Tim Bruysten: Gamified UX – Was wir aus dem Spiel für das Leben lernen
User Experience Roundtable Hamburg am 3.12.2018 http://uxhh.de/roundtable/archiv/index.html#Dez18
16. System 1 System 2
Koordinierte Tasks Projektart vorgegeben, Thema frei
Qualitätsgesicherte, klare Vorgaben arbeite wann Du willst
Gemeinsame Infrastruktur arbeite wo Du willst
Klare Deadlines liefere wann Du willst
Klare Kompetenzen Diskussionen nach Belieben
Boni Ruhm, Ehre, Idealismus
Microsoft Encarta Wikipedia
23. TouchPoint: Online Shop
Situation: Checkout / Payment
Quality Description Behavior Example Online Offline
Motivatio
n
Basics
What the
customer takes
for granted
Customers cannot / will not
name these kind of
requirements but will miss
them badly, if not present
Auto break Encryption Trust
Expectation
s
What the
customer states,
when asked
Customers are focussed on
these requirements
Horsepowe
r
Usability Order
Enthusiasti
cs
What exceeds
the customers
expectations
Customers will accept or not
even recognise failures
Flying car
Contextual
Advise
Control,
Collect
Indifferents
What the
customer not
cares about
Customer will not recognise
the existance or not
existence
Undersurfa
ce color
HTML nicely
formatted
–
Reverses
What the
customer really
don’t like
Customer will reject the
product
Car stinks
Some Payments
with extra charge
Trust
24. TouchPoint: Online Shop
Situation: Checkout / Payment
Quality Description Behavior Example Online Offline
Motivatio
n
Basics
What the
customer takes
for granted
Customers cannot / will not
name these kind of
requirements but will miss
them badly, if not present
Auto break Encryption Trust
Expectation
s
What the
customer states,
when asked
Customers are focussed on
these requirements
Horsepowe
r
Usability Order
Enthusiasti
cs
What exceeds
the customers
expectations
Customers will accept or not
even recognise failures
Flying car
Contextual
Advise
Control,
Collect
Indifferents
What the
customer not
cares about
Customer will not recognise
the existance or not
existence
Undersurfa
ce color
HTML nicely
formatted
–
Reverses
What the
customer really
don’t like
Customer will reject the
product
Car stinks
Some Payments
with extra charge
Trust
Trust
Trust
Order
Collecting
25. TouchPoint: Online Shop
Situation: Checkout / Payment
Quality Description Behavior Example Online Offline
Motivatio
n
Basics
What the
customer takes
for granted
Customers cannot / will not
name these kind of
requirements but will miss
them badly, if not present
Auto break Encryption Trust
Expectation
s
What the
customer states,
when asked
Customers are focussed on
these requirements
Horsepowe
r
Usability Order
Enthusiasti
cs
What exceeds
the customers
expectations
Customers will accept or not
even recognise failures
Flying car
Contextual
Advise
Control,
Collect
Indifferents
What the
customer not
cares about
Customer will not recognise
the existance or not
existence
Undersurfa
ce color
HTML nicely
formatted
–
Reverses
What the
customer really
don’t like
Customer will reject the
product
Car stinks
Some Payments
with extra charge
Trust
Status
Power
Independence
Curiosity
26.
27. Alpha Bank Beta Bank
Trust Easy
Status Smart
Power Flexible
Private Social
34. DANKE
FOLLOW ME ON
- Twitter: @timbruysten
- LinkedIn: linkedin.com/in/bruysten
- XING: xing.com/profile/Tim_Bruysten
www.bruysten.com
www.richtwert.eu
35. Prof. Tim Bruysten
bruysten@richtwert.eu
richtwert GmbH
thinktank for an accelerated future
www.richtwert.eu
Akademie der Deutschen Medien gGmbH
Salvatorplatz 1
80333 München
www.medien-akademie.de
brand & sense GmbH
communication for networked markets
www.brandandsense.com
Mediadesign Hochschule
Prodekan Gamedesign
www.mediadesign.de
Kommunikationswissenschaftler, Gründer,
Unternehmer, Mitautor der Bitkom BigData Studie,
Zahlreiche Vorträge und Workshops in Industrie und
Wirtschaft zu Gamification, Social Media, BigData,
Machine-Learning; Akkreditierung als
Forschungsinstitut für innovative Technologien in
Frankreich im Jahre 2011, Mittelstandsbotschafter
der Verlagsgruppe Handelsblatt.
Seit 20 Jahren selbstständig; geschäftsführender
Gesellschafter der richtwert GmbH mit den
Tochtergesellschaften intelligence GmbH (BigData,
Machine-Learning, Deep-Learning), brand & sense
GmbH (Kommunikation & Agentur), theta innovation
GmbH. (Innovationsberatung,
Technologiefolgenabschätzung, Change); seit 11
Jahren in der Hochschullehre mit Stationen in
Maastricht und Aachen, seit 2011 Professor für
Gamedesign an der MD.H Düsseldorf, seit 2013
Prodekan des Fachbereichs.
KONTAKT