Making a video game is already a challenge. Making a good serious game is a very hard challenge.
What do the experts say that could help me designing a good educational game? How can I influence people playing my game? How can I find a good balance between fun and learning? And what are some praiseworthy examples?
This document discusses how serious games can be used for positive purposes beyond entertainment. It defines serious games as true games that achieve effects beyond just the gaming experience. Serious games are presented as a better approach than gamification, which is criticized for reducing games and not being realistic. Examples are given of how serious games can be used for health, education, and social change by motivating players, explaining concepts through interactive experiences, and using procedural rhetoric to persuade. Guidelines are suggested to ensure serious games are designed and used ethically.
Instead of being a mere emotion, the latest research shows us Hope is a process and a thinking tool that can help us harness our willpower and come up with ways to make our dreams come true. This interactive talk is aimed to better understand the relationship with Hope and figure out how to achieve even the most ambitious of goals.
See a version of the recorded talk here: https://www.infoq.com/presentations/hope-goals
1) The document discusses the importance of play for adults and provides strategies for incorporating more play into daily life. It explains that play shapes the brain, fuels creativity, and improves relationships and mental well-being.
2) Adults are encouraged to play for at least 10-15 minutes per day, to "play with their chimp" by engaging creative and childlike parts of the mind, and to find little opportunities to play both at home and work.
3) Incorporating more play can help reduce depression and lead to a happier life. The document provides ideas and resources for developing a personal "play intelligence" and treating play as an essential part of life.
The Power of Play - Making Good Teams GreatPortia Tung
油
Screw work lets play! Do you sometimes wish you could goof off work and play? In this interactive presentation, inspired by the theory and experience of play, we demonstrate why play isnt just essential for creativity and innovation, but crucial to our survival and overall well-being.
Portia Tung investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement.
The talk includes 7 guidelines for bringing more play into your life. And if you play your cards right, youll leave with plenty of ideas to achieve your recommended daily amount of play!
Play at Work: Releasing Human Potential Through PlayPortia Tung
油
Are you frustrated by an unhappy and cynical workforce? Do you feel swamped by poor quality deliverables that no one wants? Do you dream of doing more of what you love and enabling others to do the same?
If your answer is "Yes" to one or more of these questions, then it's time to act swiftly before unfulfilling daily work gobbles up the last bit of play potential in you and your colleagues and stymies forever your chances of doing valuable work in a meaningful way.
Using Serious Games for teaching Serious SubjectsFoteini Valeonti
油
This document discusses using serious games for teaching serious subjects. It defines a serious game as a game designed for a primary purpose other than pure entertainment. Serious games can be powerful learning tools because game design is based on how the human brain works. Specific game mechanics like progress, feedback, appointments, badges, status, achievements, and rewards can engage players and support learning when incorporated into serious games. Some examples provided of serious games include using blogs to level up students and an alternate reality game focused on Shakespeare's Globe Theatre.
Jake Schweihs outlines his goals and plans for "Project Dark Magic", a video game he is creating. He discusses his background and goals which include completing Full Sail, creating a perfect reel, and finishing a game before graduation. He then outlines the process of making a video game which includes planning, programming, art, music, testing, potential failures, and marketing. For "Dark Magic" specifically, he describes exploring magical realms, taking down leaders, upgrading skills, and borrowing powers. His plan of attack is to build a perfect team, work at a steady pace, create and test repeatedly, and launch a Kickstarter campaign.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Le...Karl Kapp
油
Games are fun, exciting and engaging but do they belong in the classroom? Can games and simulations be artistic, creative and still be educational? There is evidence that students participating in game-based learning experiences have higher declarative knowledge, procedural knowledge and retention of instructional material than those participating in more traditional learning experiences. But, what elements make games and simulations appropriate for learning and how can those elements be integrated into the classroom. This keynote discusses the careful blending of creativity, artistry and technology to create effective game-like simulations for learning.
Finding Greatness Slowly: Harsh Lessons of a Long Term Creative ProjectPeter Cardwell-Gardner
油
Sharing some hard lessons learnt from the first 2 years of developing my debut video game: Cadence - A Musical Playground of Beautiful Puzzles.
Some surprising truths about the nature of innovation and how to stay creative. Also a first hand account of the sting of failure and what that means.
This presentation discusses research techniques for game development. It explains that research involves investigating a topic to learn more about games or what audiences want. The document provides examples of researching classic and modern games like Zelda and Minecraft to understand what makes them fun and successful. These case studies demonstrate how gameplay experiences and feedback can be analyzed to inform the design of a new game.
