. What game structures and processes afford
these experiences?
3. How does game design create these structures
and processes?
4. How can we integrate this into design methods
for non-game systems?
23. Mihaly Csikszentmihalyi
»Mowing the lawn or waiting in a dentist’s
office can become enjoyable provided one
restructures the activity by providing goals,
rules, and the other elements of enjoyment
to be reviewed below.«
flow (1990: 51)
30. review: 15 academic & industry methods (2014)
method checklist
Design around overcoming challenges
Design around intrinsic challenge
Embed formative research
Synthesis bridging research to ideation
Design & test for emergence
Epistemic mobilisation
31. review: 15 academic & industry methods (2014)
method checklist
Design around overcoming challenges
Design around intrinsic challenge
Embed formative research
Synthesis bridging research to ideation
Design & test for emergence
Epistemic mobilisation
x
x
x
x
x
current practice
Intrinsic needs + extrinsic rewards
Focus on feedback, not challenge
Additive, pattern-based
Little research, tokenist player type use
Lacking guidance in pattern choice
Data-driven design
33. formative research: map skill atom of current system
#1
method checklist
Design around overcoming challenges
Design around intrinsic challenge
Design for emergence
Embed formative research
Synthesis bridging research to ideation
Epistemic mobilisation
Alarm if process is stopped
Error # from last shift
No immediate, progress feedback
Feedback
Grab & attach material
Hand piece on
Stop process
Actions & objects
Grabbing # of materials
Attaching things w/o error
Staying in rhythm
Remembering sequence
Challenge
Joint pride in craftsmanship
Getting ahead economically
Recognition by colleagues
Motivation
Finish car piece in time
Finish # pieces/day
Goal
No apparent rules for advancement
Rules
34. Alarm if process is stopped
Error # from last shift
No immediate, progress feedback
Feedback
Grab & attach material
Hand piece on
Stop process
Actions & objects
Grabbing # of materials
Attaching things w/o error
Staying in rhythm
Remembering sequence
Challenge
Joint pride in craftsmanship
Getting ahead economically
Recognition by colleagues
Motivation
Finish car piece in time
Finish # pieces/day
Goal
No apparent rules for advancement
Rules
synthesis: create innovation stems from analysis
#2
35. Alarm if process is stopped
Error # from last shift
No immediate, progress feedback
Feedback
Grab & attach material
Hand piece on
Stop process
Actions & objects
Grabbing # of materials
Attaching things w/o error
Staying in rhythm
Remembering sequence
Challenge
Joint pride in craftsmanship
Getting ahead economically
Recognition by colleagues
Motivation
Finish car piece in time
Finish # pieces/day
Goal
No apparent rules for advancement
Rules
synthesis: create innovation stems from analysis
#2
36. Alarm if process is stopped
Error # from last shift
No immediate, progress feedback
Feedback
Grab & attach material
Hand piece on
Stop process
Actions & objects
Grabbing # of materials
Attaching things w/o error
Staying in rhythm
Remembering sequence
Challenge
Joint pride in craftsmanship
Getting ahead economically
Recognition by colleagues
Motivation
Finish car piece in time
Finish # pieces/day
Goal
No apparent rules for advancement
Rules
synthesis: create innovation stems from analysis
#2
method checklist
Design around overcoming challenges
Design around intrinsic challenge
Design for emergence
Embed formative research
Synthesis bridging research to ideation
Epistemic mobilisation
37. lenses capture experiential qualities of gameplay
#3
Schell 2008, Scott 2010
Juicy Feedback
Varied, unexpectedly excessive sensual
positive feedback on small user actions
and achievements can instil a sense of
competence even without a big
challenge to overcome. Its unexpected
variety also stokes curiosity.
▪ What are the small steps of your action (e.g.
approaching, touching, lifting, moving,
releasing in “drag and drop”)?
▪ When does a user achieve a goal?
▪ How might you exaggerate the auditory,
visual, and tactile feedback at these steps
and achievements, going unexpectedly “over
the top”?
▪ Is there a material or creature whose
sensual properties might inspire your
feedback (like anemones or bubble wrap or
dough or …)?
▪ How might you add some variation to that
feedback to keep it interesting over time?
CO
38. Lenses to evaluate & tune system for desirable qualities
#3
method checklist
Design around overcoming challenges
Design around intrinsic challenge
Design for emergence
Embed formative research
Synthesis bridging research to ideation
Epistemic mobilisation
39. iterative experiential prototyping & playtesting
#4
method checklist
Design around overcoming challenges
Design around intrinsic challenge
Design for emergence
Embed formative research
Synthesis bridging research to ideation
Epistemic mobilisation
41. evaluation & future work
• Iterative development and evaluation in 19 projects &
workshops with 335 participants
• Controlled experiment: implementation designed with method
significantly increases user engagement (Buikstra et al. 2015)
• Quantitative testing of designer satisfaction with process
• Quantitative testing of individual components (e.g. lenses vs.
other presentation forms)
• Extension to experience-driven design