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This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us! ______ Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way! In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
From Paths To Sandboxes. @stephenanderson | #ias14t
PSYCHOLOGY & DESIGN
How we can use
to
more fun, engaging (& effective) interactions
PSYCHOLOGY & DESIGN
How we can use
to
more fun, engaging (& effective) interactions
Three games I’ve been playing…
⟳
PATH SANDBOX
12345Paths
1
DIRECTTHE RIDER(conscious thought)
MOTIVATETHE ELEPHANT(automatic systems)
SHAPETHE PATH(the environment)
Paths are designed to lead people along, for better or worse.
http://www.andeeknutson.com/studies/Shoppers%20and%20Products/11_AnExploratoryLookAtSupermarketShoppingPaths_2005.pdf
Paths are prevalent in our work…
Customer Journey Maps, Service Blueprints, Scenarios…
Lockton, D., Harrison, D.J., Stanton, N.A. (2010). The Design with Intent Method: a design tool for influencing user behaviour. Applied Ergonomics, Vol.41 No.3, 382-392.
Behavioral Goals(which should align w/ User Goals!)
Business Goals
Psychology
Behavioral Goals(which should align w/ User Goals!)
Business Goals
Psychology
NEW SKILLS
assist in developing
HABITS
assist in establishing(or putting an end to)
COMPLETION
nudge people toward
Paths aren’t necessarily bad, but…
PATHSSHAPE BEHAVIOR
END IN AN EXCHANGE
HAVE PREDICTABLE OUTCOMES
ARE GAMES TO BE PLAYED
DESIGN EVERY DETAIL
ARE MEASURABLE
LEAD TO COMPLETION
LEAD PEOPLE ALONG
ARE CONSUMPTIVE
CREATE DEPENDENCY (ON DIRECTIONS)
HAVE A CLEARLY DEFINED PURPOSE
BEST FOR INSTRUCTION
Is there something more?
12345Sandboxes
2
Sandboxes
123452
Why do so many people find these experiences maddeningly addictive?Q:Q:
Why do so many people find these experiences maddeningly addictive?Q:Q:
‣Pick one of these online experiences
‣List WHY you think people find them addictive (list as many reasons as you can)
‣You have 90 seconds
‣GO!
Why do so many people find these experiences maddeningly addictive?Q:Q:
‣Pick one of these online experiences
‣List WHY you think people find them addictive (list as many reasons as you can)
‣You have 90 seconds
‣GO!
Set Completion
Sequencing
Appropriate Challenges
Status
Positive Mimicry
Self-Expression
Curiosity
Collecting
Autonomy
Visual Imagery
Pattern Recognition
Feedback Loops
Reputation
Competition
Achievements
Status-Quo Bias
Surprise
Variable Rewards
Scarcity
What do all these experiences have in common?Q:Q:
2 OBSERVATIONS:
1. These are PlatformsYou can make of them what you want. There is no prescribed way to use these system.
The
WTF
Problem.
What’sThisFor?
The
WTF
Problem.
What’s This For?
2 OBSERVATIONS:
1. These are PlatformsYou can make of them what you want. There is no prescribed way to use these system.
2. These are Social SpacesPeople learn from each other how to use the system. Many of the psychological nudges that follow stem from observing others.
While MineCraft is a place for exploration and self-expression (perhaps survival!), it’s watching others that inspires new ideas and creates personal challenges.
The hashtag in twitter was an emergent element.
It wasn’t until I saw my wife pinning decorating ideas that I saw Pinterest as a visual bookmarking system.
“A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish.
A sandbox game is also known as an open-world or free-roaming game.
http://www.techopedia.com/definition/3952/sandbox-gaming
Sandboxes create open spaces for self-directed play and creativity.
Children’s toys and organization:
Children’s toys and organization:
Architecture: “Adventure Playground”
“A castle, made of carton, rocks and old branches, by a group of children for themselves, is worth a thousand perfectly detailed, exactly finished castles, made for them in a factory.”
And the proposed solution:
“Set up a playground for the children in each neighborhood. Not a highly finished playground, with asfalt and swings, but a place with raw materials of all kinds—nets, boxes, barrels, trees, ropes, simple tools, frames, grass, and water—where children can create and re-create playgrounds of their own.”
