CS449/649: Human-Computer Interaction Winter 2018 Lecture XX - - PowerPoint PPT Presentation

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CS449/649: Human-Computer Interaction Winter 2018 Lecture XX - - PowerPoint PPT Presentation

CS449/649: Human-Computer Interaction Winter 2018 Lecture XX Anastasia Kuzminykh History of user centered User Centered Design Course Review design in HCI Process March 27 March 6, March 8 January 4 - March 1 Academic HCI Presentation


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CS449/649: Human-Computer Interaction

Winter 2018 Lecture XX

Anastasia Kuzminykh

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History of user centered design in HCI

March 6, March 8

Academic HCI

March 13, March 15

Special topics in HCI

March 20, March 22

Course Review

March 27

Presentation 2

March 29

Last class

April 3

User Centered Design Process

January 4 - March 1

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Special topics Gamification Accessibility in HCI

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Gamification

Term coined by Nick Pelling in 2002. Gained popularity around 2010

Gamification - the use of game

mechanics and game dynamics in a non-game context Used in design to increase

motivation and engagement

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Gamification Gamespace Player representation Element of chance Feedback system

Evidence of accomplishments

Game mechanics

Rules Transparency Goals and challenges Competition Collaboration

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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

  • Often achieved by storytelling practices
  • Should be heavily supported by visual elements
  • Gamified goals should connect to personal goals
  • Connecting to a meaningful community of

interest is helpful

  • Building upon social meaning within the created

story and outside of it

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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

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Gamification

Challenge Goals Rules Feedback

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Gamification

Personally meaningful Customizable Socially meaningful Clearly presented Achievable

Challenge Goals Rules Feedback

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Gamification

Personally meaningful Customizable Socially meaningful Transparent Clearly presented Achievable Reliable

Challenge Goals Rules Feedback

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Gamification

Personally meaningful Customizable Socially meaningful Transparent Clearly presented Achievable Reliable

Challenge Goals Rules Feedback

Informational Meaningful rewards “Juicy”

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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

  • Interesting and meaningful challenges
  • Clear goals, organized by increasing difficulty
  • Match the edge of user abilities
  • Make rewards meaningful internally and externally
  • Feedback should be informational
  • Feedback in more effective when hitting emotional level
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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

  • Support voluntarism and autonomy
  • Make choices feel meaningful and impactful
  • Support multiple ways of problem solving
  • Lead users in the right direction but don’t force them
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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

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Gamification The Robbers Cave Experiment by Muzafer Sherif Realistic conflict theory - situation

when two or more groups that are seeking the same limited resources leads to conflicts, negative stereotypes and discrimination between groups.

In-group–out-group bias - pattern of

favoring members of one's in-group

  • ver out-group members

https://thepsychologist.bps.org.uk/volume-27/edition-11/necessarily

  • collectivistic
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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

  • Connect to meaningful communities
  • Allow users to group and regroup
  • Support community internal activities
  • Support setting shared goals
  • Support status and reputation representations
  • Support players representation customization
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Gamification Meaning of the gamespace Game objectives and feedback Meaningful choices Social game context

Engagement elements

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Gamification Cow Clicker by Ian Bogost

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Gamification Self-Determination theory Intrinsic motivation Extrinsic motivation

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Gamification Self-Determination theory Intrinsic motivation Extrinsic motivation

Feeling capable of doing something Feeling free to choose how to do something Feeling connected to other people Possibility of achievement Fulfilling an obligation

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Gamification

Single game element Serious games

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Gamification

Single game element Serious games Games design with a main purpose being other than entertainment

Military, education, health, science, engineering, management, etc.

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Games Research in HCI - ‘Player-Computer Interaction’ (PCI)

area concerned with studying games, gaming and play

Paradigms of games research in HCI: Operative - knowledge gained from the study of games or play to exert

control upon the world, such as encouraging exercise or learning

Epistemological - uses games as a vehicle for understanding the use of

all technologies, such as virtual embodiment or interfaces

Ontological - the design and understanding of the ontology of games:

rules, aesthetic, interfaces, fiction and game design patterns

Practice - the emergent practices and experiences that occur as a result of

interaction with games, or interaction with technology with a lusory attitude

Carter, Marcus, et al. "Paradigms of games research in HCI: a review of 10 years of research at CHI." Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play. ACM, 2014.

Gamification