CS449/649: Human-Computer Interaction Spring 2017 Lecture XX - - PowerPoint PPT Presentation

cs449 649 human computer interaction
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CS449/649: Human-Computer Interaction Spring 2017 Lecture XX - - PowerPoint PPT Presentation

CS449/649: Human-Computer Interaction Spring 2017 Lecture XX Anastasia Kuzminykh History of user centered User Centered Design Course Review design in HCI Process July 12, July 17 June 19, June 21 May 1 - June 14 Academic HCI


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CS449/649: Human-Computer Interaction

Spring 2017 Lecture XX

Anastasia Kuzminykh

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History of user centered design in HCI

June 19, June 21

Academic HCI

June 26, June 28

Special topics in HCI

July 5, July 10

Course Review

July 12, July 17

Presentation 2

July 19

Last class

July 24

User Centered Design Process

May 1 - June 14

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Special topics Accessibility in HCI Gamification

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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

  • 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 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

  • 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

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 Games design with a main purpose being other than entertainment

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

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Gaming can make a better world | Jane McGonigal