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GAME ON: 16 DESIGN PATTERNSFOR USER ENGAGEMENTUsing game mechanicsto create engagement in social web applications.NadyaDirekova, @nadya_dSenior UX Designer,  Game MechanicSXSW March 14th 2011
ABOUT ME: ONE FOOT IN GAMES, ONE FOOT IN UXM.I.T. RazorfishLeapfrog Backbone Ent.Google / Hotpot
GAME MECHANICS RIGHT NOW
What are game mechanics?Design patterns that promoteplay and play-like engagement.GAME MECHANICS
What are game mechanics?Design patterns that promoteplay and play-like engagement.GAME MECHANICS Repeatablesolutions to design problem.DESIGN PATTERNS
What are game mechanics?Design patterns that promoteplay and play-like engagement.GAME MECHANICS Repeatablesolutions to design problem.DESIGN PATTERNS
What are game mechanics?Design patterns that promoteplay and play-like engagementGAME MECHANICS Repeatablesolutions to design problem.DESIGN PATTERNS
What are game mechanics?Design patterns that promoteplay and play-like engagementGAME MECHANICS Repeatablesolutions to design problem.DESIGN PATTERNS
GAME MECHANICS – A BROAD ARRAY OF APPLICATIONSSpending on Social Media Marketing and GamificationBudgetingLocation SharingTest PrepRecyclingGrockit.comFour SquareRecycle bank.comMint.comChoresExerciseTask ManagementEven Brushing Teeth…Nike PlusEpic WinChore Wars
A BROAD ARRAY OF THINKERSSpending on Social Media Marketing and Gamification
GAMIFICATION IS THE NEW BLACKSpending on Social Media Marketing and Gamification
STATS AROUND GAME MECHANICSWhat are companies looking to achieve with game mechanics?Source: M2 Research
STATS AROUND GAME MECHANICSWhat is the current breakdown of companies on the gamification adoption curve?Source: M2 Research
PROJECTED MARKETING SPENDING ON GAME MECHANICSSpending on Social Media Marketing and GamificationSource: M2 Research
GAMIFICATION FATIGUESpending on Social Media Marketing and Gamification
This is powerful stuff
IT’S MORE THAN POINTS AND BADGES:>Game mechanics
GAME MECHANICS DESIGN PATTERNS
LET’S TALK ABOUT...WE’LL REVIEW 16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.
LET’S TALK ABOUT...WE’LL REVIEW 16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.WE’LL DISCUSS HOW THEY APPLY TO  3 ASPECTS OF THE USER JOURNEY
LET’S TALK ABOUT...WE’LL REVIEW 16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.WE’LL DISCUSS HOW THEY APPLY TO  3 ASPECTS OF THE USER JOURNEY: COME AND TRY IT
LET’S TALK ABOUT...WE’LL REVIEW 16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.WE’LL DISCUSS HOW THEY APPLY TO  3 ASPECTS OF THE USER JOURNEY: COME AND TRY ITBRING FRIENDS
LET’S TALK ABOUT...WE’LL REVIEW 16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.WE’LL DISCUSS HOW THEY APPLY TO  3 ASPECTS OF THE USER JOURNEY: COME AND TRY ITBRING FRIENDSCOME BACK
“COME AND TRY IT” - Designing for 1st time users Visual story telling
 Visual cues
 Tutorials
 Responsive objects
 Reward schedule
 DisincentivesDESIGN PATTERN1.1 VISUAL STORYTELLING
DESIGN PATTERN  Visual story telling – instead of long explanationsRUB RABBITS PRE-GAME SCREENGAME EXAMPLE
