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I don’t (want to) know what gamification is

March 23rd, 2012

A while ago I came to the realization that when I was talking about gamification I wasn’t talking about the same thing as everyone else. I’d been thinking of writing this post for the last few weeks, but the latest episode of Let’s Make Mistakes with guest Stephanie Morgan really forced the issue on my clackity-clacking. It’s an insightful and entertaining discussion of the whole idea, so go listen to it. I’ll still be here when you’re done.

Ok.

So Gamification is all about adding game mechanics to the (virtual) world. Badges, point totals, trophies, winners and losers. It appeals to our basest selfish/competitive natures to make us engage with your service–hopefully obsessively.

When I first heard about the concept, I had a full-on misinterpretation of what it was. Gamification = making things game-like. So I figured it was all about playing, interacting, strategizing and exploring. I wanted a gamified website to be a framework that’s complex and multi-level enough to react in interesting and unpredictable ways to creative inputs. One that has a distinct atmosphere and some kind of a story to tell. Because that’s what I like to do in the games I like. I like playing and having fun more than I like winning.

It’s all about the journey, asshole

With recent advances in web technology, that sort of interactivity is becoming more and more common. Now more than ever the web is filling with designs that reward exploration and allow for a much deeper level of input and response than just scrolling text and images and clicking links.

This is like in those games where you’re creating a story, you’re making new connections, trying new things. That’s what I want gamification to be. That’s the fad I want to see. Rather than treating the user as a point-hoarding, competition-stomping, reward-addicted automaton.

I find what’s trending now under the banner of gamification to be gimmicky and occasionally irritating, but goddamn it sure does work. The currency of likes/follows/reblogs on sites like facebook, twitter, tumblr, youtube (and especially klout) leverage the basic principal of number accumulation. It’s been used to build fabulous communities like stackoverflow and quora. I think it appeals to a similar part of the brain to the one that loves top 5/8/10/15/50/200 lists. If we abstract all the meaning and nuance of something (longdesc) to a number that can be mathematically compared to other numbers (int), it’s just easier to store (for computers as well as people).

I know the basis of games is that simple earn-points-to-win model. And the basis of playing games is to win. I’m getting carried away. It’s my own fault that I am drawn into ‘games’ (board games, video games or card games) with complexity and an opportunity for creativity, that have more than meets the eye. I have to remember that a lot of people are happy to play D&D to slaughter Orcs and loot them with the hope of a +4 sword to replace their +3 and that’s their prerogative. Even though I’m the guy who wants to find out what the Orcs are doing there in the first place and figure out how to trick them into telling me where they got that +4 sword and maybe if I’m lucky they’ll share that braised skeever recipe with me. I like a game that will allow me even a sliver of that. I don’t want to just click cows, ya know?

My games are better than your games

But here’s another thing. It’s easy to get sucked into a simple, monotonous game. But I don’t find many people who actually prefer those types of experiences to the kind that I’m talking about. They just don’t find them as much or they take too long to draw them in.

So what am I saying? I hate arguments that boil down to semantics as much as the next guy, but I think my ‘misinterpretation’ of gamification is actually pretty valid. Games are about playing and having fun, as well as accumulating points and winning. I don’t mean to poo-poo the entire exercise of adding levels and badges to things. Afterall giving your users a sense of accomplishment is probably not the worst thing in the world. But I will defend the idea of gamification mostly because I’m really thinking about things like this or this (things that live more in front-end than back).

So gamify all you want, but please think of making your app/site/whatever resemble a deep, rewarding game and remember why people sitting down with a deck of cards would probably rather play Poker than War*. If you want to make something more compelling and immersive, it might pay to do more than slap a point system on everything.

Although, in the end, it may be that games are so varied a term like gamification is not actually useful.

*because they want to win some cashmoney… because it’s complex, strategic and psychological!

Don’t make me decide

March 6th, 2012

I’ve been thinking a bit lately about the advantages of interfaces making decisions for their users and why asking a user to make any decision can hurt the chances they will continue to use it. That paints a pretty dismal picture of users, doesn’t it? So lazy. So lacking agency. But bear with me and I’ll try to make it more rosy.