The document discusses how game designers can make effective decisions when developing games. It notes that the game industry is unpredictable and designers do not have a guaranteed formula for success. It recommends that designers use a combination of their intuition ("gut"), data analysis, and testing to guide their decisions. Designers should leverage their experience, gather player data and behavior metrics, and encourage testing of different design theories with prototypes and experiments. By considering multiple perspectives and validating ideas through a fast iterative process, designers can make better informed choices despite the uncertain nature of game development.
Thessaloniki Re:publica Conference : How to create an addiction for good with...Ercan Altu YILMAZ
油
This document discusses how to use gamification to create positive addictions. It provides examples of how companies and apps have used elements of games and rewards to motivate behaviors. The document also references theories around motivational design and the relationship between ability, motivation, and triggers in influencing behavior change. It advocates gamifying life activities for good and creating addiction for positive goals by making tasks easy, rewarding effort socially, and continuing the motivational loop.
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altu YILMAZ
油
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
This game is about a young girl's journey through temples in the clouds using an ability to translocate objects. The player must solve environmental puzzles by moving through an open world and unlocking new areas. While there are no character upgrades, the player improves by getting better at intelligence challenges and using translocation to progress toward a visible goal like a high tower.
Curiosity, Patience and Purpose: How big breakthroughs really happenJesse Schell
油
The document discusses the process of designing games and creating meaningful experiences for players. It notes that breakthroughs come from patience and pursuing ideas with purpose over time through iteration. Designers start with an idea and work in teams to build a game using technology, testing it through playtesting to transform players. The experience is ultimately in the player's mind.
Refresh Your Brain with These 5 Powerful TricksPepper Gang
油
Why do we need to refresh our brain? Because...Even if you are the most creative person on the earth (which you might not), sitting in the office and facing your computer all day can still kill your brain cells (oh no!) and make you unproductive.
so....Let's learn some fun ways to save your entrepreneurial brain.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
油
(際際滷s from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
油
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
油
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
Creating Learner Engagement Through GamificationKarl Kapp
油
Presentation provided to the St. Louis Metropolitan Chapter of ASTD. It used an interactive story format to convey the message that thinking like a game developer is critical to creating engaging instructional design.
This document provides information about video game promotion and marketing for a GCSE Media Studies exam. It discusses several theories about how media affects audiences:
1) The Hypodermic Needle Model argues that audiences passively accept all messages in media like a drug. This fits how advertising could influence people to buy games.
2) The Two-Step Flow Model says opinion leaders influence passive audiences. Game reviews influence passive buyers' decisions.
3) Theories on the effects of playing video games include: temperament theory which says media doesn't change people, just reveals traits; desensitization theory which argues violent media desensitizes people; and social learning theory where people learn behaviors from media models.
The document discusses rules of engagement for alternate reality games and immersive entertainment. It outlines five principles - find, focus, fun, freedom, and fearlessness. For find, it recommends letting players discover things themselves. For focus, it suggests creating multiple levels of engagement. For fun, it emphasizes making the experience enjoyable. For freedom, it advises giving players autonomy. And for fearlessness, it talks about building trust while respecting what players can achieve. The overall goal is to successfully engage audiences through dynamic, player-driven experiences.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Gamification what is what is not and where it is useful - ff1 - slide shareAlberto Signoretti
油
This document discusses gamification, including its origins, definitions, what it is and is not, why games are engaging, and principles of game and player design. Gamification uses game mechanics to motivate and engage users in non-game contexts. It can be used to encourage behavior change by applying elements like points, leaderboards, levels and badges. The document also provides examples of gamification for behavior change and outlines factors that influence player engagement, fun and learning.
Jake Schweihs outlines his goals and plans for "Project Dark Magic", a video game he is creating. He discusses his background and goals which include completing Full Sail, creating a perfect reel, and finishing a game before graduation. He then outlines the process of making a video game which includes planning, programming, art, music, testing, potential failures, and marketing. For "Dark Magic" specifically, he describes exploring magical realms, taking down leaders, upgrading skills, and borrowing powers. His plan of attack is to build a perfect team, work at a steady pace, create and test repeatedly, and launch a Kickstarter campaign.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Le...Karl Kapp
油
Games are fun, exciting and engaging but do they belong in the classroom? Can games and simulations be artistic, creative and still be educational? There is evidence that students participating in game-based learning experiences have higher declarative knowledge, procedural knowledge and retention of instructional material than those participating in more traditional learning experiences. But, what elements make games and simulations appropriate for learning and how can those elements be integrated into the classroom. This keynote discusses the careful blending of creativity, artistry and technology to create effective game-like simulations for learning.
