Gaming Techniques in web design (Part 2)
12/07/2010
This is a follow up to this post about the Playful Conference and how gaming techniques are used in web design. I posted the question to the London IA Ning community and got some interesting responses, which I am posting here. ( Special thanks to the contributors Cennydd, Adam and Mr Bootle your input was knowledgeable and helpful)
I attended Playful 2009 in October
If you don’t know about Playful, it was originally a gaming conference but in recent years they’ve brought in speakers from other disciplines. It’s essentially still a gaming conference but has interesting cross fertilization for interaction designers.
So I was wondering if anyone out there could think of any techniques that website design has borrowed from gaming. I can think of a few but would appreciate any of your thoughts on this subject.
Here’s my initial thoughts:
So the first and easiest would be the metaphor of using badges to represent skill, accomplishment and experience. Ebay have been using this for a very long time with their Power seller badge. I have also seen this technique used very cleverly in a demo app designed for the BBC by AKQA, where badges where thrown into gigs, these were then added to the digital profiles to prove that you had gone to the gig, the more badges you have the more kudos you have with your friends.
The Easter egg is something that has been around since games have been around. I guess you could argue it’s questionable whether the Easter Egg aids the user experience as it’s not something that streamlines a user task. Personally I think when done well they definitely add something exciting to the experience of exploring a site. My son found a couple on this page on the Lego site which is thoroughly entertaining
Location based social media apps such as Gowalla and FourSquare are utilising a number of gaming techniques like earning rewards and adding stamps to your passport. It also seems to be changing the way you interact with your environment in a more basic level by turning your life into a type of game.
- Reply by Cennydd Bowles
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It’s a really interesting field, and quite astonishing how it and UX have grown independently of each other. I think we’re only now starting to realise the value in each other’s work.
Agree about the badges & reward system, probably one of the most important crossovers IMO. YUI summarised this excellently in the competitive spectrum: http://developer.yahoo.com/ypatterns/social/people/reputation/compe…
Couple more that pop into my head:
* Tutorials & progressive disclosure of complexity. Most first-person shooters have layered tutorials that introduce basic firing controls, then move onto clever stuff like crouching, grenades etc. Seen this in a few web app tutorials, eg Dropbox.
* Legibility. Slightly obscure one – I don’t mean typographic legibility. You need to be able to tell your teammates apart from the enemy, but different lighting conditions in games mean you can’t rely on certain features to recognise characters eg clothing. So the designers spend a lot of time designing the characters to be legible as silhouettes, surrounded by zombies etc. It’s almost turning characters into an icon, recognisable in various circumstances. See also: icons
I’d urge anyone who has the Half-Life 2 Orange Box (or Portal, Left 4 Dead or similar new Valve title) to listen to the in-game commentary. It’s amazing how closely it relates to IxD.
- Reply by Marc Sibley
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Thanks Cennydd, 2 good additions that I hadn’t thought about.
So what about the visual step process in a long form, ecommerse or application process? Could this visual representation of where you are in a journey possibly be an appropriated gaming metaphor?
- Reply by Adam Davis on January 4, 2010 at 9:54pm
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I also attended Playful in October and found it very refreshing.
I agree that there is much to be learned across disciplines and it’s great to see the discussion being raised. For me the main takeaway from Playful not solely game tokens or game design mechanisms.
What Playful highlighted for me was that people like to enjoy themselves and play, even if the tasks and goals are menial or serious like the kinds we are often faced with as IA practitioners. What we can learn from game design is that people respond positively to something that lets them play, pretend and imagine. We can employ as many of the game techniques we like (badges, game economies and the like) but these are only part of designing a game or playful experience. If it’s not fun, it won’t matter.
Play is an elusive and difficult concept to capture by any definition or design, and we can learn from the game industry in many ways in terms of creative processes, playtesting, iteration and yes, game mechanisms like badges and tokens. But most importantly we need to incorporate Playfulness as a property of the User Experience into our designs much in the way we think about Usability.
I wrote a few of these thoughts about Playful 09 on my blog at the time. I’d love to see this line of thinking continue to develop in our industry.
- Reply by Marc Sibley
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Thanks Adam,
I agree with your points. Playfulness is something that you can apply to anything you do at any point of the design process and in the way you live your life, it’s a state of mind!( I think Andy Budd posted about design games on this site a few months back , I also saw that London IA member Jason Mesut gave a talk about playfulness a few months back as well, I didn’t go but would like to know more about it.)
I think In my original post I wanted to pin down how gaming has influenced web design if at all, in purely practical ways, (as playfulness as you explain is a difficult concept to capture) as I have not really noted any information out there discussing it. I think the idea of playfulness probably warrants a new discussion altogether.
Adam, play the game.
- Reply by Mr Bootle
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Great post Marc. I unfortunately didn’t know about Playful until it was too late to get a ticket. It sounded like a great conference and it has been something that was touched upon some years ago at dConstruct 2008 by Aleks Krotoski a href=”http://2008.dconstruct.org/schedule/AleksKrotoski.php” target=”_blank”>http://2008.dconstruct.org/schedule/AleksKrotoski.php > I think most of the audience failed to get (or put into practice – myself included) the techniques but it was obvious then as it is now that our disciplines cross over.
One element I feel we can learn from the games industry is the art of telling a great story. Quite a challenge I know but there are so many ways we could think about including some kind of narrative within our designs to include and involve the user.
Perhaps through the use of simple microcopy, or a cleverly evolving story over a series of pages? Maybe it’s just a good marketing angle? Not sure but certainly it’s one element of games that I feel we are missing.
On a side, Jason Mesut’s talk focused more so on introducing “play” into our techniques for research as UX practitioners. It was a foot-to-the-floor non-stop presentation that was fun and playful and opened up a host of ideas for interacting with clients.
And then after all this hard work I found a presentation, that gives a great overview of all game design techniques in web design and a post on mashable which elaborates mainly on game elements like badges and points that Foursquare and Gowalla are utilizing . Expect a summary post soon once I’ve consumed all this information.





















