Funware is only fun if people understand what the hell is going on. How hard is it to confuse people by putting a game where they weren’t expecting a game? Well, it depends on the user experience… and sometimes users are more easily confused than you ever imagined.
This post will explain the potential usability problems if you add funware to your existing user experience, and what types of users are most likely to be impacted (hint: it’s not the dumb-as-dirt minority you are probably scoffing at already). In the conclusion, I’ll give 4 actionable tips to improve the usability of your funware (and drastically lower the chance that your funware will drive users to drive their tech support staff crazy).
“I Have the Pac-Man Game and I Want to Disable That?”
Have you heard the audio recording of a tech support call resulting from Google’s super-cute interactive Pac-Man logo? This poor woman uses Google for productivity and instead she found a noisy game on the Google search page, so she called tech support to try to get the game removed.
Awkwardness ensues, but the tech support hero helps her work through the problem (which is mainly that the game sounds are still audible while she is trying to do other stuff in her browser, the way she probably does every day). If you’re a good software designer you are going “oh that’s a problem, hm… how could they have avoided this issue” but if you’re a less user-focused software designer you’re thinking “what a dumbass, there were several ways for her to work around this without calling tech support.”
If you’re in the latter camp, you need to go work in tech support for a while. Seriously, it is boring and repetitive and you rarely get to solve any interesting problems but you can’t design good software unless you understand what it’s like to be a “pure user” with no idea how to troubleshoot or work around a software experience that doesn’t match your mental model. Continue reading N00b Proof Your Funware. Tech Support Will Thank You.
Just watched an interesting video of Nicole Lazzaro speaking about her excellent research and insights into how game players experience emotions (her most cited work identifies and explains the multitude of human emotions that most people just lump together as “fun”).
Why Lazzaro’s Theory of Fun Is Useful
Lazzaro’s work is comprehensive and she thinks outside the box of the mainstream video game industry.
Her insight goes far beyond just making a game fun for the sake of fun. Unlike design professionals in every other industry, such as architects and productivity software designers, game designers sometimes resent having to design games that produce other measurable, quantifiable outcomes besides fun. Creating a functional building, working within end-user specifications and other design constraints is essentially what an architect is paid and expected to do but there are obviously major perks for architects that also create enjoyable, livable, beautiful spaces too. The aesthetic component is there, as with website design, but the practical constraints really define the design challenge. It’s the same in a marketing game or gameified application trying to achieve outcomes above and beyond a good time for the player.
When the game has to serve a purpose beyond simply being fun to play, I think it’s best to look to designers like Lazzaro for insight rather than to the mainstream video game industry right now. Studying Grand Theft Auto or the intricacies of a good tower defense game WILL NOT help you develop a great social media title that engages your customers with your brand. Studying how and why players experience fun, engagement, and motivation while gaming WILL help you. Continue reading Nicole Lazzaro: a Useful Theory of Fun
So, you want to add game mechanics to your new online product? Where do you begin?
Short of hiring an experienced game designer, how does a business or creative person learn enough about game design to effectively integrate social badges, leaderboards, and points systems into non-game products?
This is a tough question because every single one of the best books I’ve read about game design are too long, too academic, or too esoteric (for someone who isn’t a hardcore gamer or old enough to have played decades of the games referenced in the texts). I’m starting to see some short, simplified books describing the new Funware trend, but they tend to convince people that Funware is the new hotness, rather than help people actually apply it.
People need an accessible marketing-oriented book that instructs a game design novice on the finer points (and pitfalls) of using game mechanics in their product or user experience designs. I have not found that book yet, but parts of it exist in many related books. It’s not that this information is not out there, it’s just not available in an effective format for some of the folks who need it now.
So, no dream book yet, but I saw a FANTASTIC slideshow today.
If you’re a website or app designer, there is a good introductory slideshow now for using game mechanics effectively in non-game product designs, thanks to Sebastian Deterding. Continue reading Know the Limits of Game Mechanics