I am convinced that standardised playgrounds are dangerous, just in another way: When the distance between all the rungs in a climbing net or a ladder is exactly the same, the child has no need to concentrate on where he puts his feet. Standardisation is dangerous because play becomes simplified…
- Helle Nebelong
“
PATHSSHAPE BEHAVIOR
END IN AN EXCHANGE
HAVE PREDICTABLE OUTCOMES
ARE GAMES TO BE PLAYED
DESIGN EVERY DETAIL
ARE MEASURABLE
LEAD TO COMPLETION
LEAD PEOPLE ALONG
ARE CONSUMPTIVE
CREATE DEPENDENCY (ON DIRECTIONS)
HAVE A CLEARLY DEFINED PURPOSE
BEST FOR INSTRUCTION
SANDBOXES CREATE ENGAGEMENT
END IN LEARNING & DISCOVERY
HAVE UNKNOWN OUTCOMES
ARE SPACES IN WHICH TO PLAY
UNDERSPECIFY THE DESIGN
ARE OBSERVABLE
LEAD TO UNDERSTANDING
LET PEOPLE EXPLORE
ARE GENERATIVE
ENCOURAGE AUTONOMY
PURPOSE IS SELF-DETERMINED
BEST FOR PEFORMANCE
12345Education
3
The jockey offers a piece of sugar to his horse before jumping into the saddle, the coachman beats his horse that he may respond to the signs given by the reins; and, yet, neither of these runs so superbly as the free horse of the plains.
–MA R I A MO N T E S S O R I
…we have prepared the environment and the materials
–MA R I A MO N T E S S O R I
MONTESSORI?
■ Mixed age classrooms
■ Specialized educational materials
■ Student choice of activity from within a prescribed range of options
■ Uninterrupted blocks of work time
■ A Constructivist or "discovery" model, where students learn concepts from working with materials, rather than by direct instruction
Playing is learning.
Google’s founders Larry Page and Sergei Brin Amazon’s Jeff Bezos
Wikipedia founder Jimmy Wales
Julia Childrapper Sean “P.Diddy” Combs
videogame pioneer Will Wright
Montessori taught me the joy of discovery… It’s all about learning on your terms, rather than a teacher explaining stuff to you. SimCity comes right out of Montessori…
videogame pioneer Will Wright
Amazon’s Jeff Bezos
Wikipedia founder Jimmy Wales
Julia Childrapper Sean “P.Diddy” Combs
Google’s founders Larry Page and Sergei Brin
We both went to Montessori school, and I think it was part of that training of not following rules and orders, and being self-motivated, questioning what’s going on in the world, doing things a little bit differently.
A “sandbox” education teaches you to play at life.
Human beings have an inherent tendency to seek out novelty and
challenges, to extend and exercise their capacities, to explore, and to learn.
Edward Deci psychologist
EQUATE TO INFORMAL (NON-INSTITUTIONAL) LEARNING
VIEW STUDENTS AS“VESSELS TO BE FILLED”
VIEW STUDENTS AS“FIRES TO BE KINDLED”
SANDBOXES PATHS
EQUATE TO FORMAL (INSTITUTIONAL) LEARNING
SPECIFY PERFORMANCE GOALS LEAD TO LEARNING CHALLENGES
Getting an A in French Learning to speak French
EQUATE TO INFORMAL (NON-INSTITUTIONAL) LEARNING
VIEW STUDENTS AS“VESSELS TO BE FILLED”
VIEW STUDENTS AS“FIRES TO BE KINDLED”
SANDBOXES PATHS
EQUATE TO FORMAL (INSTITUTIONAL) LEARNING
SPECIFY PERFORMANCE GOALS LEAD TO LEARNING CHALLENGES
Getting an A in French Learning to speak FrenchFA
LSE
DIC
HO
TO
MY
!
!
!
!!
!
!!
!
! Normally, learning in CodeSpells is encouraged by way of a series of quests that must be completed with the use of Java-based spell crafting…
[In our version], players could walk up to in-game gnome-like characters who would give various spells to the player, along with simple explanations. Our hope was that these spells would serve as starting points for code exploration.
from “On the Nature of Fires and How to Spark Them When You’re Not There”
LEGO BRICKS
LEGO BRICKS
12345
“…but how is this useful?”
4
Practical Takeaways
Underspecify features
Thank Kars Alfrink for this one!
“As a user I want a way to flag interesting tweets for reviewing later…”or
“As a user I want a way to give kudos to people for sharing something interesting….”or
“As a user I want a way to save positive tweets for later use as testimonials…”or…?
“As a (user role), I want (function) so that (benefit)”
Practical Takeaways
Avoid long workflows.(AKA Short Paths vs Long Paths)
Practical Takeaways
Build and consume your own APIs
A SANDBOX, AT DIFFT LEVELS
SCRIPTING LAYER / ABILITY ADD “MODS”
INTERFACE LAYER
API / DATA LAYER
OPEN SOURCE THE CODE BASE
Practical Takeaways
Back off.Let people make mistakes and learn through trial and error.
Practical Takeaways
Direct Manipulation is best!(AKA “No more wizards!!)
Practical Takeaways
Help people understand through Playful Interactions
http://vimeo.com/36579366
Watch this!