I think this principle started to become real for me as a teenager when, fancying myself a potential amateur filmmaker, I booted up the demo of Avid for kicks and immediately experienced untold levels of confusion. Then promptly quit. Now that’s not a direct criticism per se, they know their audience is professionals.

The principle was realized in a subtler way last week at work. Read the rest of this entry »

Thoughts on Responsive Breakpoints

February 26th, 2012

(I originally wrote 90% of this nearly a month ago before I got busy and forgot to post it, but here it is)

I’ve been debating back and forth about this with a few people about ‘what breakpoints should be’ when building a responsive site, and it looks like this extends into the general web community as a whole. Some people (the folks on the now famous Boston Globe redesign for instance) say to go ahead and set your default breakpoints at common screen widths: 1024, 960, 480, 320 etc (Device based breakpoints). Some people (*cough* Marc Drummond *cough*)  say to just put in a breakpoint when your design starts looking wonky at a certain size (I call this The Awkwardness Approach). Some people suggest other in-between sort of things.

My hard held feeling is that setting all your breakpoints at common device widths is completely counterintuitive to the whole idea of responsive design. It’s a serious case of dragging our feet out of the ‘old way’. If we’re really being device agnostic (or maybe I made that up as being the ‘purpose’ of responsive design), then it’s best to get away from thinking of specific devices as quickly as possible and instead just make something that looks the best it can at any size. Read the rest of this entry »

Why your ‘Skip to Content’ link might not work

January 31st, 2012

Did you know that a skip link in Chrome or Safari cannot work properly without using JavaScript?

I stumbled onto this factoid today and I was pretty stunned. I’d just assumed all the techniques for implementing skip-links (posted online and in various books) would work as written.

But it turns out that if yours aren’t working, it might not really be anything you did wrong (though it sort of is, because as a web developer you probably realize you are responsible for knowing exactly how every rule and behaviour works in every browser still being used). The real culprit is Webkit. (webkit is the engine that Chrome and Safari are both built on).

Here’s a bug report about the issue that was submitted 4 years ago. Nothing has been done to address it.

What’s most concerning is that this doesn’t seem to be common knowledge in the web design community and most solutions for skip-links posted online don’t realize this particular limitation of webkit browsers. As a result, thousands of pages that were built to be accessible are very likely not functioning properly for 33% of users (Safari and Chrome’s combined browser share, and that’s not even including mobile traffic). That’s a big problem.  Let me explain a bit about accessibility, skip-links, this particular problem, and what you can do to help. Read the rest of this entry »

Book Review: DON’T MAKE ME THINK by Steve Krug

September 15th, 2011

I’ve been wanting to do some book reviews for a little bit. Ya know.. put my bookshelf to use beyond just myself and my obsessive amazon wishlisting and purchasing habits. This is then the first of at least 1.

Steve Krug’s ‘Dont Make Me Think – A Common Sense Approach to Web Usability’ is one of the first books I read about web design and it was a revelatory experience. Even though he was echoing many of my own thoughts about using websites over the years, he was doing so precisely, with vast tracts of supporting evidence and plenty of specific techniques to apply to my projects.

The central thesis of Krug’s book is one that has become fairly accepted over the years, at least in web-design circles: you should design and structure websites based around what the user wants. They call it User-Centered Design or UCD these days. It turns out people will like your site more if it gives them what they want. They’ll be more likely to go beyond the homepage, come back to the site next week with their auntie, or buy a goat from you, etc. It’s kind of a no-brainer to lots of people, yet at the same time it’s very easy to lose track of if your ‘brand’ steals the limelight. Bigger logo, more focus on what you want the user to do, hide those expensive prices behind a contact form, make the logo a little bigger still, etc. I guess that’s the thing about no-brainers, maybe they should be in your brain, just in case! Read the rest of this entry »

Web Conferences with Online Content

August 2nd, 2011

The worldwide web conference scene has been ballooning of late. As a web worker, conferences are a great way to hone your craft, get on top of new technologies and network!  If you’re on your own in a smaller town where the conferences don’t happen, though, it’s not always very practical to book the flight and pay the fee to attend. To get a little way around that, though, a few conferences have begun putting many or all of their panels online for free with audio, video, or both. You don’t get the awesome sense of community and networking opportunities that way, but it’s still a great way to play around with some new ideas and get to know some of the web design/developer personalities. Here’s a list I’ve collected of conferences offering some or all of their content up for free. I’ll try to keep it updated if I find more, and please let me know what I’ve missed!

