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the lens of
intrinsic skill atomsa method for gameful design
Sebastian Deterding / @dingstweets
Digital Creativity Labs, University of York
May 10, 2016
c b
<1>
introduction
old idea: learning enjoyment design from games
Malone 1981, Carroll & Thomas 1983, Blythe et al. 2004
gaMification
The use of game
design elements in
non-game contexts
Deterding et al. 2011
recent surge of interest
gamification
serious games
persuasive tech
how do you design gameful systems?
Deterding et al. 2013
* obligatory visualisation of
ephemeral design work with
people pointing at post-its
lots of industry work, little research
Deterding et al. 2013
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)
the challenge
of challenge
<2>
requirements
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?
chief source of game enjoyment: overcoming challenges
Malone 1981, Csikszentmihalyi 1990, Koster 2005, Przybylski, Rigby, & Ryan, 2010, Klimmt & Blake 2012
#1
chief formal structure of games: skill atoms/loops
Cook 2007, cf. Dormans 2012
#2
chief formal structure of games: skill atoms/loops
Cook 2007, cf. Dormans 2012
#2
goal conflict of applied game design
Goal
conflict
game design
Enjoyable
inefficiency
interaction design
Usable
efficiency
how do we make one support the other?
Goal
congruence
game design
Enjoyment
interaction design
Efficiency
intrinsic integration: core challenge = to be learned skill
Habgood & Ainsworth 2011, Echeverría et al. 2012
what about
real-world output,
not learning?
john M. Carroll & John C. Thomas
»Tacking on ad hoc complications
will not evoke fun.«
fun (1988: 21)
intrinsic integration: restructure inherent learnable challenge
For ticket, drag red
dot through labyrinth
Ticket
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)
create find and restructure already-inherent challenge
formative research to elicit challenges
Khaled & Ingram 2012
#3
design synthesis: bridging from research to game ideas
Khaled & Ingram 2012, Kolko 2010
research game idea
how to
get there?
#4
design synthesis: bridging from research to game ideas
Khaled & Ingram 2012, Kolko 2010
research game idea
how to
get there?
design
synthesis
#4
design & test for emergent qualities of experience
Hunicke, LeBlanc & Zubek 2004
#5
epistemic mobilisation: translating game design for others
Goodwin 1994
#6
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
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
<3>
core parts
of the method
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
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
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
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
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
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
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
<4>
evaluation &
future work
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
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
thank you.

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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 c b
  • 3. old idea: learning enjoyment design from games Malone 1981, Carroll & Thomas 1983, Blythe et al. 2004
  • 4. gaMification The use of game design elements in non-game contexts Deterding et al. 2011
  • 5. recent surge of interest gamification serious games persuasive tech
  • 6. how do you design gameful systems? Deterding et al. 2013 * obligatory visualisation of ephemeral design work with people pointing at post-its
  • 7. lots of industry work, little research Deterding et al. 2013
  • 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?
  • 12. chief source of game enjoyment: overcoming challenges Malone 1981, Csikszentmihalyi 1990, Koster 2005, Przybylski, Rigby, & Ryan, 2010, Klimmt & Blake 2012 #1
  • 13. chief formal structure of games: skill atoms/loops Cook 2007, cf. Dormans 2012 #2
  • 14. chief formal structure of games: skill atoms/loops Cook 2007, cf. Dormans 2012 #2
  • 15. goal conflict of applied game design Goal conflict game design Enjoyable inefficiency interaction design Usable efficiency
  • 16.
  • 17. how do we make one support the other? Goal congruence game design Enjoyment interaction design Efficiency
  • 18. intrinsic integration: core challenge = to be learned skill Habgood & Ainsworth 2011, Echeverría et al. 2012
  • 20. john M. Carroll & John C. Thomas »Tacking on ad hoc complications will not evoke fun.« fun (1988: 21)
  • 21.
  • 22. intrinsic integration: restructure inherent learnable challenge For ticket, drag red dot through labyrinth Ticket
  • 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)
  • 24. create find and restructure already-inherent challenge
  • 25. formative research to elicit challenges Khaled & Ingram 2012 #3
  • 26. design synthesis: bridging from research to game ideas Khaled & Ingram 2012, Kolko 2010 research game idea how to get there? #4
  • 27. design synthesis: bridging from research to game ideas Khaled & Ingram 2012, Kolko 2010 research game idea how to get there? design synthesis #4
  • 28. design & test for emergent qualities of experience Hunicke, LeBlanc & Zubek 2004 #5
  • 29. epistemic mobilisation: translating game design for others Goodwin 1994 #6
  • 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