“The approach to teaching without words that I’m proposing makes heavy use of interactivity and instant informative feedback.”
http://www.creativitypost.com/education/teaching_without_words
STMath
SANDBOXES PATHSSHAPE BEHAVIOR CREATE ENGAGEMENT
END IN AN EXCHANGE END IN LEARNING & DISCOVERY
HAVE PREDICTABLE OUTCOMES HAVE UNKNOWN OUTCOMES
ARE GAMES TO BE PLAYED ARE SPACES IN WHICH TO PLAY
DESIGN EVERY DETAIL UNDERSPECIFY THE DESIGN
ARE MEASURABLE ARE OBSERVABLE
LEAD TO COMPLETION LEAD TO UNDERSTANDING
LEAD PEOPLE ALONG LET PEOPLE EXPLORE
ARE CONSUMPTIVE ARE GENERATIVE
CREATE DEPENDENCY (ON DIRECTIONS) ENCOURAGE AUTONOMY
HAVE A CLEARLY DEFINED PURPOSE PURPOSE IS SELF-DETERMINED
BEST FOR INSTRUCTION BEST FOR PEFORMANCE
SANDBOXES PATHSSHAPE BEHAVIOR CREATE ENGAGEMENT
END IN AN EXCHANGE END IN LEARNING & DISCOVERY
HAVE PREDICTABLE OUTCOMES HAVE UNKNOWN OUTCOMES
ARE GAMES TO BE PLAYED ARE SPACES IN WHICH TO PLAY
DESIGN EVERY DETAIL UNDERSPECIFY THE DESIGN
ARE MEASURABLE ARE OBSERVABLE
LEAD TO COMPLETION LEAD TO UNDERSTANDING
LEAD PEOPLE ALONG LET PEOPLE EXPLORE
ARE CONSUMPTIVE ARE GENERATIVE
CREATE DEPENDENCY (ON DIRECTIONS) ENCOURAGE AUTONOMY
HAVE A CLEARLY DEFINED PURPOSE PURPOSE IS SELF-DETERMINED
BEST FOR INSTRUCTION BEST FOR PEFORMANCE
To quote Kathy Sierra…
which of these will “help users kick ass?”
The BIG Practical Takeaway:
One Last Practical Takeaway…
…we have prepared the environment and the materials
–MA R I A MO N T E S S O R I
Environment
Objects
Rules
…we have prepared the environment and the materials
–MA R I A MO N T E S S O R I
The idea for knowledge games… [came] from watching people at the cutting edges of new disciplines; people who are entrepreneurs, creators, designers and innovators. Watching them work, watching them play, and sometimes having difficulty telling the difference.
– Dave Gray
12345Playing at Life!
5
How do you approach LIFE?Like a Path to follow, or a Sandbox in which to play?
What we learned from that project then allowed us to…”–?? (WETA DO C U M E N E TA RY )
“
Play is the answer to how anything new comes about.
– J E A N P I A G E T
My book proposal…
Yes, this was my book proposal!
Humanity has advanced, when it has advanced, not because it has been sober, responsible, and cautious, but because it has been playful, rebellious, and immature.”–TO M RO B B I N S Q U O T E S (AM E R I C A N NO V E L I S T . B . 1936)
“
Q:Are you designing Paths or Sandboxes?
Q:Are you designing Paths or Sandboxes?
Are you following a path or playing in a sandbox?
Thank you!
getmentalnotes.com
Design for
Understanding
Stephen P. Anderson@stephenanderson
www.poetpainter.com | www.slideshare.net/stephenpa
http://leapfrog.nl/blog/archives/2008/11/17/a-playful-stance-my-game-design-london-2008-talk/
http://www.slideshare.net/dings/paideia-as-paidia-from-gamebased-learning-to-a-life-wellplayed
See also:
The cutting room floor:
http://www.dvice.com/archives/2012/10/ethiopian_kids.php
What happens if you give a thousand Motorola Zoom tablet PCs to Ethiopian kids who have never even seen a printed word? Within five months, they'll start teaching themselves English while circumventing the security on your OS to customize settings and activate disabled hardware. Whoa.
The One Laptop Per Child project started as a way of delivering technology and resources to schools in countries with little or no education infrastructure, using inexpensive computers to improve traditional curricula. What the OLPC Project has realized over the last five or six years, though, is that teaching kids stuff is really not that valuable. Yes, knowing all your state capitols how to spell "neighborhood" properly and whatnot isn't a bad thing, but memorizing facts and procedures isn't going to inspire kids to go out and learn by teaching themselves, which is the key to a good education. Instead, OLPC is trying to figure out a way to teach kids to learn, which is what this experiment is all about.
The mind, basically, is a pattern-seeking machine… We tend to seek patterns… and then we tell stories about them. I think we’re pretty much conditioned to look for a pattern and to try to interpret it in terms of certain stories.
“… the native and unspoiled attitude of childhood, marked by ardent curiosity, fertile imagination, and love of experimental inquiry, is near, very near to the attitude of the scientific mind.”
-John Dewey
'Fun from games arises out of mastery.
It arises out of comprehension. It is the
act of solving puzzles that makes games
fun. With games, learning is the drug.'
-Raph Kosterx