Relationships Between HEXAD Types

Type relationships Relationships Between HEXAD Types

It’s been a while since I wrote about the HEXAD user types, but the world does not stand still and I keep seeing them turning up in academic papers – which is amazing, so I thought it time to say a few words on things that have repeatedly come up!

I was inspired by a recent paper by Ana Cláudia Guimarães Santos, Wilk Oliveiraa, Juho Hamari and Seiji Isotani called “Do people’s user types change over time? An exploratory study ” You can grab a copy here.

Without spoiling too much, they come to many conclusions about the types, but one that stuck out for me was Read More ...

Confirmation Bias and How to Embrace Being Wrong – #UX

When we design anything, be it user experiences, gamified experiences or even just Lego buildings – we become emotionally involved with what we are doing. We invest ourselves in the process and the outcomes of the process.

Because of this, it can be very hard for us to accept someone telling us that they think we may be wrong. When they tell us you should really have used a 4 block not a 6 block on that side of the wall to make it stronger, but we have already finished the wall – the last thing we want to accept is that they may be right and taking apart the wall would lead to a better end model! So we engage our Confirmation Bias to help us justify continuing on what may well be the wrong path. Read More ...

Final Fight and Relative Progress Bars

Progress bars

During lockdown and thanks to our newish dog, I’ve been playing a lot of Xbox in the early mornings. I try to play games when I can, but until recently have not really had time to invest much of my life into them. But, I’ve always maintained that to understand what makes games work, you need to play them!

Anyway, I decided to have my annual play through of Final Fight, one of the greatest games of all time (I’m my opinion anyway!). As I was playing, I was analysing what was making it enjoyable (the curse of a gamification designer) and realised one small but key element. The health bars of the bad guys. Rather than just the main boss fights having a health bars every baddie has one, no matter how weak. Read More ...

Why “undo” is critical to ludic design

Ludic, or playful design, involves designing products or experiences through the lens of play. How do you make people feel safe to explore, encourage experimentation and even add some fun?

A while back I introduced my Play Framework, so you can find out more there, but essentially it’s all about creating an environment that focuses on Trust, Safety, Autonomy, Dynamic Goals and Lusory Attitude (that is you approach the experience with a playful attitude).

So where does the undo function in a bit of software like Word come into this, how is that helping with ludic design? Feelin safe is all about not fearing failure. If something goes wrong, you need to feel that it is possible to recover. If you fall over, you should know you can get up and try again – see where this is going?

The undo feature does exactly this. If you make a mistake in Word, just undo it. Got the function wrong in Excel? Undo it. Messed up your image in Photoshop? Undo, undo, undo, undo!!!

Being able to undo your last action, or actions means that you get to feel safe to explore and to experiment as much as you like. Not being scared of making mistakes can really help to get the creative juices!

So when you are designing a solution, see how you can include a way to take back the last actions a user has made, make them feel safe and secure that failure is not a bad thing!

The Engagement Channel Model

In gamification, you will hear a lot about Flow. I myself have spoken about it many times. In games and gamification, we use it as a way to describe the moment that you get the challenge of a task exactly balanced with the skill of the person involved, leading to a state of absolute focus and possibly flow.

I have also written about how we in gamification especially get our description and understanding of Flow very wrong. But that is another story!

Anyway, I have been rethinking this a lot and have decided to stop talking as much about flow and more about the Engagement Channel.

Yes, the image is almost identical to the Flow image that I have used in the past. It focuses on the idea that if you can get the challenge and skill balanced just right – people will be more engaged and get the best experience. If the challenge is too much for them, they get frustrated, too little they get bored.

Rewards and Challenges

Over lockdown, I have started to play video games more than I have in a few years. One that has been especially enjoyable is Star Wars: Battlefront 2. It’s a simple enough shooter, but it has made me think a bit about how I understand the balance of challenge and skill in a game.

I have been mostly playing Co-Op mode. This sees you and 3 other players taking on various waves of enemy soldiers in an attempt to capture the map.

By our usual description of how challenge and skill need to balance, you would expect the challenge to increase constantly as you play the game. But the reality is, it doesn’t seem to change much. My skill constantly increases, but the waves of bad guys stay the same, the objectives stay the same – but yet I still enjoy every game as much as the last.

But why? Should I not be getting bored? My skill has increased, but the system created challenge is the same.   It took me a while to work it out, but I think I have it. Whilst the system designed challenges – the levels, the bad guys the objectives – don’t change, my character and my personal challenges do.  New weapons, skills and upgrades are unlocked allowing me to do more and achieve new heights.

The game doesn’t change, I do. I get new skills, creating my own personal challenges to overcome. Initially, I wanted to upskill my sniper but soon realised I enjoyed playing as the heavy weapon specialist, so began to challenge myself to unlock all the weapons available, to get all the news skills and to get all of the various trophies and awards related to killstreaks and the like. The game allowed me to do this, encouraged it even, providing rewards for my efforts and keeping me interested in achieving more.

So, my concept of the Skill vs Challenge model has had to change. New dynamics have entered into my mental model.  Personal Challenges and Meaningful Rewards. To prevent boredom as system challenges remain the same, provide opportunities for the emergence of personal challenges to keep players engaged. On the flip side, to prevent frustration, provide meaningful rewards to give players hope and a reason to be resilient and continue playing, even if their skills are not quite up to it, encouraging them with congratulations, empowering them with new tools.

So, I present my new Engagement Channel Model! Let me know your thoughts 😊

 

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