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How To Make Your Website As Addictive As World Of Warcraft, with Noah Schaffer

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    I am Noah Schaffer, and I'm here today to talk with you about how to
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    make your websites more fun. We're going to do that by looking at games,
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    to learn some lessons that we can take to your websites.
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    But first I want to say a few words about myself, by way of introduction.
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    Those of you coming in, please, welcome, have a, have a seat.
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    You guys get to sit up front. (laughter)
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    You didn't miss anything yet. Well...you missed a lot of good announcements.
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    So you may know, ah, my father, Eric Schaffer, ah, so, yeah, I-I guess I, I kinda have that in the blood,
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    and you may also know that he looks exactly like the King of Spades
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    these days, now that he has a curly mustache.
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    what you probably don't know about me is that great grandfather started Playland arcades,
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    here in New York City
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    on Times Square. So I'm 2nd generation usability, but I'm also 4th generation games.
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    And I LOVE games. And I love usability.
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    And so I spent much of my life looking at places where those things intersect.
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    My graduate work was mostly looking at applying usability to games.
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    That's not what we're talking about today, but I want to mention a few things about that.
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    That might sound insane.
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    So, a game is an interface that's built
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    for user experience from the ground up.
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    Why would I do anything separate and special for user experience?
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    Let's look at an example in a second.
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    By the way, sorry, I forgot to mention this while I was talking about
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    my graduate work, as I said
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    usability and games
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    I put out this book, I co-edited it
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    This is the first book that's available about applying usability to games.
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    So as I said, let's look at applying
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    usability to games. Here's an example
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    of a game. This is for a mobile phone.
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    I get to do usability testing on this.
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    This was put out by a company in India called Mobile to Win.
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    And so when in an internship during my graduate work,
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    I got to do some usability testing on this game
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    Now I want to explain this game a little bit
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    It's a top down soccer game.
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    Imagine that you press the left part
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    of the little joy stick that you have here
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    what would you expect to have happen?
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    You would expect to go left.
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    But this game actually rotates
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    Would you expect it to rotate you clockwise?
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    Or counter-clockwise?
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    So most people would expect it to
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    rotate them counter-clockwise.
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    Because I go left, and then I turn this way.
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    In this game, it rotates you the other way around.
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    It rotates you clockwise.
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    Now, it gets worse.
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    So I'm the player here, now I want to go down
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    I'm heading downwards, I want to go left
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    so I press left and now I actually start going left because
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    I'm rotating that way.
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    So I'm going left. What happens when I keep pressing left?
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    Now I start going up.
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    And if I keep pressing left now
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    I start going right.
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    So actually usability in games is kind of important.
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    Not what I'm talking about today but
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    interesting stuff.
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    Today, well, that was all about two years ago I stopped doing that.
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    I finished my graduate work, and I moved into the world of
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    working on e-commerce
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    the world of working on insurance applications
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    a lot of financial institutions
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    because I joined Human Factors International.
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    And my focus as I'm doing that is
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    all we call PET, Persuasion Emotion and Trust.
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    And so as Gloria mentioned, I teach
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    the class on the subject.
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    Most of what we do is actually
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    consulting. About 80% is consulting.
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    Only about 20% is this kind of teaching aspect.
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    So this is a lot of what I do day in and day out.
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    What's interesting is while I'm teaching a class about PET
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    I get about 5 minutes, maybe 10
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    to talk about what I'm going to talk about today
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    where I get to say "hey games, and this aspect"
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    and I get very excited.
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    I'm excited the whole time.
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    But I get to talk about games.
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    Today I get to talk about it for a long time.
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    Actually, we have a new course
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    coming out that's called the PET Architect course
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    It's about taking those same things
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    and making them go further
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    and we're actually bringing in a bunch of things
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    that we're talking about today
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    into that course.
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    Although that's just a little snippet of what's happening
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    for that course.
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    And we've got the first one that's available
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    - one of the first one's available -
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    here in New York City in about 2 weeks.
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    So if you're interested, you can talk to one
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    of one of the HFI folks we've got here.
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    Forgive the quick plug.
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    But the point is that
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    we've got this aspect that's about user experience
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    where we want to take things beyond just
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    web usability to looking fun, among other things
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    and that's what I'm going to talk with you about today.
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    So this framework,
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    there are four types of fun.
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    This is called the four fun keys.
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    And the woman you see up here is Nicole Lazzaro.
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    She came up with this,
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    and she does a lot of great work her
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    company is called ZEODesign
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    and this is from her website
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    she's got some great things she
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    says about this, she mostly focuses on games.
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    But we can look at your website, we can look
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    at other kinds of websites through the same lens
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    about these four types of fun.
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    So, this diagram shows some of the other actions
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    and experiences, and things along those lines
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    it's very pretty
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    but the point is that you've got Hard Fun
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    you've got challenge
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    Easy Fun, is fun without challenge
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    Serious Fun, which is what you take away from
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    the experience and People Fun
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    which is fun you have with other people.
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    If you missed that, it's okay
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    I'm going through each of these one at a time
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    so don't worry
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    and I'm going to explain each one a little bit before
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    I go into applying them.
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    I also want to mention
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    that we're going to spend the most time on hard fun
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    so don't get nervous if that seems to go long
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    it's because that's one of the most interesting things
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    and I have the most to say about it.
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    So we'll start with hard fun now.
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    As I said, Hard Fun is about challenge.
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    So you have your user,
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    just how games have a player
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    Take the player and you give the player challenges
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    the enemies
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    Your user has similar kinds of obstacles
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    Not in that they have spikes and look like mushrooms
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    but in that your user is trying to get
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    insurance taken out, they're trying to get a loan
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    they're trying to get a product
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    whatever they're trying to get
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    they have a challenge
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    so this is your user's challenge.
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    And once they overcome that challenge
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    there's the experience of victory.
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    Now this is the two aspects I want to talk about
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    while we're talking about Hard Fun.
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    One aspect which is that challenge piece
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    and the other aspect which is feedback
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    after you've grappled with that challenge.