Read the rest of this entry »

Working for the man

July 15th, 2011

By working for the man, I mean for myself and for the director of a play who also happens to be my ladyfriend and domestic partnertron.  It’s the worst!

Possible Worlds (the play I’m producing, marketing and stage managing with Arcana Theatre) is two weeks away. The scenes are coming together deliciously, and now it’s time for all that technical stuff to get worked on… sounds, sets, some rather unique props; and posters!

Poster for possible worlds, photo of a beach at sunset and details of the play's performance dates

This poster says more about the play to those that have seen it (the picture of the beach is relevant to the plot). I hope that not only will it be intriguing to newcomers, but when people see it afterwards they have a little twinge moment.  The original design had the title text backwards (bold statement!) but this was quite reasonably overruled.

Handbills, too! (or Ravecards, as the printer called them). We just ask that rather than throwing it out if you’re not interested, give it to someone else, or at the very least try out a new paper airplane design. Read the rest of this entry »

So i’m like… and then she goes… and he’s all…

July 10th, 2011

Doesn’t it make you furious to see the way that language is maligned and mistreated these days? How it’s sullied by misguided masses of commoners who don’t even know what a past participle is?

Not me; nor Stephen Fry, neither. And he’s so proper and British!

What this post is really about, though: Why “like” as a replacement for “says,”  is perfectly valid and possibly preferred for effective communication. Really.

Basically, it’s verbal punctuation.  Read the rest of this entry »

border-radius, judgement, the fringe

July 2nd, 2011

I feel like WordPress’ corners are looking rounder as Google’s just became square. I prefer the latter change, whatever scientists say about the psychological benefits of border-radius.

Thought I’d mention some things going on here; try to keep this place a little more lively!

I didn’t make it past the voting round on the DiabetesMine Design Challenge I mentioned last month. I wasn’t particularly surprised; And I don’t want to sound like a whiny boy, but I felt a little bit like the voting system they implemented encouraged voting more for entries that fell earlier in the alphabet (by requiring every voter to select 3 choices of a list of 20 options with no inline descriptions; I don’t guess most people were watching all the videos/reading all the design docs).

I got a pretty awesome surprise though, after assuming I was out of the running completely, Sanguine ended up being awarded Judges Honorable Mention! It’s a great honour. I hope to continue work on Sanguine at some point and am looking at pursuing some opportunities in that direction, but it’s taking a back burner for the time being as I work on a few other projects.

I got to wear my english/theatre hat last week, reviewing shows for the London Fringe Festival on behalf of theatreinlondon.ca.  I did it pro bono last year, but this time I got a media pass and all that. I saw some rather excellent plays, a few that weren’t as good, but it was a really cool experience, that I’d love to relive next year. I appreciate the opportunity to try and have some valuable opinions about things. At the same time, it’s an uncomfortable feeling tearing something up when you know the creator is going to read it. I’m a strong believer in the value of constructive criticism, though. Encouragement is great, but honest evaluation is greater. If you’re so inclined, you can read my reviews here.

And life goes on.

Diabetes Mine Design Contest

May 16th, 2011

I mentioned briefly in my last post I was planning on submitting Sanguine, my thesis project in Advanced Multimedia, for the Diabetes Mine Design Contest, and indeed I put together a video and sent it in!

The contest is for novel ideas to help people living with diabetes (like me) have an easier life, and they award 3 grand prizes of $7000 to help those ideas become reality.  It’s an awesome idea, because I feel like technological (Web, App, Mobile etc) support for things like that tends to lag behind where it could be given the technology we all have at our fingertips. I imagine it’s largely a logicky, market-share thing, so I love that Diabetes Mine is giving helping to encourage this.

Anyway, the exciting news is that Sanguine was selected from the 95 entries to be one of 20 semifinalists! Now those 20 are open to the voting public to determine which will move on to the final 10.

So, I’d obviously be pretty thrilled if you headed over to the Diabetes Mine contest page and put in a vote for Sanguine! Maybe even try and get all your friends voting! And have a look at the other entries as well, there are some really cool ones! (Voting is open until May 26)