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Saturday, June 14, 2008

What actitivies can be turned into games?

Techniques for designing consumer scales


Recently, my amazing wife picked up a copy of Wii Fit. No, this is not a review.

Here is something you may not know about my wife. For the past year, she's been dealing with a rather serious, debilitating illness. One side effect is considerable and undesirable weight loss. On the positive side, she has enjoyed shopping for a new wardrobe to match her more petite frame. On the less positive side, many stores no longer carry clothes that are small enough to fit.

So when the Wii Fit first booted up and cheerily prompted her to set a goal, she decided to try to get her BMI back up to the 'normal level'. Every day or so, she's been exercising, weighing herself and doing yoga. So far she has found the game to be convenient and highly motivational tool for helping her to track her weight.

We've had other exercise equipment around the house before, as well as gym memberships, yoga classes, etc. None of them has been as motivating as a simple set of exercises wrapped in a system of game-like rewards. My wife's experience with Wii Fit speaks volumes about games potential to turn an often mundane activity into entertainment that is delightful, exploratory and highly meaningful.

Thinking beyond scales
Yet, who would have ever thought that weighing yourself could be turned into a game? Miyamoto did, but then again he is widely considered to be an uber genius. The skeptical observer might imagine that successful cross-over games like Wii Fit are one-in-a-million success stories. Suppose it works for Wii Fit, but nothing else.

However, if the lessons of Wii Fit were broadly applicable, entire industries could be transformed. Games are a competitive advantage that can turn a commodity scale into one of the hottest consumer products of the year. In highly competitive markets, that is the sort of product design super power that lets innovative companies walk away with market share.

As I contemplate my wife's success with the Wii Fit, I'm struck by a multi-billion dollar question: What other activities can you turn into a game?

Almost anything
First, though there is no doubt that Miyamoto is a genius, what he does is reproducible by mere mortals. He is able to apply his game design skill (or at least his greenlighting abilities) to non-traditional games like Wii Fit because he understands game design at a very atomic level. Here is another way of looking at it. A craftsman builds tables the same way he was taught by his father and his grandfather can only build tables. But someone trained in mechanical engineering can use the fundamentals to build chairs, bridges, cars or even cathedrals. Similarly, by understanding the fundamental science behind traditional games, you can apply the theoretical tools of game design to transform wildly divergent activities into games. I've written about some of this in the past with essays on skill atoms.


It turns out that most learnable skills can be turned into a game. However, there are constraints. A skill must meet the following criteria before it can be turned into a game:
  1. Decomposable into simpler skills
  2. Skills can be nested
  3. Skills can be arranged in a smooth learning curve
  4. Skills are measurable
  5. Performance can be rewarded
  6. Skills are locally useful.
Let's look at these one by one.

1. Decomposable into simpler skills
Complex learnable skills can be broken down into sets of easily acquired core skills. Players can only learn so much at once and overly complex skills overwhelm all but the most persistent players. By breaking skills up into digestible chunks, you are now able to apply many of the basic techniques of game design.

In Wii Fit, the complex activity of "Becoming fit" is broken down into skills associated with using the board, testing balance, endurance activities and more.

2. Skills can be nested
Complex skills should build upon and reuse earlier skills. Advanced skills are best taught by the extension of existing skills, not introducing new metaphors.

Game design is built around the idea of core mechanics, skills that are exercised over and over again throughout the game experience. If you can't find a set of basic reusable skills that can be incorporated as the foundational elements of more complex skills, players will deem the activity shallow and lose interest.

In Wii Fit, the act of balancing while following rote exercises is used repeatedly throughout. It is an activity that is easy to learn, hard to master and contributes nicely to a wide range more advanced activities.

3. Skills can be arranged in a smooth learning curve
There is a smooth ramp from learning easier skills to learning more complex skills. Initial skills should take only seconds since they leverage existing skills. Afterwards, learning activities should build in complexity until they take minutes, then hours. If the initial learning ramp takes too long, players will be confused or bored and stop playing.

In Wii Fit, you can learn to use the board in seconds. Just step on it. However, more advanced games are slowly introduced until must spend hours of your time to unlock that last activity.

4. Skills are measurable
The game can detect when a skill is used correctly or incorrectly. Without this the game cannot provide timely feedback that pushes the player in the right direction.

The fact that Wii Fit is a giant sensor is perhaps to be expected. Within limits, it knows exactly what you are doing and when you doing something incorrectly. This is a dramatic difference from most exercise equipment or a workout video.

5. Performance is rewardable
The game can provide the player with a timely feedback and rewards. If the game provides feedback too late or in a manner that is disconnected from the original action, the player won’t learn.

Unlike traditional exercise equipment, Wii Fit judges your performance. It lets you know when you are doing poorly and it praises you when you are doing well. It is not a passive tool, but one that seeks to mold you. This is how games work and is an integral part of their success as a teaching tool.

6. Skills are locally useful
The skill can be exercised in a useful manner by the player in a variety of meaningful local contexts. If the skill isn’t useful, the behavior will extinguish.

Local utility is a tricky concept for many, especially those trained to think in terms of filling measurable customer needs. It basically means that the player finds an activity useful in the short term within the local context of the game. Grabbing a coin in Wii Fit may accomplish absolutely nothing in the grand scheme of the player's week. However, it does let the player unlock a new exercise. So for the moment, the player considers frantically gathering coins to be a completely utilitarian activity.

Skills that are eliminated by these constraints
What skills are eliminated by these constraints? Surprisingly few.

The biggest sticking point often ends up deciding how to measure complex skills. With Wii Fit, they needed to engineer an entirely new device. It is not uncommon to invest substantial amounts of effort just gathering the right data so that you can reward the proper skills accurately and in timely manner.