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    So let's start by talking about why
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    that aspect - that challenge aspect -
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    is so important for us.
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    It takes a way to evolve them out in the jungle
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    they need to hunt, they need to gather, they need to get things done.
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    what they're going to get
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    is a deep seated need to feel like they're being effective.
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    So that's this need for efficacy
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    we have this very deeply built into us as human beings.
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    This is why this challenge aspect, this hard fun aspect
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    is so important. Because we need it
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    we need to feel effective.
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    Now, how do you get there, that's another question.
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    Now, this is kind of a funny thought.
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    What would be the most usable
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    game?
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    It would be like a screen that says
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    "press the big red button"
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    and then a big red button that says "press here"
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    and then you press the big red button, and the screen changes
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    the screen says, "game over, you win."
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    Is that fun?
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    Why isn't that fun?
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    What if I have a game, where I take a room
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    about this size
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    and I fill it your all alone in the room except
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    that the room is full of about 2000 zombies
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    they move very fast
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    and all the zombies,
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    once they touch you, you die.
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    But I also give you weaponry,
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    became in games, we have to give you weapons,
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    I give you a toothpick.
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    Not a special toothpick, just a regular toothpick.
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    Is that fun? Probably not.
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    So, when we're dealing with challenge
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    it's very important to optimize challenge
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    This is a good moment for me to mention, by the way
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    this does not mean that we want to optimize
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    a lot of challenge, or enough challenge, for your interface
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    this is challenge in content.
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    So, do not go back to work tomorrow and say
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    "hey, I heard challenge is good
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    so we're going to make the interface hard to navigate."
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    They don't want to hear about that.
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    But the content can be challenging.
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    So, when you get to the right amount of challenge
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    for the amount of skill the user has,
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    you get a special thing that happens
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    We talked about the room with the zombies
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    what happens then, you're just in anxiety
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    right, that's this part up here, the top left
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    If you're playing, and it's the one button, you're bored
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    down here, where you've got lots of skill
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    and nowhere to use it.
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    What's interesting is if you a low amount of skill
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    and a low amount of challenge, you're just bored as well
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    Apathetic.
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    That's what television is like.
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    People report that experience with television.
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    But if you get a level of skill that matches your level of challenge
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    something very special happens.
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    This is well studied by someone named Csikszentmihalyi
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    that is actually a person's name, I know it's hard
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    to see, but we'll have the slides up online
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    so you'll be able to go back and find it.
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    He calls it flow theory.
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    Because the experience, when you're in that matched level of skill
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    matched level of challenge for your skill
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    that experience is also described by the people in it as flow.
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    If I'm way too hard skiing, I'm an intermediate skier
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    I get on the diamond slope
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    I'm terrified.
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    If I'm on the bunny slope, I'm bored
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    but once I get into that space, once I get to flow
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    something magic happens
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    you get a loss of self-consciousness
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    you get an immersion
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    you get this engagement thing
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    remember, you might have read this
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    talk is going to do with engagement
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    this is the science of engagement
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    when you have marketing folks going "oh yeah, engagement, engagement."
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    and they have no idea what that means
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    this is what that means
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    it's the right level of challenge.
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    Have you been to reddit?
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    So, reddit.com, when you're sitting there
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    there's a challenge
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    that happens with each article
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    everyone of these articles
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    challenges your idea
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    of what happened in the world
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    it challenges your idea
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    of what can be news and what can't be news
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    what's interesting
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    there's something that's going on there
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    that's dissonant with your
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    picture of things
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    and with that level of dissonance
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    you hit just right
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    it's fascinating
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    Right, this engagement
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    the loss of self-consciousness
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    you get a loss of time
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    you've ever sat down, you read a book
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    you get up 3 hours later?
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    and you go, "I thought I was here for 15 minutes"
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    we talk about that as a "page turner"
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    one of two things is usually happening,
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    and they're both
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    about challenge
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    Either it's giving you knowledge
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    that you didn't have
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    but is in proportion with your level of
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    skill and understanding of that area.
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    Or, you're following along with the story
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    and you're putting yourself in
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    someone's place, and they're facing challenges.
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    So, any of those cases
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    what's happening is that you're getting
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    this flow space
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    very special thing.
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    So this is all about optimizing
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    challenge
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    So how are you going to get the right level of challenge?
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    Games get to cheat
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    So games, you show up and they go
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    what mode do you want to play?
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    Do you want to play beginner, intermediate?
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    Nightmare mode, if I'm a really good player
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    I'll play nightmare mode
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    I'm not actually a good enough gamer
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    at many games where I can play that level.
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    You select that level
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    and then you get that proper experience
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    you get that flow
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    do you get to do this on your website?
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    Maybe, maybe not.
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    Maybe if I'm dealing with investors,
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    maybe I can say
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    "what level investor are you?"
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    and if they're an advanced investor,
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    I can use jargon words,
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    I can use abbreviations,
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    I can get away with more
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    and that will make it more so it's like their experience
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    but there's another
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    way we can do this too
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    So, have you ever played Tetris?
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    Some of you know this game.
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    I want to explain it for
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    any of you who don't.
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    Blocks come down
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    and you get to line them up
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    and you get points for lining up the blocks.
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    The important part of this,
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    is that as the blocks come down,
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    they start to come down faster
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    and faster, and faster
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    the reason that's important
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    is if I'm a beginning level player
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    if I'm a novice player
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    then I instantly get to that level of challenge
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    that's meeting my skill
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    If I'm intermediate level,
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    then I play a little longer
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    because actually you can hit a button
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    to make the blocks fall a little faster
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    each individual block
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    so you can make that happen faster
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    but that way at the intermediate level,
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    the exact same thing
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    no different settings,
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    I get to hit that level where I hit flow
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    Again, very quickly
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    Same deal with advanced.
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    I have to wait longer, I have to get further,
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    but the blocks come faster
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    once I get to having played for a while.
