ºÝºÝߣshows by User: MarcMiquel / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: MarcMiquel / Tue, 02 Apr 2019 20:54:57 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: MarcMiquel User Experience 8: Business, Ethics and More /slideshow/user-experience-8-business-ethics-and-more/139330095 uxu8-190402205457
This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:54:57 GMT /slideshow/user-experience-8-business-ethics-and-more/139330095 MarcMiquel@slideshare.net(MarcMiquel) User Experience 8: Business, Ethics and More MarcMiquel This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu8-190402205457-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces the topic of ethics in video games from the user experience perspective. The implications of a f2p monetizations are enumerated. Dark User experience is defined in relation to the company and the user. Its main examples (Dark Patterns) are ellaborated for both websites and video games. Finally, a clear case study of Dark UX in video gambling is developed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 8: Business, Ethics and More from Marc Miquel
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User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data Analysis /slideshow/user-experience-7-quantitative-methods-questionnaires-biometrics-and-data-analysis/139330030 uxu7-190402205419
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:54:19 GMT /slideshow/user-experience-7-quantitative-methods-questionnaires-biometrics-and-data-analysis/139330030 MarcMiquel@slideshare.net(MarcMiquel) User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data Analysis MarcMiquel This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu7-190402205419-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data Analysis from Marc Miquel
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User Experience 6: Qualitative Methods, Playtesting and Interviews /slideshow/user-experience-6-qualitative-methods-playtesting-and-interviews/139330021 uxu6-190402205411
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:54:11 GMT /slideshow/user-experience-6-qualitative-methods-playtesting-and-interviews/139330021 MarcMiquel@slideshare.net(MarcMiquel) User Experience 6: Qualitative Methods, Playtesting and Interviews MarcMiquel This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu6-190402205411-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 6: Qualitative Methods, Playtesting and Interviews from Marc Miquel
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User Experience 5: User Centered Design and User Research /slideshow/user-experience-5-user-centered-design-and-user-research/139329978 uxu5-190402205342
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:53:42 GMT /slideshow/user-experience-5-user-centered-design-and-user-research/139329978 MarcMiquel@slideshare.net(MarcMiquel) User Experience 5: User Centered Design and User Research MarcMiquel This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu5-190402205342-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 5: User Centered Design and User Research from Marc Miquel
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User Experience 4: Usable User Interface /slideshow/user-experience-4-usable-user-interface/139329958 uxu4-190402205331
This presentation introduces several interfaces and discusses what their usability and user experience depend on. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This presentation introduces several interfaces and discusses what their usability and user experience depend on. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:53:31 GMT /slideshow/user-experience-4-usable-user-interface/139329958 MarcMiquel@slideshare.net(MarcMiquel) User Experience 4: Usable User Interface MarcMiquel This presentation introduces several interfaces and discusses what their usability and user experience depend on. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu4-190402205331-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces several interfaces and discusses what their usability and user experience depend on. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 4: Usable User Interface from Marc Miquel
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User Experience 3: User Experience, Usability and Accessibility /slideshow/user-experience-3-user-experience-usability-and-accessibility/139329884 uxu3-190402205246
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:52:46 GMT /slideshow/user-experience-3-user-experience-usability-and-accessibility/139329884 MarcMiquel@slideshare.net(MarcMiquel) User Experience 3: User Experience, Usability and Accessibility MarcMiquel This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu3-190402205246-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 3: User Experience, Usability and Accessibility from Marc Miquel
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User Experience 2: Psychology Concepts /MarcMiquel/user-experience-2-psychology-concepts uxu2-190402205237
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:52:37 GMT /MarcMiquel/user-experience-2-psychology-concepts MarcMiquel@slideshare.net(MarcMiquel) User Experience 2: Psychology Concepts MarcMiquel This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu2-190402205237-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 2: Psychology Concepts from Marc Miquel
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User Experience 1: What is User Experience? /slideshow/user-experience-1-what-is-user-experience/139329830 uxu1-190402205211
This is an introduction to this course on User Experience in video games and web. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