Machines alone have a limited understanding of many cultural human activities. In these situations, you need to build your games to use other human beings as measurement instruments. The rating techniques of sites like Hot or Not or Amazon.com are widely applicable.

The other constraints end up being easily worked around with a little bit of thought and prototyping to find what works.

Conclusion
When I look at our list of six constraints, it is obvious to me that there are a plethora of skills that are just waiting to be turned into games. Games like Wii Fit or Brain Training may seem exceptional strokes of genius, but in reality they are merely the tiny tip of an immense iceberg. Almost any human skill, be it physical, cultural, political or economic can be turned into a game that enlightens and enables.

As more leisure games emerge that mediate and accelerate the acquisition of skills, there is going to be a economic incentive to spread the science and craft of game design far beyond our tiny game industry. Game design is not just about games. It is a transformational new product development technique that can turn historically commoditized activities into economic blockbusters.

This morning, my wife came back from her morning Wii Fit session and proudly announced to me that she just worked her way back to her normal weight range. She is still on the light side and this odd little game was by no means the only source of her success. But it had its place as a tool that measured, encouraged and rewarded progress. As such it was worth every single penny.

When I look at Wii Fit and I hear the delight in my wife's voice, it is apparent that game design is again breaking out into the broader market. Obviously it isn't happening quite in the way many have predicted. The harbinger of game's ascendancy to all aspect of the modern life is not some piece of evocative art or Citizen Kane-a-like. Instead, our future appears in the form of a glorified bathroom scale. Still, if we can improve people's lives with a bathroom scale, just imagine how games can transform the rest of our world.

take care
Danc.

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Sunday, February 25, 2007

Notes: Interaction Design, Visual IDs, Oekaki

This weekend, I stumbled across three deeply intriguing ideas that I'm still digesting.
  • Cooper-esque Interaction Design
  • Visual IDs
  • Oekaki


Cooper-esque Interaction Design
Alan Cooper founded the discipline of interaction design in the 90s. His basic argument is one that you've heard here in the past. Programs designed by programmers tend to be for programmers and other highly technical folks. He calls them Homo Logicus and notes they tend to want very different things than your typical user. Where a normal user might want one simple knob that lets them slide through options, Homo Logicus desire the power of a dozens of knobs. Power and control ends up being more important than daily use.

Interaction design promotes the use of personas, where you create a fictional person that represents your target user. For example instead of designing a game for 'the player', you would design for "Debra, a middle age mother of two who borrows her husband's DS for a quick fix when the kids are at soccer practice." This tool that I've used in the past and find quite helpful. You can no longer suppose the 'user' is really just another way of asking what 'I' would want. Instead, you always ask "What would Debra need?"

Interaction design also promotes goal directed design. Instead of listing features, you measure your success by how well you achieve user goals. In this model it doesn't matter if you add a dozen features if you end up breaking of the cardinal user goals like "I don't want to feel stupid using this product."

Bringing the concerns of the user into the design is always a good idea. These tool help balance our natural geeky urge to focus purely on the production and technical issues with the critical need to build a product that someone actually desires.

Personas
http://en.wikipedia.org/wiki/Personas

Goals Directed Design
http://www.cooper.com/articles/art_goal_directed_design.htm

The Inmates are Running the Asylum
http://www.amazon.com/Inmates-Are-Running-Asylum-Products/dp/0672316498

Interaction Design vs. Extreme Programming
One of the questionable aspects of Cooper-esque Interaction design is the insistence that all design happens up front and that designs hand off finished blue prints to the programmers. How this meshes with agile techniques is worth discussing.
http://www.ftponline.com/interviews/beck_cooper/


Visual IDs
A group of researchers have been playing with using unique procedurally generated icons to help users identify their files. Even when the icons are completely free of recognizable symbols, users were able to find their files more quickly than if they just used similar icons or text labels. Humans are damned good at seeing a visual pattern and reusing it in the future. We master and store visual cues on the fly even if we've never seen them before.

The paper presents the idea of 'visual scenery' and how we use it to navigate complex environments. Visual scenery is merely "...the distinctive appearance of visual objects in place" The existence of unique visual scenery allows our merry monkey brains to rapidly understand a massive slew of data about where we are, what we are looking, our past relationship with the object and more. The match between the effective visual scenery and procedurally generated unique content is a strong one.

Visual ID homepage
http://scribblethink.org/Work/VisualIDs/visualids.html

Visual IDs: Automatic Distinctive Icons for Desktop Interfaces
http://scribblethink.org/Work/VisualIDs/visualids.pdf


Oekaki
We are starting to see all sorts of interesting hybrids of traditional desktop applications and the web. The resulting applications are rarely clones of the past. Gmail has made me squirm when I am forced to use Outlook. DeviantArt's print service makes me wonder why I bothered to purchase my amazing inkjet printer. As an artist and a developer of art tools, I'm completely delighted to discover Oekaki, which is a class of collaborative drawing tool whose genes have been irrevocably munged with that of a forum or chat room.

These are the embryonic lead users of the next generation of art tools. No 'documents', built in collaboration and annotation(it is on by default!), built in sharing, built in version control and brainless usability. Did I mention the complete lack of installation and minimal start up time? Good stuff.

Oekaki Description
http://en.wikipedia.org/wiki/Oekaki

iScribble
http://www.iscribble.net/draw.html

Lead user analysis
http://web.mit.edu/evhippel/www/papers/Lead%20Users%20Paper%20-1986.pdf

Apologies for the link dump. I generally attempt to avoid bothering folks with a regurgitation of my somewhat esoteric browsing habits. :-)
Danc.

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