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    So the fact is, no matter what level I'm at
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    I get to hit that flow experience, and it's automatic
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    Can you automatically optimize
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    that challenge aspect
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    in your website?
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    You can, and Amazon does.
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    So if I'm trying to purchase an MP3 player
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    I show up, and I see I'm a novice level person right away
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    I know very little about MP3 players
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    I know it needs to be kind of pretty
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    and below a certain price level
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    maybe I know the capacity,
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    all that information is right here
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    I'm done, I can click checkout
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    and I'm done.
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    If I'm intermediate level,
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    I scroll down.
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    And I scroll down, and see
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    all the information that's broken up into pieces
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    it's not one big chunk
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    we do this, we do usability
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    to make things readable,
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    to make this scannable
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    and now I can read through this
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    I can scroll down
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    I can see all the information
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    that I need.
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    If I'm advanced level,
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    then I'll be able to click on technical details.
  • 14:30 - 14:31
    Right, I can go in and find out
  • 14:31 - 14:32
    more of those details.
  • 14:32 - 14:33
    So here, I can get information
  • 14:33 - 14:34
    about the size of it,
  • 14:34 - 14:35
    it's more specific,
  • 14:35 - 14:37
    I can get information about
  • 14:37 - 14:38
    the watts the battery has,
  • 14:38 - 14:40
    whatever types of things I want to find out.
  • 14:40 - 14:42
    It's that advanced level.
  • 14:42 - 14:43
    So that's challenge.
  • 14:43 - 14:45
    But what I want to talk about
  • 14:45 - 14:46
    in addition to challenge
  • 14:46 - 14:47
    is feedback.
  • 14:47 - 14:47
    What if you're playing a fighting game,
  • 14:47 - 14:50
    and you've got your enemy
  • 14:50 - 14:52
    and there's no life bar
  • 14:52 - 14:55
    and you do your punch
  • 14:55 - 14:57
    and the enemy doesn't react
  • 14:57 - 14:58
    he just stands there
  • 14:58 - 15:01
    is that fun?
  • 15:01 - 15:03
    Even if I have a life bar,
  • 15:03 - 15:04
    and I see the life bar go down,
  • 15:04 - 15:05
    and the enemy doesn't really
  • 15:05 - 15:06
    physically react
  • 15:06 - 15:07
    is that fun?
  • 15:07 - 15:08
    There's something different happening
  • 15:08 - 15:10
    when I do "HARRUGHA"
  • 15:10 - 15:11
    a punch move
  • 15:11 - 15:12
    and the guy bursts into flames
  • 15:12 - 15:14
    there's something different there
  • 15:14 - 15:16
    that happens.
  • 15:16 - 15:18
    So, this is that feedback aspect.
  • 15:18 - 15:20
    Now, you are going to have to tune this
  • 15:20 - 15:23
    if you have things bursting into flames
  • 15:23 - 15:26
    on your website... [laughter]
  • 15:26 - 15:27
    ...I don't have to explain this,
  • 15:27 - 15:28
    you guys all get it.
  • 15:28 - 15:30
    Right, you have to think of people's
  • 15:30 - 15:32
    schema for what's appropriate.
  • 15:32 - 15:34
    But it's very important to give people
  • 15:34 - 15:36
    this little feedback thing.
  • 15:36 - 15:38
    People really respond to this in a
  • 15:38 - 15:40
    very powerful way.
  • 15:40 - 15:43
    So, you might have noticed
  • 15:43 - 15:47
    one of the subjects today is addiction
  • 15:47 - 15:49
    Why do people get addicted to World of Warcraft?
  • 15:49 - 15:51
    There are 13 million people
  • 15:51 - 15:53
    playing World of Warcraft right now
  • 15:53 - 15:54
    signed up. Each one of those people
  • 15:54 - 15:56
    has paid 50 or 100 dollars
  • 15:56 - 15:58
    to get the game in the first place.
  • 15:58 - 15:59
    Each one of those people
  • 15:59 - 16:02
    spends 15 dollars every month
  • 16:02 - 16:04
    to continue playing this game.
  • 16:04 - 16:05
    13 million people
  • 16:05 - 16:08
    The average World of Warcraft player
  • 16:08 - 16:12
    plays for 20 hours a week
  • 16:12 - 16:14
    part time job - and that's the average
  • 16:14 - 16:18
    Some people play for longer [laughter]
  • 16:18 - 16:19
    If you've seen South Park
  • 16:19 - 16:21
    and if you have delicate sensibilities
  • 16:21 - 16:22
    do not see this,
  • 16:22 - 16:23
    but if you've seen South Park,
  • 16:23 - 16:24
    then you know this is
  • 16:24 - 16:25
    the man with no life
  • 16:25 - 16:27
    who does nothing but play World of Warcraft.
  • 16:27 - 16:31
    Why is World of Warcraft so addictive?
  • 16:31 - 16:32
    Well, there are different reasons,
  • 16:32 - 16:33
    but one of the biggest reasons,
  • 16:33 - 16:34
    is that as you're playing
  • 16:34 - 16:36
    when I get a level
  • 16:36 - 16:38
    a glowing pillar of light
  • 16:38 - 16:41
    comes through my character
  • 16:41 - 16:42
    and everyone around me
  • 16:42 - 16:43
    sees it.
  • 16:43 - 16:44
    And it makes a noise,
  • 16:44 - 16:47
    it goes 'DING" - or whatever the noise is
  • 16:47 - 16:50
    it's been a while since I've played it.
  • 16:50 - 16:55
    That experience is very powerful.
  • 16:55 - 16:56
    So you might have heard of -
  • 16:56 - 16:58
    some of you in this room have
  • 16:58 - 16:59
    a psychological background
  • 16:59 - 17:00
    forgive me while I explain this -
  • 17:00 - 17:02
    this is what we can Operant Conditioning
  • 17:02 - 17:04
    it's just about rewarding
  • 17:04 - 17:07
    someone, some creature
  • 17:07 - 17:09
    and so B.F. Skinner is really the father
  • 17:09 - 17:11
    of Operant Conditioning.