This is an introduction to this course on User Experience in video games and web. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:52:11 GMT /slideshow/user-experience-1-what-is-user-experience/139329830 MarcMiquel@slideshare.net(MarcMiquel) User Experience 1: What is User Experience? MarcMiquel This is an introduction to this course on User Experience in video games and web. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxu1-190402205211-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is an introduction to this course on User Experience in video games and web. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 1: What is User Experience? from Marc Miquel
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Quality Assurance 2: Searching for Bugs /slideshow/quality-assurance-2-searching-for-bugs/139329810 qal2-190402205159
In this presentation we introduce the most useful testing techniques in order to find bugs (ad hoc testing, combinatorial testing, test flow diagram, cleanroom testing and testing trees). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

In this presentation we introduce the most useful testing techniques in order to find bugs (ad hoc testing, combinatorial testing, test flow diagram, cleanroom testing and testing trees). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:51:59 GMT /slideshow/quality-assurance-2-searching-for-bugs/139329810 MarcMiquel@slideshare.net(MarcMiquel) Quality Assurance 2: Searching for Bugs MarcMiquel In this presentation we introduce the most useful testing techniques in order to find bugs (ad hoc testing, combinatorial testing, test flow diagram, cleanroom testing and testing trees). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/qal2-190402205159-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation we introduce the most useful testing techniques in order to find bugs (ad hoc testing, combinatorial testing, test flow diagram, cleanroom testing and testing trees). These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Quality Assurance 2: Searching for Bugs from Marc Miquel
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Quality Assurance 1: Why Quality Matters /slideshow/quality-assurance-1-why-quality-matters/139329800 qal1-190402205154
In this presentation we introduce the concept quality assurance in video games along with the most important concepts, team members and testing phases. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

In this presentation we introduce the concept quality assurance in video games along with the most important concepts, team members and testing phases. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:51:54 GMT /slideshow/quality-assurance-1-why-quality-matters/139329800 MarcMiquel@slideshare.net(MarcMiquel) Quality Assurance 1: Why Quality Matters MarcMiquel In this presentation we introduce the concept quality assurance in video games along with the most important concepts, team members and testing phases. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/qal1-190402205154-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation we introduce the concept quality assurance in video games along with the most important concepts, team members and testing phases. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Quality Assurance 1: Why Quality Matters from Marc Miquel
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Game Balance 3: Interesting Strategies /slideshow/game-balance-3-interesting-strategies/139329794 gbl4-190402205149
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:51:49 GMT /slideshow/game-balance-3-interesting-strategies/139329794 MarcMiquel@slideshare.net(MarcMiquel) Game Balance 3: Interesting Strategies MarcMiquel In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gbl4-190402205149-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation we introduce the game balance &quot;interesting strategies&quot;. It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Balance 3: Interesting Strategies from Marc Miquel
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Game Balance 3: Player Equality and Fairness /slideshow/game-balance-3-player-equality-and-fairness/139329786 gbl3-190402205146
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:51:46 GMT /slideshow/game-balance-3-player-equality-and-fairness/139329786 MarcMiquel@slideshare.net(MarcMiquel) Game Balance 3: Player Equality and Fairness MarcMiquel In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gbl3-190402205146-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation we introduce the game balance type &quot;player equality and fairness&quot;. It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Balance 3: Player Equality and Fairness from Marc Miquel
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Game Balance 2: Sustained Uncertainty /slideshow/game-balance-2-sustained-uncertainty/139329773 gbl2-190402205136
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:51:36 GMT /slideshow/game-balance-2-sustained-uncertainty/139329773 MarcMiquel@slideshare.net(MarcMiquel) Game Balance 2: Sustained Uncertainty MarcMiquel In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gbl2-190402205136-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation we introduce the game balance type &#39;sustained uncertainty&#39;. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Balance 2: Sustained Uncertainty from Marc Miquel
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Game Balance 1: What is Game Balance /slideshow/game-balance-1-what-is-game-balance/139329766 gbl1-190402205132
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>

