June 20th, 2010 by Mary Hamilton
Interesting presentation by Sebastian Deterding looking at what user experience designers can learn from game design.
Although news orgs face very different challenges from UX designers, the basic messages about shallow vs deep engagement, using multiple interacting points/currencies and measuring achievement, effort and attainment in a meaningful way are very relevant. Take a look:
It’s interesting to look at the Huffington Post’s community moderation badges in terms of this presentation. My gut instinct is that they fall, along with Foursquare, into a category of too simplistic game-like systems (“Just Add Points”) that don’t actually tap into the power and fun of learning that is one of the fundamental building blocks of good game design.
It’s also worth checking out this post on rescuing princesses at the Lost Garden. If you click through to the slides (PDF) there’s a thoughtful discussion of the differences between app and game design, and a very useful breakdown of STARS atoms – essentially, small chunks that introduce players/users to new skills, let them discover how to use them, and ensure they have mastered them.
Between them, these two posts and the thoughts behind them make a mockery of the idea of game mechanics as simple point systems you can pop atop pre-designed apps or comment systems or whatever it is you’re already doing. You have to design with exploratory learning in mind, with a learning curve that doesn’t flatten out horizontally or vertically and with end goals and nested goals to maintain engagement.
I wonder how the Guardian’s crowdsourced investigation into MPs’ expenses would have gone if they’d added this sort of rich game-led design? As well as giving long-term and short-term goals/rewards (like Twitter translator levels, perhaps) with status bars to show progress, perhaps they could have rewarded people who found something of real import with a status bump, or added exploratory learning elements by advancing users towards the goal of signing off on things other people had flagged as interesting. Or teaching basic maths, or collating data into a wiki-style “what does my MP spend” database, or encouraging/letting users learn to create their own visualisations of the data. Hard to say how well or whether that would have worked, but it’s easy to see wider possibilities in projects like that.
/end braindump
June 10th, 2010 by Mary Hamilton
Spinning off a tweet by @jayrosen_nyu, I’ve been thinking about levels in gaming and what journalists could learn from them.
For the record, I don’t think that levels in the sense of levelling up are a particularly useful way of classifying news readers or users or players or whatever paradigm we choose to use today.
For many video gamers level grinding removes the fun from a game and turns it into work. In tabletop games like Dungeons and Dragons unequal leveling within a group can cause such huge balance problems that small disparities between characters can prove insurmountable. And in both, leveling is an illusion – while the character’s powers and abilities increase and improve, so do the challenges they have to overcome. Much of the time leveling is simply a numerical way of forcing characters to go and explore before they can advance the plot.
Essentially, I’m not sure what useful lessons we can learn from leveling per se, apart from the lesson that it’s hard work and tends to encourage grinding as a form of competition – not meaningful engagement with content.
That’s not to say that every leveling system is evil, you understand. It’s just that these days there is a wide range of advancement systems to pick from – points-based cash-in or free-form systems, for instance, or activity-based systems, or good old achievements – and if we’re going to talk about user advancement systems we should talk about all of them and work out which ones are relevant for what we’re trying to do here.
But level design is a different matter.
Level design is about balancing technology and art. It’s about pulling together huge swathes of pretty content (pictures, video, audio, in this analogy) and making a coherent, structured narrative which makes it clear which way players are meant to go while giving them room to explore if they want to – and doing that within the confines of the tecnology available. That’s not a bad model for news online.
There’s a quote from this article that’s worth teasing out:
A level designer is not just an architecture monkey or a guy who throws “cool stuff” into the pot of development. Above and beyond everything else they need the ability to judge what is fun, what gameplay elements work and what do not. He needs to judge what content works in any context while making sure his work is cohesive with the rest of the game.
If you accept that the “game” is what we’re calling the “story” (or, more precisely, the “topic”) at the moment, then level design theories about pacing, controlled freedom, risk and reward start to become relevant to engaging the reader/user/player in what we’re trying to get across.
What do you think? Am I in a theoretical hole with no practical applications, or is there an analogy here that online and multimedia journalists could find useful?
September 27th, 2009 by Mary Hamilton
This blog is called Metamedia after a term coined in 1964 by Marshall McLuhan to talk about the hypothetical effects of mass media.
Metamedia refers to the hybridising and cross-pollination of media and technologies. It implies a multi-discipline approach, breaking down traditional barriers between disciplines and collaborating across multiple media.
This space will, I hope, become a metamedia space. The high walls surrounding newspapers as a medium are crumbling rapidly; it’s time to build roads through the breaches.
Continue reading ‘Metamedia: a manifesto’
August 20th, 2009 by Mary Hamilton
Today the BBC reported that video adverts are going to appear in a print magazine.
Continue reading ‘Video vs print’
August 19th, 2009 by Mary Hamilton
I was trying to rewrite my CV the other day to make it skills-based when I realised how lopsided it is.
Continue reading ‘Web Wednesday’
August 15th, 2009 by Mary Hamilton
Vadim Lavrusik over at Mashable has a post up detailing 12 things newspapers should be doing in order to survive. I’m going to try and start this blog on a positive note – I get enough “print journalism is doomed / ad revenue will never recover / there’s no way out of the decline / we’re all doomed” at work – and talking about how to survive the digital revolution seems like a good start.
Continue reading ‘A link to begin with – 12 things multimedia journalists should do’