  • 17:11 - 17:13
    And B.F. Skinner has what's called
  • 17:13 - 17:14
    a "Skinner box"
  • 17:14 - 17:16
    where you have a hungry rodent in a box
  • 17:16 - 17:17
    and you have a lever,
  • 17:17 - 17:21
    and somewhere to give it food.
  • 17:21 - 17:22
    When the rodent presses the lever,
  • 17:22 - 17:24
    I can give it food
  • 17:24 - 17:27
    to reward the behavior of pressing the lever.
  • 17:27 - 17:28
    And then the rodent will learn
  • 17:28 - 17:29
    to keep pressing the lever.
  • 17:29 - 17:32
    Here's the really interesting part
  • 17:32 - 17:36
    Here's the really interesting part
  • 17:36 - 17:38
    I can change how often I reward
  • 17:38 - 17:39
    the rodent
  • 17:39 - 17:41
    with the food.
  • 17:41 - 17:42
    So I can do it,
  • 17:42 - 17:44
    and there's a reason I might do this,
  • 17:44 - 17:45
    let me make that clear.
  • 17:45 - 17:47
    If I stop feeding the rodent,
  • 17:47 - 17:48
    I feed it every time,
  • 17:48 - 17:49
    I stop feeding the rodent,
  • 17:49 - 17:50
    it very quickly learns
  • 17:50 - 17:52
    "oh, I'm not getting a reward anymore,"
  • 17:52 - 17:55
    and it stops pressing the lever.
  • 17:55 - 17:56
    So a lot like you guys at work
  • 17:56 - 17:57
    you get paid every day,
  • 17:57 - 17:58
    one day you go in,
  • 17:58 - 17:59
    and you don't get paid
  • 17:59 - 18:01
    "I'm not coming in now."
  • 18:01 - 18:02
    Same deal.
  • 18:02 - 18:03
    Well, what if I make it so
  • 18:03 - 18:04
    you only reward the rodent
  • 18:04 - 18:07
    every third time
  • 18:07 - 18:10
    this is an intermittent schedule.
  • 18:10 - 18:12
    So, this is like, how you
  • 18:12 - 18:15
    only get paid once a month
  • 18:15 - 18:15
    If you got paid every single day
  • 18:15 - 18:17
    you'd figure out very quickly
  • 18:17 - 18:18
    when they stopped paying you
  • 18:18 - 18:20
    but if you got paid once a month,
  • 18:20 - 18:21
    then you don't figure it out
  • 18:21 - 18:23
    quite as fast.
  • 18:23 - 18:23
    So now, it dies off faster.
  • 18:23 - 18:24
    They call that "extinction"
  • 18:24 - 18:25
    it's the extinction of the behavior.
  • 18:25 - 18:30
    If I do what is that intermittent reward
  • 18:30 - 18:33
    but on an unpredictable schedule
  • 18:33 - 18:35
    so I make it intermittent but
  • 18:35 - 18:35
    random.
  • 18:35 - 18:37
    So I do it once,
  • 18:37 - 18:38
    and then, the 5th time after that
  • 18:38 - 18:40
    and then the 2nd time after that
  • 18:40 - 18:40
    and then the 3rd time after that
  • 18:40 - 18:43
    so I change it up.
  • 18:43 - 18:45
    If I do it that way,
  • 18:45 - 18:46
    it dies off even slower.
  • 18:46 - 18:48
    And the way to make it die off
  • 18:48 - 18:50
    really slow
  • 18:50 - 18:54
    this is where we get really evil,
  • 18:54 - 18:55
    we put them on the intermittent
  • 18:55 - 18:57
    random schedule like that
  • 18:57 - 19:00
    and then we reduce the frequency
  • 19:00 - 19:01
    more and more and more
  • 19:01 - 19:03
    until we stop feeding them.
  • 19:03 - 19:06
    And if you do that, that rodent
  • 19:06 - 19:08
    will continue to press the lever
  • 19:08 - 19:11
    until it dies.
  • 19:11 - 19:13
    You might be wondering if anyone has thought
  • 19:13 - 19:14
    "oh, I'll exploit that!"
  • 19:14 - 19:15
    and yes,
  • 19:16 - 19:18
    there's an entire industry [laughter]
  • 19:18 - 19:20
    devoted to exploiting that.
  • 19:20 - 19:20
    This is a giant Skinner box.
  • 19:25 - 19:28
    Let's try not to be quite that evil.
  • 19:28 - 19:29
    At Human Factors International,
  • 19:29 - 19:31
    we actually have our own policy
  • 19:31 - 19:33
    that's about not exploiting people
  • 19:33 - 19:37
    not for things like that
  • 19:37 - 19:38
    But we have this thing
  • 19:38 - 19:39
    where we can reward people
  • 19:39 - 19:41
    and we can use that.
  • 19:41 - 19:42
    So, we did some work
  • 19:42 - 19:45
    on the California Lottery website.
  • 19:45 - 19:48
    This is how it was beforehand.
  • 19:48 - 19:51
    You go in, and you have
  • 19:51 - 19:52
    your lottery number.
  • 19:52 - 19:53
    And you figure out
  • 19:53 - 19:54
    how many numbers match.
  • 19:54 - 19:55
    So, this is the one you got,
  • 19:55 - 19:56
    this is the one that you had,
  • 19:56 - 19:57
    how many match,
  • 19:57 - 19:58
    and then you figure out
  • 19:58 - 19:59
    how many you have
  • 19:59 - 20:00
    and then you figure out
  • 20:00 - 20:01
    how much money
  • 20:01 - 20:02
    you get off.
  • 20:02 - 20:04
    We redesigned this.
  • 20:04 - 20:05
    Now you enter in the numbers,
  • 20:05 - 20:07
    and it tells you which ones matched.
  • 20:07 - 20:09
    And this is important
  • 20:09 - 20:11
    with a little sparkle
  • 20:11 - 20:15
    it's not (?) bling (?)