In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.]]>
Tue, 02 Apr 2019 20:51:32 GMT /slideshow/game-balance-1-what-is-game-balance/139329766 MarcMiquel@slideshare.net(MarcMiquel) Game Balance 1: What is Game Balance MarcMiquel In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gbl1-190402205132-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it. These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Balance 1: What is Game Balance from Marc Miquel
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public presentation of "Calçotada Wars" the card game /slideshow/public-presentation-of-calotada-wars-the-card-game/78889504 prstaciocw-170816124428
This is a presentation I gave in FNAC Plaça Catalunya in order to explain and show "Calçotada Wars" (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com]]>

This is a presentation I gave in FNAC Plaça Catalunya in order to explain and show "Calçotada Wars" (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com]]>
Wed, 16 Aug 2017 12:44:28 GMT /slideshow/public-presentation-of-calotada-wars-the-card-game/78889504 MarcMiquel@slideshare.net(MarcMiquel) public presentation of "Calçotada Wars" the card game MarcMiquel This is a presentation I gave in FNAC Plaça Catalunya in order to explain and show "Calçotada Wars" (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/prstaciocw-170816124428-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is a presentation I gave in FNAC Plaça Catalunya in order to explain and show &quot;Calçotada Wars&quot; (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com
public presentation of "Calå·½otada Wars" the card game from Marc Miquel
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public presentation of "La Puta i la Ramoneta" the card game /slideshow/public-presentation-of-la-puta-i-la-ramoneta-the-card-game/78889467 presentacioelpati-170816124300
This is a presentation I gave in Ateneu Igualadí in order to explain and show "La Puta i la Ramoneta" (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com]]>

This is a presentation I gave in Ateneu Igualadí in order to explain and show "La Puta i la Ramoneta" (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com]]>
Wed, 16 Aug 2017 12:43:00 GMT /slideshow/public-presentation-of-la-puta-i-la-ramoneta-the-card-game/78889467 MarcMiquel@slideshare.net(MarcMiquel) public presentation of "La Puta i la Ramoneta" the card game MarcMiquel This is a presentation I gave in Ateneu Igualadí in order to explain and show "La Puta i la Ramoneta" (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentacioelpati-170816124300-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is a presentation I gave in Ateneu Igualadí in order to explain and show &quot;La Puta i la Ramoneta&quot; (the card game) for promotional purposes. For more info about the project, check out marcmiquel.com
public presentation of "La Puta i la Ramoneta" the card game from Marc Miquel
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Towards a User-Centered Wikipedia - Viquitrobada, 26 de novembre 2016, València /slideshow/usercentered-wikipedia-viquitrobada2016/69597060 usercenteredwikipediaviquitrobada2016-161128141027
En aquesta presentació faig dues observacions; la primera sobre com s'ha construït Viquipèdia, quins són els seus valors relacionats amb la cultura hacker i com poden obstruïr el disseny centrat en l'usuari; la segona sobre com pel viquipedista és fonamental desenvolupar una identitat de comunitat i com s'ha d'ajudar als nouvinguts a crear-la. Per altra banda i vinculat amb les observacions, faig dues propostes per centrar el disseny i la cultura de Viquipèdia en els editors per tal de millorar l'engagement (participació).]]>

En aquesta presentació faig dues observacions; la primera sobre com s'ha construït Viquipèdia, quins són els seus valors relacionats amb la cultura hacker i com poden obstruïr el disseny centrat en l'usuari; la segona sobre com pel viquipedista és fonamental desenvolupar una identitat de comunitat i com s'ha d'ajudar als nouvinguts a crear-la. Per altra banda i vinculat amb les observacions, faig dues propostes per centrar el disseny i la cultura de Viquipèdia en els editors per tal de millorar l'engagement (participació).]]>
Mon, 28 Nov 2016 14:10:27 GMT /slideshow/usercentered-wikipedia-viquitrobada2016/69597060 MarcMiquel@slideshare.net(MarcMiquel) Towards a User-Centered Wikipedia - Viquitrobada, 26 de novembre 2016, València MarcMiquel En aquesta presentació faig dues observacions; la primera sobre com s'ha construït Viquipèdia, quins són els seus valors relacionats amb la cultura hacker i com poden obstruïr el disseny centrat en l'usuari; la segona sobre com pel viquipedista és fonamental desenvolupar una identitat de comunitat i com s'ha d'ajudar als nouvinguts a crear-la. Per altra banda i vinculat amb les observacions, faig dues propostes per centrar el disseny i la cultura de Viquipèdia en els editors per tal de millorar l'engagement (participació). <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/usercenteredwikipediaviquitrobada2016-161128141027-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> En aquesta presentació faig dues observacions; la primera sobre com s&#39;ha construït Viquipèdia, quins són els seus valors relacionats amb la cultura hacker i com poden obstruïr el disseny centrat en l&#39;usuari; la segona sobre com pel viquipedista és fonamental desenvolupar una identitat de comunitat i com s&#39;ha d&#39;ajudar als nouvinguts a crear-la. Per altra banda i vinculat amb les observacions, faig dues propostes per centrar el disseny i la cultura de Viquipèdia en els editors per tal de millorar l&#39;engagement (participació).