DESIGN PATTERN  Visual story telling – instead of long explanationsGROUP-ON: HOW IT WORKSZIP CAR: EXPLAIN THE PROPOSITION IN PICTURES
DESIGN PATTERN1.2 VISUAL CUES
DESIGN PATTERN  VISUAL CLUEsCITY OF IMMORTALSGAME EXAMPLE
DESIGN PATTERN  Visual CLUES: exampleFACEBOOK PLACES: PLAYING “FLASHLIGHT”
DESIGN PATTERN  Visual CLUES: examplePANDORA: HIGHLIGHT FEATURES THE USER MIGHT MISS OTHERWISE
DESIGN PATTERN1.3 TUTORIAL / ONBOArDING             ON RAILS
DESIGN PATTERN  TUTORIAL / ONBoArDING ON RAILSFRONTIERVILLEGAME EXAMPLE
DESIGN PATTERN  TUTORIAL / ONBOARDING ON RAILSRIBBON HEROGET GLUE: EXPERIENCE THE APP DURING THE ON-BOARDING
DESIGN PATTERN1.4 responsive objects
DESIGN PATTERN  responsive objectsGAME EXAMPLE
DESIGN PATTERN  responsive objectsKNOW THAT YOU’RE DOING OK LOGGING IN WITH MINT.COMHOVER ON A TWEET TO REVEAL NEW OPTIONS
DESIGN PATTERN1.5 reward schedule
DESIGN PATTERN  Reward scheduleCITYVILLE COINS AND STARS: REWARDS FOR TAKING CARE OF YOUR CITY“You can’t over-reward the player in the first 10 minutes.” - Sid Meier, designer of the game Civilization
DESIGN PATTERN  Reward the beginnerSHOPKICKIMVU: POINTS FOR TRYING NEW THINGSFOUR SQUARE NEWBIE BADGE
DESIGN PATTERN  Challenge the expertPLANTS VS. ZOMBIE: SOME ACHIEVEMENTSSEEM ALMOST IMPOSSIBLE TO UNLOCKFOURSQAURE: SOME ACHIEVEMENTS ARE HARDER TO UNLOCK
DESIGN PATTERN1.6 DISincentives
DESIGN PATTERN  DISincentivesPACMAN – YOU GOT EATEN BY GHOSTS!GAME EXAMPLE
DESIGN PATTERN  DISincentivesSTICKK HELPS YOU STICK TO GOALS USING NEGATIVE INCENTIVES
DESIGN PATTERN  DISIncentivesGROCKIT :A/B TESTING SHOWS THAT  NEGATIVE INCENTIVES HURT USER ENGAGAMENT
summary“come and try it” Visual story telling
 Visual cues
 Tutorials
 Responsive objects
 Reward schedule
 DisincentivesDESIGN PATtERns for social engagement“Bring your friends”
“BRING FRIENDS” - Designing for community Gated trial – form a team
 Social feedback
 Reputation
 Sharing milestones
 MischiefDESIGN PATTERN2.1 gated trial – form a team
DESIGN PATTERN  gated TRIAL – FORM A TEAM TO STARTDODGE-BALL – YOU NEED A TEAM TO STARTGAME EXAMPLE
DESIGN PATTERN  Why is a team so important?
DESIGN PATTERN  GATED TRIAL – FORM A TEAM TO START
DESIGN PATTERN  GATED TRIAL – FORM A TEAM TO STARTOLD TWITTER SIGN UP – 3 SCREENSNEW TWITTER SIGN UP – 4 SCREENS (NOW REDESIGNED)
DESIGN PATTERN  GATED TRIAL – FORM A TEAM TO STARTNEW TWITTER SIGN UP
DESIGN PATTERN2.2 social feedback
DESIGN PATTERN  social FEEDBACkCITYVILLE – ASYNCHRONOUS COMMUNICATION BUTTONSGAME EXAMPLE
DESIGN PATTERN  SOCIAL FEEDBACK EXAMPLE – thank you buttonsAADVARK “THANK YOU NOTES”QUORA “THANK YOU NOTES”
DESIGN PATTERN  Social feedback EXAMPLE - COMPLIMENTSYELP: SELECT A COMPLIMENT AND WRITE A MESSAGE
DESIGN PATTERN  Social feedback EXAMPLE – VOTING, LIKES, RETWEETSQUORA VOTINGFACEBOOK LIKESTWEET AND RETWEET
 Design pattern2.3REPUTATION
DESIGN PATTERN  REPUTATIONSIMPLE REPUTATION SCORE IN CITYVILLEGAME EXAMPLE
DESIGN PATTERN  REPUTATIONEBAY REPUTAION = MORE TRUSTONE UP ME FORUM REPUTAION = MORE VOTING POWER
 Design pattern2.3sharing achievements
DESIGN PATTERN  Sharing achievementsXBOX LIVEGAME EXAMPLE
DESIGN PATTERN  Sharing ACHIEVEMENTSFOUR SQAURE BADGE UNLOCKED!