  • 20:15 - 20:17
    but a little sparkle
  • 20:17 - 20:20
    and that is a different experience
  • 20:20 - 20:22
    then just entering it in
  • 20:22 - 20:23
    and it just saying
  • 20:23 - 20:24
    "this one, this one, this one."
  • 20:24 - 20:32
    So that feedback mechanism is very important.
  • 20:32 - 20:34
    While we're talking about feedback
  • 20:34 - 20:36
    so, you ever see someone playing
  • 20:36 - 20:38
    like a, first person shooter,
  • 20:38 - 20:39
    and their cussing like crazy
  • 20:39 - 20:42
    their swearing it, and they're like "argh"
  • 20:42 - 20:46
    why are people so drawn into games in this way?
  • 20:46 - 20:47
    You ever play Mario Brothers?
  • 20:47 - 20:48
    This is from Mario Brothers
  • 20:48 - 20:49
    When you lose in Mario Brothers,
  • 20:49 - 20:51
    your character looks like that,
  • 20:51 - 20:52
    he falls down the screen
  • 20:52 - 20:53
    if you didn't recognize it already
  • 20:55 - 20:56
    and every time you see this
  • 20:56 - 20:58
    you go "arghhhhhh!!!"
  • 20:58 - 21:00
    Why is that so powerful?
  • 21:00 - 21:05
    Part of the answer is avatars.
  • 21:05 - 21:06
    So if you can have an avatar
  • 21:06 - 21:08
    that represents your user
  • 21:08 - 21:09
    so that the user
  • 21:09 - 21:11
    can project themselves into that avatar
  • 21:11 - 21:14
    it will draw the user in
  • 21:14 - 21:16
    in a more powerful way
  • 21:16 - 21:19
    It may not make sense in your context
  • 21:19 - 21:21
    that's okay, right
  • 21:21 - 21:22
    you want to fit people's schema
  • 21:22 - 21:25
    if you have some character
  • 21:25 - 21:26
    that's going to represent your user
  • 21:26 - 21:27
    - it may not make sense at all -
  • 21:27 - 21:28
    but if you can,
  • 21:28 - 21:29
    it's very powerful.
  • 21:29 - 21:30
    And notice it doesn't have to be
  • 21:30 - 21:32
    a picture of them
  • 21:32 - 21:33
    most of the people who play
  • 21:33 - 21:34
    Mario Brothers
  • 21:34 - 21:37
    don't look like Mario.
  • 21:37 - 21:39
    But an icon that represents you,
  • 21:39 - 21:40
    an avatar,
  • 21:40 - 21:41
    is very powerful.
  • 21:41 - 21:43
    So that was Hard Fun.
  • 21:43 - 21:44
    This is Mario Kart,
  • 21:44 - 21:45
    another example of Hard Fun
  • 21:45 - 21:48
    you're racing
  • 21:48 - 21:50
    Hard Fun is about challenge
  • 21:50 - 21:51
    feedback is important
  • 21:51 - 21:55
    next I want to talk about Easy Fun.
  • 21:55 - 21:59
    So, Easy Fun is fun without challenge.
  • 21:59 - 22:01
    It's not to say a low amount of challenge,
  • 22:01 - 22:02
    it's to say NO challenge.
  • 22:02 - 22:06
    Here is probably one of the very few games
  • 22:06 - 22:08
    that only has Easy Fun.
  • 22:08 - 22:09
    This is called Electroplankton.
  • 22:09 - 22:11
    It's on the Nintendo DS,
  • 22:11 - 22:12
    so you have a touch screen,
  • 22:12 - 22:13
    and you have a microphone.
  • 22:13 - 22:14
    And in this game,
  • 22:14 - 22:17
    you draw on the touch screen
  • 22:17 - 22:19
    and tap it and things like that
  • 22:19 - 22:21
    and you can talk into it
  • 22:21 - 22:22
    in some of the different modes
  • 22:22 - 22:25
    and it makes beautiful sounds
  • 22:25 - 22:26
    and wonderful colors
  • 22:26 - 22:28
    and flashing light
  • 22:28 - 22:32
    and you never ever win any points.
  • 22:32 - 22:34
    You cannot beat this game.
  • 22:34 - 22:37
    There is no way to achieve anything in this game.
  • 22:37 - 22:40
    It is purely Easy Fun.
  • 22:40 - 22:44
    It's a very different kind of fun experience.
  • 22:44 - 22:46
    But you see Easy Fun in other places as well.
  • 22:46 - 22:49
    Often you see multiples of these types of fun
  • 22:49 - 22:50
    we'll talk about that too
  • 22:50 - 22:51
    but you'll see that
  • 22:51 - 22:53
    So let's show some other examples.
  • 22:53 - 22:55
    This is a game, this is Sim City.
  • 22:55 - 22:58
    Sim City has an aspect of Hard Fun
  • 22:58 - 22:59
    a little bit.
  • 22:59 - 23:00
    Because you do get money
  • 23:00 - 23:01
    and you get approval ratings
  • 23:01 - 23:03
    and things like that.
  • 23:03 - 23:05
    But most of what Sim City is about
  • 23:05 - 23:06
    is expanding your city.
  • 23:06 - 23:07
    And you never really win the game.
  • 23:07 - 23:08
    You just expand and expand
  • 23:08 - 23:12
    and make a big city.
  • 23:12 - 23:13
    So it's an exploration
  • 23:13 - 23:16
    of that space, of that experience.
  • 23:16 - 23:20
    And, as you're doing that -
  • 23:20 - 23:22
    so, you're expanding and expanding
  • 23:22 - 23:24
    and exploring that
  • 23:24 - 23:26
    all you're doing is getting
  • 23:26 - 23:28
    an exploration experience
  • 23:28 - 23:31
    the creator of this game says it's not a game.
  • 23:31 - 23:33
    He says it's a toy.
  • 23:33 - 23:38
    Games like this are often called "sandbox games."
  • 23:38 - 23:40
    It's a different kind of experience.
  • 23:40 - 23:41
    Now, let's show another game.
