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Ch 7 SAQs (Pop Quiz) 1. Why is it difficult to know if the affective principles have been captured in software correctly? 2. Why is affective computing different to affective experiences? 3. How do Aesthetics and Visual Complexity relate to


  1. Ch 7 SAQs (Pop Quiz) 1. Why is it difficult to know if the affective principles have been captured in software correctly? 2. Why is affective computing different to affective experiences? 3. How do Aesthetics and Visual Complexity relate to each other? 4. How does narrative art relate to the principle of Flow? 5. Why is Emotion difficult to quantify? What is one possible solution? 1 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  2. UX from 30,000ft Principles of Engagement (part 2) Chapter 8 - Lecture 14 (50 minutes) @sharpic http://sharpic.github.io/COMP33511/

  3. Gamification ThinkGeek ThinkGeek / ThinkGeek 3 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  4. Gamification ThinkGeek ThinkGeek / ThinkGeek 4 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  5. Gamification Boeing Boeing / Boeing 5 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  6. Gamification - What do you think? Should I... Gamify your Coursework results - to encourage competition? 6 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  7. Collated Principles Collated Concepts of Engagement Harper 2014 7 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  8. Collated Principles Collated Concepts of Engagement Harper 2014 8 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  9. Collated Principles Collated Concepts of Engagement Harper 2014 9 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  10. Potted Principles ● ' Social ' Include aspects of social collaboration and co-activity/pair-activity; ● ' Progression ' Include components which facilitate movement towards a goal; and ● ' Play ' Add aspects of fun, play, and enjoyment. 10 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  11. Facilitate Social Dynamics Questions to think about as you design your prototype: 1 minute 11 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  12. Facilitate Social Dynamics This is not an exhaustive list Questions to think about as you design your prototype: 1. Do you include suitable functionality to facilitate collaboration? 2. Are aspects such as social communication accounted for? 3. Do you link the real and virtual to facilitate better user engagement? 4. Can team / group members interact and support each other? 5. Have you used language and terminology which users may find playful? 12 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  13. Facilitate Progression Questions to think about as you design your prototype: 1 minute 13 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  14. Facilitate Progression This is not an exhaustive list Questions to think about as you design your prototype: 1. Have you thought about attainment and goals, via stages and levels? 2. Do you facilitate motivation and reward? 3. Have you included a narrative flow through each interaction? 4. Are there opportunities for friendly competition? 5. Is progress also social? 14 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  15. Facilitate Play Questions to think about as you design your prototype: 1 minute 15 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  16. Facilitate Play This is not an exhaustive list Questions to think about as you design your prototype: 1. Is the look and feel playful and game like? 2. Have you included playful, and game like social elements? 3. Will users leave with a feeling of fun and enjoyment? 4. Are there playful games included, or game elements which make the interaction seem like a game, and not... work? 5. Do the elements of play, included, really enhance the user experience? 16 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  17. Remember 1. Dynamics, funology, or gamification may just not be the right thing to do for your development; 2. Mix'n'match fashion -- may be appropriate; 3. Pay specific attention to the target reactions of the users; and 17 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  18. Remember... ...'good' is not defined as more, but as the dead centre of the 'Hebbian version' of the 'Yerkes Dodson Curve. Hebbian version of the Yerkes Dodson Law (this version leaves out that hyper-arousal does not adversely impact simple tasks) / Wikipedia 18 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  19. To Do 1. Read Next Chapter. 2. Be Ready to Answer the Chapter SAQs (Pop Quiz). 3. Is there a Discussion Topic. 19 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  20. See You Next Time! Open House / Surgery - 2.60 Friday 09:00-11:00 @sharpic 20 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

  21. Break Time - Pause Recording Back in 10 Minutes! Come see me now if you have Questions Regarding this Lecture! 21 @sharpic | UX from 30,000ft | COMP33511 | http://sharpic.github.io/COMP33511/

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