The Flow Shift and Bounce

Flow shift The Flow Shift and Bounce

This is more a thought and possibly even a question to those who know more than me about the Flow concept.  I have spoken about Flow in the past and use it as a core principle to engaging long term design.

However, recently it occurred to me that long term exposure to extremes in frustration or boredom, could alter our perception of flow.

For instance, you spend months in the boredom phase. You have little to no challenge. It seems reasonable that you would need to boost the level of challenge to help improve engagement and in turn try and get closer to this idea of flow. Below is the “ideal” mix of skill and challenge as described in flow theory – only this time plotted against time. Read More ...

Non-Competitive Leaderboards

Wearables1K Non Competitive Leaderboards

Leaderboards are evil. They create competition in environments that may not benefit from competition. They make more losers than winners and only engage the top 10 players on the board.  Right? (out of context quotes ahoy!)

Well, yes and no.

In reality it is not quite as simple as that. It all comes down to intent, presentation and interpretation. If the point of your leaderboard is to create unnatural competition between groups of people, then you may find you don’t get the results you expect. Not everyone wants to compete, so if that is your intent you will often find very short lived engagement. As soon as people find they are not in the top ten, you tend to find they lose interest. The competition then revolves around the top players, leaving the rest actually disengaged from the process. Read More ...

What can a toilet teach us about gamification?

20140612 142733 52053113 What can a toilet teach us about gamification

Another talk, another idea. Having just done a really fun talk for KMUK, a new analogy came to mind to illustrate using simple user experience to change behaviours.

One of the things we are trying to do to save the planet, is use less water. The way this is often done is offering the user two options. One is a long flush (for the harder to shift moments of life) and a short, water saving flush for everything else.

The obvious symbology for this is a big button for the big flush and a little button for a little flush. Simples! Read More ...

Losing the game of life

Robotc 665x285 Losing the game of life

I was thinking how depressing life is recently. Hear me out!

We are an evolved species, we can think and act for ourselves. We have reached a point where we no longer have to hunt for food or build our own shelters (unless we choose to or in certain cases of poverty – you know what I mean though). We have cars and computers and a world connected in ways that we could never have imagined. We live longer, are healthier and more productive than ever before.

However, this has come at an extremely high price. The more “evolved” we become, the more ridiculous we have become. Read More ...

Lowering barriers with Gamification

732172 48635269 Lowering barriers with Gamification

I did a very enjoyable talk at the Knowledge Cafe the other day. The audience was made up of various interested people, varying wildly in age – but with a majority belonging to Knowledge Management. It stood out for me in two ways. The first was the fact it was the first time I had done a talk with no slides. I gave the audience the option of having slides or not – they unanimously opted not (a lesson to learn here)! The second was that it was the first time I had really spoken about the concept that gamification can be viewed as lowering barriers. Read More ...