  • 23:41 - 23:43
    This is a game that's known for Hard Fun.
  • 23:43 - 23:46
    It's actually really known for violence.
  • 23:46 - 23:48
    This is Grand Theft Auto.
  • 23:48 - 23:51
    Now, Grand Theft Auto,
  • 23:51 - 23:52
    I've heard from a number of people
  • 23:52 - 23:54
    who get into this game,
  • 23:54 - 23:55
    and just explore.
  • 23:55 - 23:56
    They go and find the
  • 23:56 - 23:58
    interesting, beautiful sunsets.
  • 23:58 - 23:59
    This kind of thing.
  • 23:59 - 24:01
    And have an Easy Fun experience
  • 24:01 - 24:02
    within a game that's designed
  • 24:02 - 24:04
    for Hard Fun.
  • 24:04 - 24:07
    So, you see Easy Fun in some surprising places.
  • 24:07 - 24:08
    Sometimes people will play this game,
  • 24:08 - 24:11
    it's not just "oh, I'm seeing something beautiful"
  • 24:11 - 24:13
    sometimes, people will play this game,
  • 24:13 - 24:16
    and they come in, and just crash cars
  • 24:16 - 24:17
    in interesting ways.
  • 24:17 - 24:19
    You never get points for that.
  • 24:19 - 24:21
    What do you get for that?
  • 24:21 - 24:23
    But you get this experience that's about,
  • 24:23 - 24:26
    "oh, what can I do, how can I do this?"
  • 24:26 - 24:31
    So, that's that Easy Fun experience.
  • 24:31 - 24:32
    The reason I'm saying
  • 24:32 - 24:34
    it's not just about finding something beautiful
  • 24:34 - 24:38
    Easy Fun is not is not the beautications of screens.
  • 24:38 - 24:40
    It's not making things pretty,
  • 24:40 - 24:41
    it's not graphic design.
  • 24:41 - 24:48
    It's an experience that's about exploration.
  • 24:48 - 24:50
    We see this in Halo as well.
  • 24:50 - 24:50
    Beautiful scene,
  • 24:50 - 24:52
    people blowing up the vehicle
  • 24:52 - 24:56
    with grenades.
  • 24:56 - 24:57
    Let's look at a website.
  • 24:57 - 24:58
    This is Cracked.com.
  • 24:58 - 25:01
    Cracked.com has lots of interesting articles.
  • 25:01 - 25:02
    You come into Cracked.com,
  • 25:02 - 25:04
    and you find out "oh wow, that's cool
  • 25:04 - 25:05
    that's interesting"
  • 25:05 - 25:06
    Just like with Reddit, you have things
  • 25:06 - 25:07
    that are surprising.
  • 25:07 - 25:08
    So, there is a Hard Fun aspect,
  • 25:08 - 25:11
    that's part of why this is so engaging.
  • 25:11 - 25:12
    But something interesting happens.
  • 25:12 - 25:14
    So if I go to look at the article
  • 25:14 - 25:18
    it's about how the internet is killing us all.
  • 25:18 - 25:19
    As I'm going through the article,
  • 25:19 - 25:22
    I see links to other articles
  • 25:22 - 25:25
    at Cracked.com
  • 25:25 - 25:25
    At the end of the article,
  • 25:25 - 25:29
    it recommends similar articles to me.
  • 25:29 - 25:36
    And even more similar articles.
  • 25:36 - 25:38
    So what happens, is you finish one article,
  • 25:38 - 25:40
    and then you click to another one.
  • 25:40 - 25:40
    And then you finish that one,
  • 25:40 - 25:41
    and then you click to another one.
  • 25:41 - 25:44
    And you end up going on an exploration.
  • 25:44 - 25:48
    On a journey, throughout this experience.
  • 25:48 - 25:51
    And you can spend days here, easily.
  • 25:51 - 25:54
    If you do try to plan to have someone
  • 25:54 - 25:55
    watching the kids
  • 25:55 - 25:56
    and take bathroom breaks and things,
  • 25:56 - 25:58
    it's very engaging.
  • 25:58 - 26:02
    And part of it is the Easy Fun aspect.
  • 26:02 - 26:03
    Probably the reason why it makes you have that
  • 26:03 - 26:06
    time lapse effect so much as the Hard Fun piece.
  • 26:06 - 26:09
    But that Easy Fun is a big piece of that as well.
  • 26:09 - 26:13
    Now, how do you get people going on to the next thing?
  • 26:13 - 26:15
    It's this idea, that's called the Seducible Moment.
  • 26:15 - 26:17
    Imagine you walked into a burger joint.
  • 26:17 - 26:20
    And someone runs up to you
  • 26:20 - 26:21
    in a uniform
  • 26:21 - 26:23
    and says, "Hey! You want some fries?"
  • 26:23 - 26:27
    "No, that's okay, thanks anyway."
  • 26:27 - 26:29
    You walk over to the counter, and you look at the menu
  • 26:29 - 26:32
    "I'd like a uh... uh..."
  • 26:32 - 26:35
    "Hey you want fries? Fries?! You want some fries?"
  • 26:35 - 26:39
    "No, chill, jeez.
  • 26:39 - 26:43
    Um, cheeseburger, I'd like a cheeseburger."
  • 26:43 - 26:46
    "You want fries with that?"
  • 26:46 - 26:48
    "Oh yeah, sure."
  • 26:48 - 26:50
    What's the difference between those?
  • 26:50 - 26:52
    It's the moment that you're doing it at.
  • 26:52 - 26:53
    When you're going into a grocery store
  • 26:53 - 26:55
    and you're walking around with your shopping cart
  • 26:55 - 26:56
    you don't see next to the produce
  • 26:56 - 27:01
    individually wrapped candy bars.
  • 27:01 - 27:02
    Because the moment when you see those,
  • 27:02 - 27:04
    and go "oh yeah, I could use one of those,"
  • 27:04 - 27:06
    is at the checkout.
  • 27:06 - 27:09
    When you're going "oh I could have that on the way home."
