Game mechanics in web apps

A while ago there was a discussion on the IAI members list about game mechanics on web sites. Andrew Hinton pointed to the Google Image Labeler and LinkedIn‘s ‘profile completeness’ status bar and asked: “Can anyone else think of a use of a game mechanic like this to jump-start this kind of activity?” (Where “this kind of activity” is basically defined as something people wouldn’t normally do for its own sake, like say tagging images.)

I was thinking about this for a while the past week and seem to have ended up at the following:

On LinkedIn, having a (more or less complete) profile presumably serves some extrinsic goal. I mean, by doing so you maybe hope you’ll land a new job more easily. By slapping a status bar onto the profile that gives feedback on its completeness, the assumption is that this will stimulate you to fill it out. In other words, LinkedIn seems unsure about the presence of extrinsic motivations and is introducing an intrinsic one: getting a 100% ‘complete’ profile and as such making a game (in a very loose sense of the term) out of its professional network service. A good idea? I’m not sure…

Screenshot of Google Image Labeler

On Google Image Labeler, the starting point for its design was to come up with a way to have people add meta-data to images. Google actually ‘bought’ the game (originally called The ESP Game) from CAPTCHA inventor Luis von Ahn, who before that did reCAPTCHA and after went on to create Peekaboom and Phetch. Anyway, in the case of the Image Labeler (contrary to LinkedIn) there was no real extrinsic goal to begin with so a game had to be created. Simply having fun is the only reason people have when labelling images.

Note that Flickr for instance has found other ways to get people to tag images. What happened there is (I think) a very nice way of aligning extrinsic goals with intrinsic (fun, game-like) ones.

‘Pure’ games by their very nature have only intrinsic goals, they are artificial and non-utilitarian. When you consider introducing game-like mechanics into your web site or application (which presumably serves some external purpose, like sharing photos) think carefully about the extrinsic motivations your users will have and come up with game-like intrinsic ones that reinforce these.

Update: Alper finished the LinkedIn profile completeness game and was disappointed to find there is no pot of gold at the end of the rainbow, mirroring the experience many players of real games have when finishing a game.

Possibility spaces and algorithmic architectures

One of the concepts I plan on exploring in my talk at the Euro IA Summit in Barcelona is ‘possibility spaces’. It’s a term used by Will Wright to describe his view of what a game can be – a space that offers multiple routes and outcomes to its explorer. That idea maps nicely with one definition of play that Zimmerman and Salen offer in Rules of Play: ‘free movement within a rigid structure’. Some examples of possibility spaces created by Wright are the well-known games Sim City and The Sims.

I think the idea of possibility spaces can help IAs to get a firmer grip on ways to realize information spaces that are multi-dimensional and (to use a term put forward by Jesse James Garrett) algorithmic. Algorithmic architectures according to Garrett are created ‘on the fly’ based on a set of rules (algorithms) that get their input (ideally) from user behaviour. The example he uses to explain this concept is Amazon.

I’ve found myself in several projects recently that would have benefited from an algorithmic approach. The hard thing is to explain its charms to clients and to get a unified vision of what it means across to the design team. I believe games might be a useful analogy. What do you think?

Goodbye NL, hello DK

Welcome indeed!

Less than a week from now I’ll exchange the lovely Netherlands for the equally lovely Denmark. I’m taking what you could call a working sabbatical. I’ll be freelancing from Copenhagen and have (pretty exciting) work lined up for the first three months. If you have a gig in social software, mobile or gaming and want to work with me from October onwards, get in touch.

Besides Copenhagen, you might be able to grab a hold of me in Brighton, where I’ll be attending dConstruct 2007 or Barcelona, where I’ll be speaking for the 3rd Euro IA Summit. Perhaps I’ll see you on the road?

Better travelling with Jet Lag Passport

Neon sign that reads 'jet lag'

With the attention given to travel lately (Dopplr springs to mind, as well as my own increased flight frequency this year) I thought I’d finally write up my experiences with a jet lag prevention technique called Jet Lag Passport.

I was planning my trip to Las Vegas earlier this year when I was approached by Daimon Sweeney. He invited me to check out this small booklet he’d written (sold on his website for 10.25 GBP) that described a pressure points and meditation routine aimed at syncing your biological clock to local time. Being a Fortean and martial artist, I saw no reason not to try it. I printed out the PDF he’d sent me for free (in exchange for a blog post if I liked it) and stashed in my carry-on bag. While taking off I took a look at it for the first time. The routine was easy to remember and takes up very little time. You repeat it for every two hours of flight.

