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Gamestorming presentation ix da

  1. 1. Welcome<br />
  2. 2. Who am I?<br />Larry King<br />@LAKing<br />User Experience Designer at<br />
  3. 3. Gamestorming<br />What is it?<br />and<br />How to do it.<br />
  4. 4. Agricultural Society<br />
  5. 5. Industrial Society<br />
  6. 6. Information Society <br />
  7. 7. Physical Skills and Efficiencies<br />Creative Skills and <br />Efficiencies<br />Brute Force<br />100 + Years of research and information<br />1000s years of research and information<br />~30 years of research and information<br />
  8. 8. Gamestorming<br />is a way to <br />engage groups of people <br />in <br />creative thinking<br />
  9. 9.
  10. 10. Elements of a game<br />Game space<br />Boundaries<br />Rules for interaction<br />Artifacts<br />Goal<br />
  11. 11. Elements of a game<br />Game space<br />Create an alternate world<br />Everybody must agree to enter that world<br />Can move people out of the comfort zone<br />
  12. 12. Elements of a game<br />Boundaries<br />Space – people can enter and exit the game space<br />Time – a beginning and an end<br />
  13. 13. Elements of a game<br />Rules for interaction<br />Constrains the play<br />Focuses the creativity<br />
  14. 14. Elements of a game<br />Artifacts<br />Provide a shared understanding of what happened<br />Sketches, diagrams, post-it notes<br />
  15. 15. Elements of a game<br />Goal<br />How we know when the game is over<br />
  16. 16. Types of games<br />Opening<br />Exploring<br />Closing<br />
  17. 17. Strategies for Gamestorming<br />
  18. 18. Strategies for Gamestorming<br />Change up participant groupings<br />
  19. 19. Strategies for Gamestorming<br />Sticky notes/index cards should have one idea per piece<br />
  20. 20. Strategies for Gamestorming<br />Encourage people to sketch<br />
  21. 21. Strategies for Gamestorming<br />Have alternate activities planned if the group gets stuck<br />
  22. 22. Let’s get started!<br />
  23. 23. Dot Voting<br />Object of play<br />When there are too many good ideas to to proceed, dot voting is one way to prioritize the ideas that have been generated<br />How to play<br /><ul><li>Vote for the problems on the wall
  24. 24. Distribute your stickers how ever you want
  25. 25. 5 minutes to vote</li></li></ul><li>Designer's Approach to Responsive Design<br />What it is: <br />Responsive design is an approach to web design that uses flexible grids, images and layouts that adapt to the screen size and orientation of the viewing device. The end result is content that is optimized for all screen sizes.<br />The Problem: <br />How do we approach responsive web design as designers? How do we approach our design deliverables when our target devices range from the very small (phones) to the very large (TVs, walls)?<br />
  26. 26. Future Friendly Design<br />What it is:<br />Future Friendly is a concept that acknowledges and embraces the unpredictability of future devices that may carry our designs.<br />The Problem:<br />How do we adjust our existing design approaches and workflows to account for devices that haven't even been thought of yet? <br />
  27. 27. User Friendly Enterprise Software<br />What it is: <br />Commercial off the shelf enterprise software is notorious for being difficult to use.<br />The Problem:<br />What causes seemingly popular software packages to have such a terrible user experience? If you were brought in to lead a redesign of enterprise software title, how would you approach it?<br />
  28. 28. Cover story<br />Object of play<br />Get the group to think expansively around the ideal future by creating the front cover of an industry magazine doing a story about the great accomplishments of your project.<br />How to play<br /><ul><li>Split into groups
  29. 29. 5 minutes to brainstorm quietly
  30. 30. 20 minutes to collaborate on mag cover
  31. 31. 3 minutes to present</li></li></ul><li>3 -12 – 3 <br />Brainstorm<br />Object of play<br />Quickly come up with a lot of ideas about the problem at hand.<br />How to play<br /><ul><li>3 minutes: generate characteristics about the problem
  32. 32. 12 minutes: Divide into groups, draw three cards, develop a concept to present back to the group
  33. 33. 3 minutes: One person from each group presents back to the group</li></li></ul><li>Object of play<br />A closing game to come up with next steps<br />How to play<br />Start: What are things that you need to start doing<br />Stop: What are you currently doing that you need to stop doing<br />Continue: What are you doing now that works and you can continue doing<br />Start - Stop - Continue<br />
  34. 34. Gamestorming<br />