  • 27:09 - 27:13
    That's the Seducible Moment.
  • 27:13 - 27:15
    Your website's maybe having...
  • 27:15 - 27:16
    you show up on the home page
  • 27:16 - 27:17
    and you run up to people and you go
  • 27:17 - 27:21
    "hey you wanna take out a loan???"
  • 27:21 - 27:22
    We have these kinds of fights
  • 27:22 - 27:24
    with marketing people all the time.
  • 27:24 - 27:25
    It's not the Seducible Moment.
  • 27:25 - 27:27
    People are banner blind.
  • 27:27 - 27:28
    You do eye tracking,
  • 27:28 - 27:30
    you see people don't see banners
  • 27:30 - 27:32
    when they look at them.
  • 27:32 - 27:33
    But there's a cool thing we can do
  • 27:33 - 27:37
    using Seducible Moments.
  • 27:37 - 27:41
    This is some work we did for AAA.
  • 27:41 - 27:45
    And, this work we did what's called a PET sort.
  • 27:45 - 27:47
    Where we find out - it's not like a card sort,
  • 27:47 - 27:49
    we find out the associations people have.
  • 27:49 - 27:52
    So, I find out, membership benefits
  • 27:52 - 27:54
    is associated by people
  • 27:54 - 27:58
    with car maintenance tools and tips.
  • 27:58 - 28:00
    And if I find the right Seducible Moment,
  • 28:00 - 28:02
    I show them car maintenance tools and tips,
  • 28:02 - 28:03
    and they go from one thing to another,
  • 28:03 - 28:06
    and that's wonderful because AAA
  • 28:06 - 28:08
    gets to sell more lines of business.
  • 28:08 - 28:10
    But here's the really cool part.
  • 28:10 - 28:12
    I also found out from the PET sort
  • 28:12 - 28:15
    that car maintenance tools and tips
  • 28:15 - 28:16
    is associated by people
  • 28:16 - 28:20
    with researching a car.
  • 28:20 - 28:21
    The reason this is cool,
  • 28:21 - 28:25
    is if I started with membership benefits
  • 28:25 - 28:28
    I had no interest - anywhere in that process -
  • 28:28 - 28:30
    with car maintenance tools and tips.
  • 28:30 - 28:35
    But you've still taken me to researching a car.
  • 28:35 - 28:36
    And then I'll also find that researching
  • 28:36 - 28:39
    a car is associated with something else,
  • 28:39 - 28:41
    is associated with something else...
  • 28:41 - 28:42
    and I can lead people down
  • 28:42 - 28:45
    the guided path of discovery
  • 28:45 - 28:49
    through the site.
  • 28:49 - 28:51
    So this is one of the ways we have some
  • 28:51 - 28:53
    intersection between Easy Fun
  • 28:53 - 28:56
    and the work that we do in Human Factors
  • 28:56 - 29:00
    although, probably all of us do this (?).
  • 29:00 - 29:02
    You want to lead people
  • 29:02 - 29:03
    down that path of discovery.
  • 29:03 - 29:06
    It's a powerful experience.
  • 29:06 - 29:10
    This is what it looks like on the site.
  • 29:10 - 29:14
    So, I show up here, I'm at banking.
  • 29:14 - 29:15
    If you're interested in banking,
  • 29:15 - 29:17
    you might also be interested in a bunch of loans.
  • 29:17 - 29:20
    Oh, so I go to the loans page,
  • 29:20 - 29:22
    and here I am under loans.
  • 29:22 - 29:23
    If you're interested in loans,
  • 29:23 - 29:25
    you might be interested in
  • 29:25 - 29:29
    a bunch of different insurance options.
  • 29:29 - 29:34
    so this is what it looks like in practice.
  • 29:34 - 29:35
    That was Easy Fun.
  • 29:35 - 29:37
    So Easy Fun - fun without challenge.
  • 29:37 - 29:42
    Next, we're going to talk about Serious Fun.
  • 29:42 - 29:44
    Serious Fun is kind of a jargon term in games.
  • 29:44 - 29:46
    And it's easy to confuse because of the name
  • 29:46 - 29:47
    with Hard Fun.
  • 29:47 - 29:48
    But it's very different.
  • 29:48 - 29:52
    Serious Fun is what you take away from the game.
  • 29:52 - 29:53
    It's not the challenge you have in the game,
  • 29:53 - 29:57
    it's what you take away from the game.
  • 29:57 - 29:59
    So, Serious Fun only means one of two things
  • 29:59 - 30:02
    in games. Either education and learning,
  • 30:02 - 30:05
    or exercise.
  • 30:05 - 30:06
    So, Big Brain Academy
  • 30:06 - 30:08
    is an example of Serious Fun
  • 30:08 - 30:09
    I go in and I do problem solving
  • 30:09 - 30:11
    and I feel like I've gotten smarter
  • 30:11 - 30:13
    and I feel like I've taken that away from the game
  • 30:13 - 30:16
    and that's going to persist for me.
  • 30:16 - 30:17
    Exercise.
  • 30:17 - 30:20
    So, Dance Dance Revolution
  • 30:20 - 30:21
    I've had friends who would go
  • 30:21 - 30:23
    to the arcade a couple of times each week
  • 30:23 - 30:24
    to get their exercise
  • 30:24 - 30:26
    and that's how they got their exercise
  • 30:26 - 30:28
    But what you're actually seeing
  • 30:28 - 30:29
    this is a game where you
  • 30:29 - 30:30
    control the game by pressing on
  • 30:30 - 30:33
    different parts of the dance pad.
  • 30:33 - 30:35
    What you're seeing that across the country
  • 30:35 - 30:38
    some PE classes
  • 30:38 - 30:40
    are also using Dance Dance Revolution
  • 30:40 - 30:41
    and that's what you're seeing
  • 30:41 - 30:43
    in this picture, it's a PE class
  • 30:43 - 30:47
    And what you're going to take away from it
  • 30:47 - 30:48
    is exercise.