Finding Greatness Slowly: Harsh Lessons of a Long Term Creative ProjectPeter Cardwell-Gardner
油
Sharing some hard lessons learnt from the first 2 years of developing my debut video game: Cadence - A Musical Playground of Beautiful Puzzles.
Some surprising truths about the nature of innovation and how to stay creative. Also a first hand account of the sting of failure and what that means.
This presentation discusses research techniques for game development. It explains that research involves investigating a topic to learn more about games or what audiences want. The document provides examples of researching classic and modern games like Zelda and Minecraft to understand what makes them fun and successful. These case studies demonstrate how gameplay experiences and feedback can be analyzed to inform the design of a new game.
The document discusses how game designers can make effective decisions when developing games. It notes that the game industry is unpredictable and designers do not have a guaranteed formula for success. It recommends that designers use a combination of their intuition ("gut"), data analysis, and testing to guide their decisions. Designers should leverage their experience, gather player data and behavior metrics, and encourage testing of different design theories with prototypes and experiments. By considering multiple perspectives and validating ideas through a fast iterative process, designers can make better informed choices despite the uncertain nature of game development.
Thessaloniki Re:publica Conference : How to create an addiction for good with...Ercan Altu YILMAZ
油
This document discusses how to use gamification to create positive addictions. It provides examples of how companies and apps have used elements of games and rewards to motivate behaviors. The document also references theories around motivational design and the relationship between ability, motivation, and triggers in influencing behavior change. It advocates gamifying life activities for good and creating addiction for positive goals by making tasks easy, rewarding effort socially, and continuing the motivational loop.
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altu YILMAZ
油
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
This game is about a young girl's journey through temples in the clouds using an ability to translocate objects. The player must solve environmental puzzles by moving through an open world and unlocking new areas. While there are no character upgrades, the player improves by getting better at intelligence challenges and using translocation to progress toward a visible goal like a high tower.
Curiosity, Patience and Purpose: How big breakthroughs really happenJesse Schell
油
The document discusses the process of designing games and creating meaningful experiences for players. It notes that breakthroughs come from patience and pursuing ideas with purpose over time through iteration. Designers start with an idea and work in teams to build a game using technology, testing it through playtesting to transform players. The experience is ultimately in the player's mind.
Refresh Your Brain with These 5 Powerful TricksPepper Gang
油
Why do we need to refresh our brain? Because...Even if you are the most creative person on the earth (which you might not), sitting in the office and facing your computer all day can still kill your brain cells (oh no!) and make you unproductive.
so....Let's learn some fun ways to save your entrepreneurial brain.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
油
(際際滷s from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
油
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
油
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
Creating Learner Engagement Through GamificationKarl Kapp
油
Presentation provided to the St. Louis Metropolitan Chapter of ASTD. It used an interactive story format to convey the message that thinking like a game developer is critical to creating engaging instructional design.
This document provides information about video game promotion and marketing for a GCSE Media Studies exam. It discusses several theories about how media affects audiences:
1) The Hypodermic Needle Model argues that audiences passively accept all messages in media like a drug. This fits how advertising could influence people to buy games.
2) The Two-Step Flow Model says opinion leaders influence passive audiences. Game reviews influence passive buyers' decisions.
3) Theories on the effects of playing video games include: temperament theory which says media doesn't change people, just reveals traits; desensitization theory which argues violent media desensitizes people; and social learning theory where people learn behaviors from media models.
The document discusses rules of engagement for alternate reality games and immersive entertainment. It outlines five principles - find, focus, fun, freedom, and fearlessness. For find, it recommends letting players discover things themselves. For focus, it suggests creating multiple levels of engagement. For fun, it emphasizes making the experience enjoyable. For freedom, it advises giving players autonomy. And for fearlessness, it talks about building trust while respecting what players can achieve. The overall goal is to successfully engage audiences through dynamic, player-driven experiences.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Gamification what is what is not and where it is useful - ff1 - slide shareAlberto Signoretti
油
This document discusses gamification, including its origins, definitions, what it is and is not, why games are engaging, and principles of game and player design. Gamification uses game mechanics to motivate and engage users in non-game contexts. It can be used to encourage behavior change by applying elements like points, leaderboards, levels and badges. The document also provides examples of gamification for behavior change and outlines factors that influence player engagement, fun and learning.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
油
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
油
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
This document discusses gamification and introduces some key concepts. It provides a free online course on gamification and a quote about finding fun in any job. It discusses determining if gamification is appropriate and listing objectives. It outlines some aspects of game structure, dynamics, mechanics and components. It also discusses what makes activities fun, ways to measure results, and recommends taking the online course for more details on topics like self determination theory, design rules, and case studies.