Although it’s always hard to objectively say whether this stuff actually works (and to be honest I feel that’s beside the point) it worked for me. I had a short stay in Vegas (I arrived on Friday evening and left on Monday evening) and a long flight in comparison. I got into the rhythm of things on arrival effortlessly and had none of the weird sudden attacks of fatigue so typical of jet lag. This stuff may not be for everyone, perhaps an open mind and some experience with meditation (however small) is a prerequisite, but I’ll be sure to give it a try the next time I take one of these long flights.

Check out the booklet at Daimon’s website and who knows, if you promise to blog it, he’ll let you try it for free…

Reboot 9.0 day 2

(Waiting for my train home to arrive, I finally have the opportunity to post this.)

So with Reboot 9.0 and the after-party done, I think I’ll briefly write up my impressions of the second day.

Stowe Boyd – Good talk as always, offering a new definition of ‘flow’. I guess his attempt to have people open themselves up to the beneficial sides of being intermittently connected was a success.

Marko Ahtisaari – Interesting character with a good story to tell. His free mobile operator for teenagers scheme made a lot of people curious. (Free stuff always does that, it seems.)

Lee Bryant – Very fitting to the theme of human?, a touching story of how former inhabitants of a Bosnian town used social software to reconnect and rebuild the town.

Julian Bleecker – Cool stuff on new ways to interact with computing technology beyond the utilitarian and efficient, into the realm of play.

Dave Winer – An interesting character having a nice conversation with Thomas. I enjoyed his offbeat remarks and dry wit.

Guy Dickinson – Another round of micropresentations, this time with me participating. I stumbled several times. Next time I’ll prepare a custom talk for this. The other presenters were awesome.

Rasmus Fleischer and Magnus Eriksson – Two cool young anarchists with interesting ideas about file sharing and the future of music. Too bad large parts of their presentation were read from a sheet.

Leisa Reichelt – A carefully put together overview of ambient intimacy, what it is and what it’s for. Next step: coming up with design guidelines for these types of ‘tools’.

Matt Webb – Delivered on the expectations raised by his performances previous years. Interesting to see him move into experience design territory and hear his take on it. Very much applicable to my daily work in designing web services.

Dinner and the after-party were great (although it seemed that the reservations scheme had gone awry, they had no place for us at our chosen restaurant). I guess drinking and talking into the night at Vega with a lot of confused locals around was a fitting way to end another great Reboot.

Reboot 9.0 day 1

So here’s a short wrap up of the first day. I must say I’m not disappointed so far. The overall level of the talks is quite high again. Here’s what I attended:

Opening keynote – Nice and conceptual/theoretical. Not sure I agree with all the claims made but it was a good way to kick off the day on a gee whizz way.

Jeremy Keith – Good talk, nice slides, didn’t really deliver on the promise of his proposal though. I would’ve really liked to see him go into the whole idea of life streams further. The hack day challenge sounded cool though.

Stephanie Booth – Very topical for me, being a bilingual blogger and designer often confronted with localisation/multilingual issues.

My own talk – Went reasonably well. I guess half of the room enjoyed and the other half wondered what the f*** I was talking about. Oh well, I had fun.

Ross Mayfield – Could have been much better if it hadn’t been for technical screw-ups and perhaps some tighter pacing by Ross. Still the work he’s doing with social software is great.

Matt Jones – Very pretty presentation, nice topic and Dopplr looks cool. I’m not a frequent flyer but I can see the value in it. Still not quite sure it will improve the consequences of air-travel though.

Nicolas Nova – Came across as the high concept, theoretical twin to my talk. Lots of cool pervasive game examples. Nicolas always boggles my mind.

Jyri Engeström – Cool to see how he’s developed his talks throughout the past Reboots. I guess he delivered on his promise and stayed on the right side of the ‘I’m pushing my product’ line.

The evening program – No micro-presentations (which to be honest was fine by me, being quite exhausted). Good food, nice conversations and plenty of weird generative art, live cinema etc. All good.

On to day 2!

Reboot notes

It’s been quiet here lately. Even the del.icio.us links have dried up. The reason: I have been frantically preparing my talk for Reboot. It’s nearing completion, and I’m pretty satisfied. Looking forward to delivering it to the cool people in Copenhagen.

Some notes:

  • My slot has been announced. It’s on thursday the 31st, starting 12:20 in ‘the box’ (interesting name for a room, hopefully it’s not too descriptive).
  • Nicole Simon has interviewed me as part of her podcast series for Reboot. It should be up any time now. Hear me babble incoherently about why I think games & play are such interesting areas for designers. Update: the interview is now online!
  • Guy Dickinson has been so kind to invite me for his micro-presentation session. I’ll be in the one during the evening ‘happening’, so you can all drink and talk while looking at the pretty pictures in my slides.

