Day 6 - Gamification
Takeaways from the session:
Games are about a player with abilities with a desirable objective to achieve while faced with challenges like obstacles, dilemmas, and threats within a safety net.
Games are engaging because they make failing okay unlike in the real world. However, it is okay to fail in the real world as well.
Games have a loop where the abilities increase, the objectives increase and so do the challenges.
If the abilities increase but the challenge remains stagnant then it becomes boring.
Whereas if the abilities remain the same but the challenge increases then it becomes frustrating.
The fun lies when there is a right balance between the ability and the challenge, also called the zone.
4 things to get right for gamification:
Know your players (users and jobs to be done in the context of UX).
Set desirable objectives where the player is “led by curiosity”.
Balance ability and challenge for different types of players.
Always provide feedback and safety making it okay for the players to make mistakes and fail. For instance, giving them an option to ‘save and reload’ the game is a good idea.
Gamification can not be generic. It needs to be “deeply personalized” based on the audience.
Apply gamification when you want users to explore something new - LEAD BY CURIOSITY.
Reference
Gamification & Product Design by Sumit Mehra organized by RethinkingUX