DESIGN PATTERN2.4 MISCHIEF
DESIGN PATTERN  MISCHIEFFARMVILLE – TP SOMEONE’S FARMGAME EXAMPLE
DESIGN PATTERN  MISCHIEf RE-DIRECT“CHATROULETTE”
in summarysocial Gated trial – form a team
 Social feedback
 Reputation
 Sharing milestones
 MischiefDESIGN PATTERNs for repeat engagement“player, come back”
“COME BACK” - Designing for return visits Advanced user paths
 Content unlocks
 Quest queue
 Time pressure
 ScarcityDESIGN PATTERN3.1 advanced user paths
DESIGN PATTERN  Advanced user paths / rolesSKI SLOPES: DIFFERENT PATHS ON THE SAME MOUNTAIN
DESIGN PATTERN  Advanced user paths / rolesYELP FOR THE REGULAR USERSYELP THE ELITE SQUAD – USEFUL , FUNNY AND COOL
DESIGN PATTERN  Advanced user paths / rolesFOURSQUARE MAYORSHIP
DESIGN PATTERN3.2 content unlocks
DESIGN PATTERN  Content unlocksANGRY BIRDSGAME EXAMPLE
DESIGN PATTERNContent unlocksDAILY UNLOCKS IN THE UNIFORM PROJECT
DESIGN PATTERN3.3 quest queue
DESIGN PATTERN  QUEST QUEuEZOMBIE FARMGAME EXAMPLE
DESIGN PATTERN  QUEST QUEuE: exampleEPIC WIN – SELF DESIGNED QUEST QUEUELINKED IN QUEST QUEUE
DESIGN PATTERN3.4 time pressure
DESIGN PATTERN  Time pressureCHESS TIMERGAME EXAMPLE
DESIGN PATTERN  TIME PRESSURESWOOPOEBAY BIDDING

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Game on: 16 design patterns for user engagement

Editor's Notes

  • #16: The real challenge is how to tap into it properly. And that leads us to…
  • #26: Key Observations:Games often use cartoon story-boards to explain a taskWithout words, or to amuse the audience during a slow loadTime. Web / mobile apps are also tapping in the power of visual story-telling to explain user propositions or complex processed.
  • #29: Key Observations:Game Tutorials often provide full hand-holding – to make sure the player learns the key skills needed without any confusion.
  • #33: Key Observations:Game Tutorials often provide full hand-holding – to make sure the player learns the key skills needed without any confusion.
  • #36: Key Observations:You can interact with everything in a game world – which feels fun and rewards exploration.
  • #40: http://www.IMVU.comA great experience for beginners: IMVU gives you extra points for creating your avatar, talking to someone and even logging back in the next day.
  • #41: http://www.IMVU.comA great experience for beginners: IMVU gives you extra points for creating your avatar, talking to someone and even logging back in the next day.
  • #43: Key Observations:Negative incentives are common in games – they motivate action by giving the player something to fear to avoid. Negative incentives can be powerful, but very tricky to implement in a web application…
  • #50: Key Observations:Many games require two or more players in order to happen – web and mobile apps are starting to do the same.
  • #56: Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  • #59: LINK TO CREATE REPUTATION
  • #61: Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  • #64: Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  • #65: Key Observations:Sharing milestones – when they are meaningful, can create a viral effect and re-engage dormant users.
  • #67: Key Observations:Social games are often played asynchronously: that is, when only one of the players is logged it at a time. Having a believable social exchange can be challenging – and designers have found ways to overcome that by using buttons such as “thank you” or “compliment.”Structured social commentary allows players to exchange only the type of dialogue that is desirable for the community – preventing spam and aggressive commentary. If you get a message saying someone “liked” your post or “thanked you,” you are likely to feel good and in that way “reengage” with the application. In addition, some social commentary can be used as a reputation base.
  • #68: Key Observations:Sharing milestones – when they are meaningful, can create a viral effect and re-engage dormant users.
  • #77: Key Observations:Progress meters as a tutorial tool: Complex applications can use progress meters to teach "what's next" and motivate users to move to the next stage of the application.Visualizing milestones can be motivational
  • #80: Key Observations:Progress meters as a tutorial tool: Complex applications can use progress meters to teach "what's next" and motivate users to move to the next stage of the application.Visualizing milestones can be motivational and create anticipation