Notas del editor

  • The human race has gone through a few phases in it’s history.Ag society lasted a few thousand yearsWe learned how to be really efficient in growing stuff
  • Hundreds of yearsWe learned how to be really efficient in making physical stuff
  • A few decadesWe are getting really good at making information?
  • Not sure if it is the rises to the level of “the assembly line” or “crop rotation”, but it is a good start.
  • David GraySunni BrownJamesMacanufo
  • Constraints focus creativityTimeGrouping constraintsOther rules
  • Distributed cognition
  • Talk about DDVA
  • Sketches don’t have to be prettyIt isn’t the sketch itself that is valuable. It is the conversation and interaction that results from the distributed cognition.
  • Our approach to web design has historically been driven by the relatively consistent screen size of desktop computers. Now that the device explosion has begun, the diversity of screen sizes and aspect ratios is constantly expanding.We typically sketch, wireframe or prototype to a specific screen size. Do we need to wireframe every breakpoint?Is this another reason why we all need to be front-end coders?
  • Much like the universe, the speed at which technology expands is continually increasing. Today we view the web on desktop, tablets and phones.What will our web content/functionality appear on 5, 10, 20 years from now? How do we:Acknowledge and embrace unpredictabilityThink and act in a future friendly wayEncourage others to do the same
  • Yet, the big names in the enterprise software continue to dominate the market and sell product that frustrate company employees on a daily basis.
  • Get the group to think expansively around the ideal future state for the problem.This is done by creating the front cover of an industry magazine doing a story about the great accomplishments of your project.Break the attendees into groups of 3-4 people  - NAME TAGS - 1-2-3-4-5&quot;Cover&quot; tells the BIG story of their success&quot;Headlines&quot; convey the substance of the cover story&quot;Sidebars&quot; reveal interesting facets of the covert story.&quot;Quotes&quot; can be from anyone as long as they&apos;re related to the story&quot;Brainstorm&quot; is for documenting initial ideas for the cover story&quot;Images&quot; sketches of supporting contentAttendees can either select a scribe, or write things on sticky notes individually during group discussion.&quot;Imagine the best-case scenario for the solution to the problem and take it one step further. Pretend that the sky is the limit. No reality checks. Even the laws of physics do not apply. Pie in the sky is key to this exercise. Groups have 20 minutes to to fill in the chart. The first five minutes, each individual should quietly fill out sticky notes. Then, the group has 15 minutes to come up with their magazine cover.Then, each team has 3 minutes to share their chart. During this time, the moderator and other participant should look for goals and themes that will be used in the next exercise.
  • Narrow the topic down to two words.Distribute stack of index cards and markers to all participants.3 minutes: Generate a pool of aspectsThink about the characteristics of the topic at hand. Write down as many of them as you can on separate index cards. One thought, one card.Think in terms of nouns and verbs when thinking about the subject.This is brainstorming, so no filtering, no right or wrong answers, no idea is too silly.Go for as many ideas as possible.Pool all of the cards from all of the groups into a single pile.12 Minutes: Develop ConceptsDivide into groups of three - NAME TAGS - A-B-C-D-E-FEach team draws three cards from the poolFrom these concept cards, the groups have 12 minutes to develop concepts to present back to the groupTeam can create rough sketches, bullets or stickies (but encourage sketching).Use these sketches to present a 3 minute concept back to the group3 Minutes: make presentationDuring the presentation of concepts back to the group, each team can reveal the cards they drew and how the cards influenced their thinking. Key is - a hard 3 minutes. After all teams have presented, the entire group can reflect on what was uncovered.
  • Start: What are things that you need to start doing.Stop: What are you currently doing that you need to stop doingContinue: What are you doing now that works and you can continue doing