Towards a User-Centered Wikipedia - Viquitrobada, 26 de novembre 2016, Val竪ncia from Marc Miquel
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Cultural Identities in Wikipedia (Wikimania 2016) /slideshow/cultural-identities-in-wikipedia-wikimania-2016/62960487 ciraculturalcontextualization16wikimania-160611151024
Unlike in most social network platforms, in Wikipedia editors are not encouraged to disclose personal traits, hobbies or affiliations. In fact, I think the identity issue has not been discussed enough. Since the project is dedicated to promote a common good, there is no content ownership, and the personal aspects become uncomfortable, or partly taboo. However, I defend that identity matters, in terms of building a Wikipedian reputation, and that editors' identities are tightly related to the content. As a Wikipedian, would you contribute equally if you couldn't choose the topics? In this presentation I want to address the creation process and composition of Wikipedia language editions as a matter of identity. Our research on the issue has shown us that an identity-based motivation allows editors to conciliate the Wikipedian identity in the community along with their other identities. Therefore, in order to act congruently with each of such identities, they contribute with content related to them. To assess the influence of this motivation type, we developed a method and identified articles related to each Wikipedia language edition's Cultural Identities. The results on 40 Wikipedias show that this kind of content represents almost a quarter of each language edition. We analyze the content in terms of topical coverage and find that different specific topics emerge as important for each of them, although the most important topics are generally Geography, People and Culture. Inspecting how articles related to each language edition's cultural identities are exported to other languages, we show relationships between Wikipedias. The selection of articles reflecting each Wikipedia language based cultural identities is a rich source for research, but can be also a useful base to establish an intercultural exchange between Wikipedia language editions. We propose the diversity of content across languages to be seen as an asset, and the spread of content specific to a language edition to be facilitated by automatic tools. The main point is to recognize the power of identity as a motivator for action and as a driver for change. Finally, we present a project called Wikiidentities in which we will disseminate the results of the research, make the datasets available, and provide some ideas and debate on how identities can be key to bridge the culture gap in any Wikipedia.]]>

Unlike in most social network platforms, in Wikipedia editors are not encouraged to disclose personal traits, hobbies or affiliations. In fact, I think the identity issue has not been discussed enough. Since the project is dedicated to promote a common good, there is no content ownership, and the personal aspects become uncomfortable, or partly taboo. However, I defend that identity matters, in terms of building a Wikipedian reputation, and that editors' identities are tightly related to the content. As a Wikipedian, would you contribute equally if you couldn't choose the topics? In this presentation I want to address the creation process and composition of Wikipedia language editions as a matter of identity. Our research on the issue has shown us that an identity-based motivation allows editors to conciliate the Wikipedian identity in the community along with their other identities. Therefore, in order to act congruently with each of such identities, they contribute with content related to them. To assess the influence of this motivation type, we developed a method and identified articles related to each Wikipedia language edition's Cultural Identities. The results on 40 Wikipedias show that this kind of content represents almost a quarter of each language edition. We analyze the content in terms of topical coverage and find that different specific topics emerge as important for each of them, although the most important topics are generally Geography, People and Culture. Inspecting how articles related to each language edition's cultural identities are exported to other languages, we show relationships between Wikipedias. The selection of articles reflecting each Wikipedia language based cultural identities is a rich source for research, but can be also a useful base to establish an intercultural exchange between Wikipedia language editions. We propose the diversity of content across languages to be seen as an asset, and the spread of content specific to a language edition to be facilitated by automatic tools. The main point is to recognize the power of identity as a motivator for action and as a driver for change. Finally, we present a project called Wikiidentities in which we will disseminate the results of the research, make the datasets available, and provide some ideas and debate on how identities can be key to bridge the culture gap in any Wikipedia.]]>