This document provides an introduction and overview of gamification. It discusses what gamification is, using elements of fun to drive results, and how to determine if gamification is right for a particular goal or business objective. It also outlines some of the key aspects of gamifying an activity or process, including structure, dynamics, mechanics, and components. Examples of ways to measure the success of gamification efforts, such as daily/monthly user rates and virality, are also presented. The document recommends taking an online gamification course for an in-depth exploration of topics like self-determination theory, design rules, case studies, and more.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
This document discusses the author Shuen-shing Lee's article "I Lose, Therefore I Think" about alternative goals in video games. It covers Lee's perspectives on how typical games encourage a win-lose mentality through trial-and-error gameplay. However, some games disrupt this by having unwinnable designs or implicit goals meant to encourage thinking beyond just winning. The document also discusses Sherry Turkle's views on computer holding power and how video games can inspire problem-solving and understanding of computational rules and designer intent.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
油
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
This document discusses cyber gaming and its effects. It begins with an introduction that defines cyber gaming as online games played over a computer network. It then covers the history of cyber gaming from the 1970s, popular cyber games today, and statistics on gamers. The impacts section notes both positive and negative effects, with the side effects section focusing on increased aggression, poor health, preoccupation, and damaged relationships. The document concludes by emphasizing the need to play in moderation and not let gaming harm important relationships.
A scientific method for creating completely new game mechanics.
called it GMES for
Gather data, Make Hypothesis, Experiment, See results.
If your player can do GMES then the game mechanic will work.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
油
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Design is more than just looks. Dedicated designers help drive conversions, build stronger brands, and improve user experiences to ultimately deliver a significant return on investment.
Increased Conversions:
94% of first impressions are design-related.
Companies with strong design deliver 32% higher revenue.
Enhanced Brand Perception:
75% of website visitors judge the credibility of a company based on their website design.
89% of users who've had a poor user experience tend to switch to a competitor website.
Improved User Experience (UX):
Companies that prioritize UX see a 25% increase in customer satisfaction.
88% of visitors will probably not re-visit a website if they've had a bad user experience.
Cost-Effectiveness:
Save on costs by getting the design right the first time. Post-release fixes can be 100 times more expensive.
90% of users say that clear visuals improve their understanding of a product.
Stronger Brand Identity:
77% of consumers say that the logo of a brand is an important component when they buy any product.
Consistent branding across all channels increases brand recognition by 36%.
Source: https://www.linearity.io/blog/ux-statistics/
to trust in the long run. This is where dedicated designers come in.
These creative professionals are not there to make things look pretty. They bring with them a mix of artistry and business acumen that can drive innovation and assist you in delivering great results. These problem-solvers can transform your business from the inside out.
Here are 10 ways hiring dedicated designers can drive growth and success to your business.
1. They craft a powerful visual identity
2. They champion user-centered design
3. They drive conversions and boost sales
4. They simplify complex information
5. They foster a culture of innovation
6. They streamline processes and enhance productivity
7. They build trust and credibility
8. They cultivate a positive work environment
9. They differentiate your brand
10. They drive measurable results
Many people make the mistake of considering dedicated designers as stylists. These skilled designers are not just stylists. They are strategic problem-solvers who can significantly impact your business's success. Want to unlock the full potential of your brand? To achieve sustainable growth why not hire a dedicated designer for your business?
https://www.virtualemployee.com/services/hire-dedicated-designers
Free PowerPoint Template provides high-quality, professional presentation slides for various needs. Be it a business, school, or even personal projects, these templates are guaranteed to make an eye-catching and nicely organized presentation. Users can search for templates that feature modern designs, easy customization and compatibility on both PowerPoint and Google 際際滷s.
At Free PPTX Template, the goal is to ensure that the users are provided with free slideshow templates which are easy to use and improve the quality of the presentation. Accompanied by a vast range of themes and styles, editing and adjusting the slides to a different set of requirements becomes an easy task. These templates come in handy for everyone; Professionals, Students, and anyone who seeks to better their presentation skills.