It’s going to be an amazing two days. See you all there!

See me talk on mobile social play at Reboot 9.0

I got awesome news the other day: my proposal for a talk at Reboot 9.0 has been accepted. I’m very honoured (and a little nervous) to be presenting at a conference with so many smart attendees. Now to get my act together and create a kick-ass presentation.

If you have anything related to this (pretty broad) topic that you’d want me to address, please do leave a note in the comments.

One thing’s for sure: I’ll try to build upon what has gone before at previous Reboots, such as Ben Cerveny’s mind-blowing overview (MP3) of how play is essentially becoming a new language for us to communicate with and TL Taylor’s great talk on the dynamics of virtual worlds.

What I will be addressing is still slightly unclear to me, but the direction I’m headed is:

  1. Games can be social play, which means they can be used to forge and experiment with social relations in a ‘safe’ way. This happens whether you design for it or not, but can be nurtured.
  2. When games go mobile, the borders of the space and time in which a game is played are blurred. In this way, games bleed over into culture in a gradual way.

Enough to chew on for one talk, I guess. Again, any questions, comments and suggestions are more than welcome. See you all at Reboot 9.0.

Interface design — fifth and final IA Summit 2007 theme

(Here’s the fifth and final post on the 2007 IA Summit. You can find the first one that introduces the series and describes the first theme ‘tangible’ here, the second one on ‘social’ here, the third one on ‘web of data’ here and the fourth one on ‘strategy’ here.)

It might have been the past RIA hype (which according to Jared Spool has nothing to do with web 2.0) but for whatever reason, IAs are moving into interface territory. They’re broadening their scope to look at how their architectures are presented and made usable by users. The interesting part for me is to see how a discipline that has come from taxonomies, thesauri and other abstract information structures approaches the design of user facing shells for those structures. Are their designs dramatically different from those created by interface designers coming from a more visual domain concerned with surface? I would say: at least a little…

I particularly enjoyed Stephen Anderson’s presentation on adaptive interfaces. He gave many examples of interfaces that would change according to user behaviour, becoming more elaborate and explanatory or very minimal and succinct. His main point was to start with a generic interface that would be usable by the majority of users, and then come up with ways to adapt it to different specific behaviours. The way in which those adaptations were determined and documented as rules reminded me a lot of game design.

Margaret Hanley gave a solid talk on the “unsexy side of IA”, namely the design of administration interfaces. This typically involves coming up with a lot of screens with many form fields and controls. The interfaces she created allowed people to edit data that would normally not be accessible through a CMS but needed editing nonetheless (product details for a web shop, for instance). Users are accustomed to thinking in terms of editing pages, not editing data. The trickiest bit is to find ways to communicate how changes made to the data would propagate through a site and be shown in different places. There were some interesting ideas from the audience on this, but no definite solution was found.

Strategy — fourth of five IA Summit 2007 themes

(Here’s the fourth post on the 2007 IA Summit. You can find the first one that introduces the series and describes the first theme ‘tangible’ here, the second one on ‘social’ here and the third one on ‘web of data’ here.)

Like other design disciplines, IAs are typically brought in to solve a problem. The extent to which the design problem is defined and explicated is a huge determining factor in the success of their undertaking. More often than not, an IA would take a problem and run with it, not thinking whether this is the right problem to solve, or even a problem at all!

This has always seemed like a silly situation to me. Some of the most enjoyable sessions at the summit therefore were the ones that discussed ways in which IAs can join in on strategic thinking. This way, we can help discover the actual problem that needs solving, which gives us a better chance of actually delivering a successful and valuable solution.

Gene Smith and Matthew Milan discussed conceptual models (which I’ve been playing around with for a while) and the more involved rich mapping, from soft systems thinking. Key takeaway for me was when modelling a system we should also describe its context (including the project itself). Other good stuff by people of Critical Mass (Milan again together with Sam Ladner) was provided in the form of ‘backcasting’, a very visual brainstorming method to be used in a workshop session with a client in order to envision desired project outcomes and map paths from the current situation to those outcomes (notes at The Chicken Test).

People from Avenue A Razorfish (Garrick Schmitt, Marisa Gallagher) talked about their framework for tying together lots of different user research such as click stream analysis, search logs, eye tracking and others. This reminded me of Jared Folkmann’s excellent talk at last year’s Euro IA Summit in Berlin.

Finally, I attended one nice talk (by James Robertson) on the value of contextual enquiries, which if nothing else has made me all the more determined to try this myself the next time an opportunity presents itself.