Sat, 11 Jun 2016 15:10:24 GMT /slideshow/cultural-identities-in-wikipedia-wikimania-2016/62960487 MarcMiquel@slideshare.net(MarcMiquel) Cultural Identities in Wikipedia (Wikimania 2016) MarcMiquel Unlike in most social network platforms, in Wikipedia editors are not encouraged to disclose personal traits, hobbies or affiliations. In fact, I think the identity issue has not been discussed enough. Since the project is dedicated to promote a common good, there is no content ownership, and the personal aspects become uncomfortable, or partly taboo. However, I defend that identity matters, in terms of building a Wikipedian reputation, and that editors' identities are tightly related to the content. As a Wikipedian, would you contribute equally if you couldn't choose the topics? In this presentation I want to address the creation process and composition of Wikipedia language editions as a matter of identity. Our research on the issue has shown us that an identity-based motivation allows editors to conciliate the Wikipedian identity in the community along with their other identities. Therefore, in order to act congruently with each of such identities, they contribute with content related to them. To assess the influence of this motivation type, we developed a method and identified articles related to each Wikipedia language edition's Cultural Identities. The results on 40 Wikipedias show that this kind of content represents almost a quarter of each language edition. We analyze the content in terms of topical coverage and find that different specific topics emerge as important for each of them, although the most important topics are generally Geography, People and Culture. Inspecting how articles related to each language edition's cultural identities are exported to other languages, we show relationships between Wikipedias. The selection of articles reflecting each Wikipedia language based cultural identities is a rich source for research, but can be also a useful base to establish an intercultural exchange between Wikipedia language editions. We propose the diversity of content across languages to be seen as an asset, and the spread of content specific to a language edition to be facilitated by automatic tools. The main point is to recognize the power of identity as a motivator for action and as a driver for change. Finally, we present a project called Wikiidentities in which we will disseminate the results of the research, make the datasets available, and provide some ideas and debate on how identities can be key to bridge the culture gap in any Wikipedia. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/ciraculturalcontextualization16wikimania-160611151024-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Unlike in most social network platforms, in Wikipedia editors are not encouraged to disclose personal traits, hobbies or affiliations. In fact, I think the identity issue has not been discussed enough. Since the project is dedicated to promote a common good, there is no content ownership, and the personal aspects become uncomfortable, or partly taboo. However, I defend that identity matters, in terms of building a Wikipedian reputation, and that editors&#39; identities are tightly related to the content. As a Wikipedian, would you contribute equally if you couldn&#39;t choose the topics? In this presentation I want to address the creation process and composition of Wikipedia language editions as a matter of identity. Our research on the issue has shown us that an identity-based motivation allows editors to conciliate the Wikipedian identity in the community along with their other identities. Therefore, in order to act congruently with each of such identities, they contribute with content related to them. To assess the influence of this motivation type, we developed a method and identified articles related to each Wikipedia language edition&#39;s Cultural Identities. The results on 40 Wikipedias show that this kind of content represents almost a quarter of each language edition. We analyze the content in terms of topical coverage and find that different specific topics emerge as important for each of them, although the most important topics are generally Geography, People and Culture. Inspecting how articles related to each language edition&#39;s cultural identities are exported to other languages, we show relationships between Wikipedias. The selection of articles reflecting each Wikipedia language based cultural identities is a rich source for research, but can be also a useful base to establish an intercultural exchange between Wikipedia language editions. We propose the diversity of content across languages to be seen as an asset, and the spread of content specific to a language edition to be facilitated by automatic tools. The main point is to recognize the power of identity as a motivator for action and as a driver for change. Finally, we present a project called Wikiidentities in which we will disseminate the results of the research, make the datasets available, and provide some ideas and debate on how identities can be key to bridge the culture gap in any Wikipedia.