Stepping into a Pilates studio for the first time can be a tad intimidating, especially when faced with an array of unfamiliar equipment that seems more fitting for a science lab than a workout space. However, these apparatuses are at the heart of the Pilates experience, each designed to facilitate specific movements and benefits.
This presentation, "SWOT Analysis for Design Students," provides a comprehensive guide to understanding and applying SWOT (Strengths, Weaknesses, Opportunities, Threats) analysis in the context of design entrepreneurship. It covers the fundamentals of SWOT, including definitions, examples, and actionable insights for designers, while also introducing Quantitative SWOT Analysis to assign numerical values for better prioritization. The presentation includes step-by-step instructions, a case study, and tools like Excel, Canva, and Lucidchart to assist in the process. Aimed at design students, it equips them with strategic planning skills essential for creating robust business plans, identifying market opportunities, and mitigating risks in the competitive design industry.
This lecture explores the fundamental mechanical properties of materialsstrength, stiffness, toughness, ductility, and hardnessand their critical role in product design and manufacturing. Through real-world examples and academic references, the lecture highlights how understanding these properties enables designers to predict material behaviour, ensuring safety, durability, and efficiency in their products. Key topics include the structural origins of material properties, the effects of time and temperature, and the importance of context in material selection. By the end of the lecture, students will gain the knowledge needed to select appropriate materials for innovative and functional product designs, tailored to specific user needs and environmental conditions.
Scaling Design Systems for Large Teams.pdfmsdelwarbd
油
際際滷 from an Online Session on 'Scaling Design Systems for Large Teams' organized by Designer Adda on Feb 22, 2025. In the session I have covered - What does scaling mean? When do we need to scale Design System and why? What are some of the challenges in the process of scaling?
Planning Unit No.9 Kharadi Development Plan for KharadiDanishPathan7
油
How to design a serious game
1. HOW TO DESIGN A SERIOUS GAME
Giuseppe Enrico Franchi
Marco Mazzaglia
10-06-2014
2. HOW TO DESIGN A SERIOUS GAME
all I remember on serious games from school
Giuseppe Enrico Franchi
Marco Mazzaglia
10-06-2014
3. Agenda
Who am I
About the jam
What is a serious game
How to influence/persuade people
The production cycle
1 hour rant on the concept phase, 5 minutes
to cover the rest
Q&A
4. Whoami
MSc in Games, Design
Game designer, code monkey, disciple
evangelist
Master thesis: Learning Games for
Programming, spawned Machineers
5. About the upcoming jam
Any jammers here?
Do you know what a game jam is?
Do you know what a game designer does?
6. What is a
Serious game
Applied game
Game with a purpose
Edugame
insert name of the week here
8. Influence people through a game
One cannot not communicate.
(Paul Watzlawick)
"As any constructed depiction of reality,
simulations convey the bias of its designers."
(Gonzalo Frasca)
13. Concept
Game
What interaction with a (computer) system can
result in an interesting experience?
Serious Game
How do I want people to be influenced by
interacting with my system?
14. More practical!!!
Have your goal in mind when you conceptualize
/ design.
All the time
What can a serious game DO?
How can we influence people for real?
17. 1. Training simulations
Principles
Motivation, transfer of knowledge consequence-
free.
How to
Deep knowledge of a system.
Align player actions with operator actions and
replicate consequences.
18. 2. Medication
I want to have a positive influence on a medical
condition affecting the player.
30. 3. Raise awareness
Principles
Immersion, agency
How to
Integrate players in the system, make them "live"
the choice.
Avoid bias.
The disclosure principle.
Call to action.
43. Pre-Production
Do your research
Write the design document
Set for the technology
Estimate effort
Remember:
Have your goal in mind when you design.
All the time
44. Production
Have an idea of all game features
Keep tabs on how the project evolves
Be prepared to rediscuss
Test early, test often
45. Testing and debug
Quality Assurance (pre-alpha)
All game features in place (alpha)
Game complete, needs debugging (beta)
Release Candidate
#6: Partecipanti alla prossima jam?
Sapete cos竪 una jam? Marco ha dato una talk il 20 maggio come sopravvivere ad una game jam
Sapete cosa fa un game designer? Io tendo a darlo per scontato, mi 竪 stato fatto notare che non lo 竪 affatto.
Specialmente nella progettazione di un serious game, il game designer 竪 centrale.
#7: Di che cosa stiamo parlando quando diciamo serious game?
