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User Experience Report: Does The Application of Game Elements Result In Improved User Engagement?

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61% of participants were at least somewhat familiar with gamification

Most participants were rather well versed in gamification with 57% able to produce an example. Overall women were slightly more familiar with gamification than men.

People appreciate game elements (ie. Badges) when they are well designed

Participants praised the badges of Duolingo and Officevibe highly, because of appealing design and visuals. Other game mechanics, such as progress or experience bars were also praised when well designed.

People don’t appreciate game elements that are unrecognizable

Nike+ makes use of achievements (badges) that were ignored because people didn’t know their meaning. Volkswagen’s SmileDrive makes use of a ‘smilescore’, which was often interpreted as a score gained for driving with a smile (which it wasn’t of course).

The reason for implementing game mechanics needs to make sense

For example, Volkswagen’s SmileDrive didn’t appeal to participants because they didn’t understood how the inclusion of game elements enhanced their drive.

With the correct resources, it’s worth going the extra mile and incorporating more complex game elements, which require more time to develop

Some of the typical game mechanics (e.g. progression, leaderboards) that Nike+ employs appealed to our participants, but others were simply ignored. Zombies, Run! which is also a running application, creates an immersive story-driven application
instead. This results in more motivated users via a different technique.

Apply social elements in addition to game mechanics to further increase UX

Duolingo offers the ability to let friends follow you so they can keep track of your progress in a way similar to Twitter or Facebook. This instantly appeals to people, because they want their friends to know how they are doing.

Gamification elements should be used in the correct context and add something

In Toshl, the application’s focus is on personal finance; but distracting placement of various visuals meant users were unable to perform even basic but crucial tasks.

 

Detailed Report @ http://cache.usabilla.com/press/2014_03_Usabilla_UX_Report_Gamification.pdf

Data Vis Environmental, Yale School of Management

Opened in January 2014, the 242,000-square-foot, Norman Foster + Partners designed, Edward P. Evans Hall is the new home of the Yale School of Management (SoM). To create a lasting impression of the school’s presence and brand, and to easily communicate timely information, we created three floors of interactive media and digital signage for the students, faculty and visitors at the Yale School of Management. This narrow cast network displays real time information such as school-wide agendas, class and conference schedules, special announcements, insightful information and photography from students, staff and guest speakers as well as customized presentations and broadcast media.

Five Data Visualization Tools Focused on Design

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http://blog.visual.ly/data-visualization-tools-focused-design/

Well Balanced Blog

5 Content Curation Sites for Data Visualization

InfoVis

http://blog.visual.ly/5-content-curation-sites-for-data-visualization/

Experience Design Pyramid

EXPERIENCE DESIGN PYRAMID

EXPERIENCE DESIGN PYRAMID

How Google’s New Font Tries to Anticipate the Future

In the beginning, there was Apple. When Steve & Co. were obsessing about how to make computers feel as beautiful as possible, typography was singled out for special attention. They wanted type on the screen to look just as perfect as it could in print—a grand plan to make computer interfaces into crafted objects every bit as beautifully considered as a hand-cut letter or a perfectly proportioned chair. And they won. Today we see more care being piled onto pixels than ever.

Roboto

Roboto

 

http://www.wired.com/2014/07/how-googles-new-font-tries-to-anticipate-the-future/