Cultural Identities in Wikipedia (Wikimania 2016) from Marc Miquel
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Happiness Has To Do With Clarity - World Information Architecture Day '15 /slideshow/happiness-has-to-do-with-clarity-world-information-architecture-day-15/44971063 happineshastodowithclarity-150221162004-conversion-gate01
Most of the times we hear design for engagement or for better user experiences. Why don’t we design for happiness? Who is interested in happy users? I will give various examples of games and websites whose success depends on many things but joy and pleasure. Probably the key is in their information architecture and consequently in their interaction design. We as designers have an enormous responsibility for users’ behaviours. How much aware are we of our designs implications? And how much are the users? To me, happiness in UX is the absence of frustration. Let's fight 'dark patterns' to make a more free Internet. If you want to learn about Dark Patterns: www.darkpatterns.org]]>

Most of the times we hear design for engagement or for better user experiences. Why don’t we design for happiness? Who is interested in happy users? I will give various examples of games and websites whose success depends on many things but joy and pleasure. Probably the key is in their information architecture and consequently in their interaction design. We as designers have an enormous responsibility for users’ behaviours. How much aware are we of our designs implications? And how much are the users? To me, happiness in UX is the absence of frustration. Let's fight 'dark patterns' to make a more free Internet. If you want to learn about Dark Patterns: www.darkpatterns.org]]>
Sat, 21 Feb 2015 16:20:04 GMT /slideshow/happiness-has-to-do-with-clarity-world-information-architecture-day-15/44971063 MarcMiquel@slideshare.net(MarcMiquel) Happiness Has To Do With Clarity - World Information Architecture Day '15 MarcMiquel Most of the times we hear design for engagement or for better user experiences. Why don’t we design for happiness? Who is interested in happy users? I will give various examples of games and websites whose success depends on many things but joy and pleasure. Probably the key is in their information architecture and consequently in their interaction design. We as designers have an enormous responsibility for users’ behaviours. How much aware are we of our designs implications? And how much are the users? To me, happiness in UX is the absence of frustration. Let's fight 'dark patterns' to make a more free Internet. If you want to learn about Dark Patterns: www.darkpatterns.org <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/happineshastodowithclarity-150221162004-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Most of the times we hear design for engagement or for better user experiences. Why don’t we design for happiness? Who is interested in happy users? I will give various examples of games and websites whose success depends on many things but joy and pleasure. Probably the key is in their information architecture and consequently in their interaction design. We as designers have an enormous responsibility for users’ behaviours. How much aware are we of our designs implications? And how much are the users? To me, happiness in UX is the absence of frustration. Let&#39;s fight &#39;dark patterns&#39; to make a more free Internet. If you want to learn about Dark Patterns: www.darkpatterns.org
Happiness Has To Do With Clarity - World Information Architecture Day '15 from Marc Miquel
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The Elements of Videogambling Experience /slideshow/the-elements-of-videogambling-experience/18637330 theelementsofvideogamblingexperience-130411171213-phpapp01
For more information: http://uxmag.com/articles/dark-ux-the-elements-of-the-video-gambling-experience This is a presentation I gave in La-Salle University (Barcelona) on April 12th about Videogambling Design and deceptive user experience. I include some of the most used dark patterns in the business and the tricks companies use to keep gamblers playing for longer sessions. Its material is complementary to the deceptive UI designs in www.darkpatterns.org.]]>

For more information: http://uxmag.com/articles/dark-ux-the-elements-of-the-video-gambling-experience This is a presentation I gave in La-Salle University (Barcelona) on April 12th about Videogambling Design and deceptive user experience. I include some of the most used dark patterns in the business and the tricks companies use to keep gamblers playing for longer sessions. Its material is complementary to the deceptive UI designs in www.darkpatterns.org.]]>
Thu, 11 Apr 2013 17:12:13 GMT /slideshow/the-elements-of-videogambling-experience/18637330 MarcMiquel@slideshare.net(MarcMiquel) The Elements of Videogambling Experience MarcMiquel For more information: http://uxmag.com/articles/dark-ux-the-elements-of-the-video-gambling-experience This is a presentation I gave in La-Salle University (Barcelona) on April 12th about Videogambling Design and deceptive user experience. I include some of the most used dark patterns in the business and the tricks companies use to keep gamblers playing for longer sessions. Its material is complementary to the deceptive UI designs in www.darkpatterns.org. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/theelementsofvideogamblingexperience-130411171213-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> For more information: http://uxmag.com/articles/dark-ux-the-elements-of-the-video-gambling-experience This is a presentation I gave in La-Salle University (Barcelona) on April 12th about Videogambling Design and deceptive user experience. I include some of the most used dark patterns in the business and the tricks companies use to keep gamblers playing for longer sessions. Its material is complementary to the deceptive UI designs in www.darkpatterns.org.
The Elements of Videogambling Experience from Marc Miquel
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https://cdn.slidesharecdn.com/profile-photo-MarcMiquel-48x48.jpg?cb=1645437837 Specialties: Engagement, User Experience, Game Design, Web Communication, Interaction Design, Persuasive Technologies www.marcmiquel.com https://cdn.slidesharecdn.com/ss_thumbnails/uxu8-190402205457-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/user-experience-8-business-ethics-and-more/139330095 User Experience 8: Bus... https://cdn.slidesharecdn.com/ss_thumbnails/uxu7-190402205419-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/user-experience-7-quantitative-methods-questionnaires-biometrics-and-data-analysis/139330030 User Experience 7: Qua... https://cdn.slidesharecdn.com/ss_thumbnails/uxu6-190402205411-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/user-experience-6-qualitative-methods-playtesting-and-interviews/139330021 User Experience 6: Qua...