Intuitivamente 竪 molto semplice, vogliamo un gioco che non sia semplice intrattenimento. Vogliamo creare un gioco che, pur mantenendo le sue caratteristiche fondamentali di attivit ludica ed intrattenimento, possa contribuire alla formazione della persona che lo gioca. Cio竪 possa fare questo
#8: Vogliamo che impari a leggere o a calcolare meglio a mente. Vogliamo che si accorga che una donna su dieci viene colpita da cancro al seno. Vogliamo che impari ad utilizzare un certo macchinario.
Vogliamo fondamentalmente influenzare il giocatore in qualche modo.
Come si fa?
C竪 una buona notizia. Succede gi, succede sempre.
Io sono quello ottimista che dice che siamo tutti game designer, ora dico anche che i giochi che uno fa influenzano automaticamente le persone. Lasciate che vi spieghi cosa intendo.
#9: Il principio di fondo 竪 che non comunicare 竪 impossibile. Paul Watzlawick dice che non esiste una cosa che sia opposta al comportamento.
Uno non pu嘆 non comunicare
Qualunque oggetto poni nel mondo comunica qualcosa di te, videogames inclusi. Cos狸 come rifiutarsi di comunicare 竪 una forma di comunicazione, qualsiasi scelta di design 竪 influenzata dalla tua propria lente di designer.
Come dice Gonzalo Frasca. Possiedi una lente attraverso la quale leggi il mondo, una tua formazione e ambiente sociale, che inevitabilmente si riflette in quello che fai.
#10: Sebastian Deterding
Lui parla della good life perch辿 in ultima istanza, ci嘆 che un designer comunica 竪 fondato sui suoi valori di base, ossia sulla sua visione dellordine delle cose, della sua good life.
#11: Anche quando forse non ne hai lintenzione, qualcuno ci legger dei significati.
Tetris come metafora della vita 竪 un esempio famoso delle elucubrazioni mentali che si possono costruire su un oggetto artefatto.
Metafora della vita piena, dellincastrarsi degli impegni, dellaccumularsi degli errori, dellaumentare dello stress.
Alexey Leonidovich Pajitnov aveva una vita piena? Si sentiva di non stare al passo con la vita? Sentiva il peso dei propri errori? Probabilmente no, Forse voleva solo sviluppare un gioco divertente. Questa 竪 larte delloroscopo, creare delle assunzioni talmente generiche da sembrare vere in gran parte delle situazioni.
Sta di fatto che, anche quando non 竪 tua intenzione comunicare qualcosa, il tuo giocatore user la propria lente per leggere ci嘆 che tu hai prodotto, e ci legger qualche cosa.
#13:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
#14: Da dove cominciare. Ovviamente dalle domande fondamentali.
Ne ho scelto una abbastanza a caso sul come creare un game concept perch辿 ovviamente da bravo game designer non so quale sia la domanda giusta, quindi me ne pongo molte a rotazione.
Quella di questa settimana 竪 quale interazione con un sistema elettronico pu嘆 generare unesperienza interessante?
Sul come progettare un serious game per嘆 vado pi湛 tranquillo, perch辿 implica tutti i problemi inerenti la creazione di un gioco, che sono gi assodati, con laggiunta specifica e ben definita di questa costante: voglio che chi lo gioca ne venga in qualche modo influenzato.
In che modo?
#15:
Pi湛 pratica, meno filosofia, pi湛 pratica, meno filosofia.
Visto che mi piace uscirmene con delle regole doro a caso, eccone unaltra che vuol dire tutto e niente.
#17: Da dove cominciare. Ovviamente dalle domande fondamentali.
Ne ho scelto una abbastanza a caso sul come creare un game concept perch辿 ovviamente da bravo game designer non so quale sia la domanda giusta, quindi me ne pongo molte a rotazione.
Sul come progettare un serious game per嘆 vado pi湛 tranquillo, perch辿 implica tutti i problemi inerenti la creazione di un gioco, con laggiunta specifica e ben definita di questa costante: voglio che chi lo gioca ne venga in qualche modo influenzato. In che modo?
Nella fase di concettualizzazione
#41: Simon Egenfeldt-Nielsen (2007) explains a similar problem, namely learning vs. playing which concerns balancing user control and guidance. The more the player is guided, supported, scaffolded and debriefed, the better they learn, but the less control they experience
#42: Simon Egenfeldt-Nielsen (2007) explains a similar problem, namely learning vs. playing which concerns balancing user control and guidance. The more the player is guided, supported, scaffolded and debriefed, the better they learn, but the less control they experience
#43:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
#44:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
#45:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
#46:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
#47:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
#48:
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ci嘆 che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi