The more members, the bigger the increase in user-generated content and ultimately the more advertisers they will attract on the platform. It has become a must-have in progressive organizations’ eLearning strategies: game-based learning is one of the things that chief online officers would like to incorporate in their eLearning programs the most. And what would happen when those children begin to work? WHAT? How can we make our players feel really deep and rich emotions? 4º Determine the experience, theme and a simple prototype of the player’s journey 5º Combine the stages, with the types of fun and player types using lean processes within design phases. 2º Describe the desired general actions: WHAT, 3º Know your main types of players, but foster all: WHO. Due to the complexity of the rule, most likely the percentage of participants is not overwhelming either. The theme is the representation of the experience, what the game is all about, a general framework, the type of magic circle where it all makes sense. People remember feelings, whether good or bad, felt at the peak and end of their experience. #gamification #strategy #productdesign #behaviordesign #bookmark. There are many books, articles and case studies about why design is one of the most important things to take into account and for sure we could be hours talking about it. Every action inside the platform is seen as an opportunity to add interactivity to the system. Talking about results, what about the gamified learning experiences? Long term, both are equally bad. Jan 13, 2019 - Ever felt the need for design resources? What are the main points that i have to take into account before even thinking about game elements? How to build a #gamification system the right way and how Fitbit, Waze, and Duolingo use it to enhance their products ⬇️⬇️⬇️ What makes some of them fun and some not? Offer motivation for users to act. – The 3 types of Fun: quick fun, extrinsic fun and intrinsic fun that match with the player types. Apart from rewards, the intrinsic motivation for users is that they become physically healthier, which is quite a nice end goal. We have gone through the main benefits of using gamification and it’s time to move on! Anyway, the list of themes is at some point endless, going from medieval to super heroes, and we can always mix themes to create a new unique one! And to answer that question let´s formulate another one: why are theme parks called like that? As part of a group, users also feel accepted, important and useful — a powerful motivator to become a contributor. It’s where all the magic takes place so let’s have some good fun! You get to become a member of the Waze community, giving and receiving help from other wazers. What is it that we want to provoke in our players? Last day of the year: for us, it’s time to look back and celebrate the most popular stories at the UX Collective in 2018. It’s powerful, because it can help people from a professional and personal standpoint, but also very challenging. And this is what gamification actually is. The fact that walking is a basic activity and trackers record steps automatically, means that there is no need for specific input from users to agree on it, so there is no conversion when it comes to participation. So what is that 4 Qs framework and how does it help me? So you made it down here! (See my post on Gamasutra about it here: LINK). Which was goddam frustrating at the time. Our very first step is the experience. We should ask ourselves this question: What feelings and emotions do we want our players to experience? Learn a new language. Here we go! Every small thing you ask of them will be followed by a conversion, so keep it simple. Because we want to achieve a goal through happiness and people’s motivation (for more info about it check my post on gamasutra here. Gamification: A guide for designers to a misunderstood concept. report. In this post, we are going to analyse the first 3 of them, leaving the How and the model that describes it (“The 3 Pyramids”) for the third and last part of these series, once we have already mastered the answer to the others. So, first of all, what is going to be gamified? And how can we make them even more fun? uxdesign.cc/gamifi... 0 comments. Close. Basically, and as you may know, his model is based on 6 steps that are: If you want to know more about this extremely useful framework, I recommend reading his book “For the Win” (and a second part coming soon, check out the hangout to know further details!) 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