  • 30:48 - 30:49
    In both cases, it's about
  • 30:49 - 30:51
    what you take away from it.
  • 30:51 - 30:52
    But you can also see taking
  • 30:52 - 30:54
    something away from the game
  • 30:54 - 30:55
    in other ways.
  • 30:55 - 30:57
    So this is a traditional,
  • 30:57 - 30:59
    but when you play one of these crane games
  • 30:59 - 31:00
    and you take away a stuffed animal
  • 31:00 - 31:02
    it's also Serious Fun
  • 31:02 - 31:04
    When you go to a carnival,
  • 31:04 - 31:05
    if you can win any of those games,
  • 31:05 - 31:07
    a stuffed animal you take home
  • 31:07 - 31:09
    also Serious Fun
  • 31:09 - 31:10
    and you in this room
  • 31:10 - 31:13
    probably get to cheat
  • 31:13 - 31:14
    because if I go to Amazon.com
  • 31:14 - 31:16
    and I buy a product
  • 31:16 - 31:17
    the product that I get
  • 31:17 - 31:19
    once it's shipped
  • 31:19 - 31:21
    is the Serious Fun.
  • 31:21 - 31:22
    I get to take something home
  • 31:22 - 31:24
    and that's the point.
  • 31:24 - 31:25
    So you, almost all of you,
  • 31:25 - 31:27
    I'm imagining, get to cheat in this way
  • 31:27 - 31:29
    If it's insurance, if it's an insurance program
  • 31:29 - 31:30
    then I get to take out
  • 31:30 - 31:31
    an insurance plan
  • 31:31 - 31:33
    I get the safety and security
  • 31:33 - 31:34
    of that.
  • 31:34 - 31:35
    If it's a loan, I get a bunch of money
  • 31:35 - 31:37
    although be careful about framing that
  • 31:37 - 31:38
    as "oh, you won money!"
  • 31:38 - 31:39
    that's not the idea.
  • 31:39 - 31:44
    So, what you take away from it.
  • 31:44 - 31:46
    But you don't have to do this
  • 31:46 - 31:48
    as the thing you got out of it
  • 31:48 - 31:50
    you can also do it as learning.
  • 31:50 - 31:52
    This is also Serious Fun.
  • 31:52 - 31:52
    This is Citibank
  • 31:52 - 31:54
    They have a whole section
  • 31:54 - 31:55
    that gives you information
  • 31:55 - 31:57
    It really isn't about taking out loans
  • 31:57 - 31:59
    or having savings
  • 31:59 - 32:00
    it's information that's related to those things.
  • 32:00 - 32:06
    And they've given you something for that.
  • 32:06 - 32:07
    It's a powerful thing to give someone that experience
  • 32:07 - 32:11
    when they have a need for that.
  • 32:11 - 32:12
    That was Serious Fun
  • 32:12 - 32:14
    Serious Fun - what people take away.
  • 32:14 - 32:16
    People Fun
  • 32:16 - 32:17
    is all the different kinds of fun
  • 32:17 - 32:18
    that happens with other people.
  • 32:18 - 32:20
    And there's lots of different ways
  • 32:20 - 32:25
    that you can see People Fun in games.
  • 32:25 - 32:27
    This game is IMVU
  • 32:27 - 32:28
    again we have an example here
  • 32:28 - 32:31
    of a game that is almost purely this type of fun.
  • 32:31 - 32:33
    IMVU is a game where you
  • 32:33 - 32:36
    basically have a chat room with avatars
  • 32:36 - 32:38
    that's all the game is.
  • 32:38 - 32:39
    And you have lots of different interactions
  • 32:39 - 32:41
    but it's just a chat room with avatars
  • 32:41 - 32:43
    it's People Fun.
  • 32:43 - 32:44
    And so one type of People Fun
  • 32:44 - 32:46
    is flirtation, which you see here.
  • 32:46 - 32:47
    Another type of People Fun
  • 32:47 - 32:50
    is competition.
  • 32:50 - 32:52
    So if I'm playing a death match game
  • 32:52 - 32:53
    and trying to kill the other...
  • 32:53 - 32:56
    that's a different kind of People Fun.
  • 32:56 - 32:58
    But it's the same aspect that's about
  • 32:58 - 33:00
    interacting with other people
  • 33:00 - 33:02
    You can also have cooperation.
  • 33:02 - 33:03
    If you've played the new Mario Brothers game,
  • 33:03 - 33:06
    you can boost the other players.
  • 33:06 - 33:07
    You all play on the same screen
  • 33:07 - 33:08
    you can boost the other players up
  • 33:08 - 33:09
    and jump off of them and help each other up
  • 33:09 - 33:12
    and your cooperatively trying to
  • 33:12 - 33:15
    get to the end of the level
  • 33:15 - 33:16
    all together.
  • 33:16 - 33:18
    So cooperation - another type of People Fun.
  • 33:18 - 33:18
    There's a whole range of these.
  • 33:18 - 33:21
    Shadenfreude, where you're feeling good
  • 33:21 - 33:23
    for other people's expense
  • 33:23 - 33:24
    Envy, and all those different
  • 33:24 - 33:28
    interpersonal emotions
  • 33:28 - 33:30
    and the ways that we generate them.
  • 33:30 - 33:31
    This is part of why -
  • 33:31 - 33:33
    this People Fun aspect -
  • 33:33 - 33:36
    is part of why social media is so powerful.
  • 33:36 - 33:38
    Because people have a need
  • 33:38 - 33:40
    for an interpersonal interaction
  • 33:40 - 33:42
    I think Facebook - send a video to someone
  • 33:42 - 33:44
    and that video says
  • 33:44 - 33:45
    "hahaha - look what I did"
  • 33:45 - 33:47
    or I can say "hey, check out this cool thing,"
  • 33:47 - 33:49
    and I feel socially connected.
  • 33:49 - 33:55
    All of these deep social needs that people have.
  • 33:55 - 33:56
    I could also - this is part of why
  • 33:56 - 33:58
    live chat is good.
  • 33:58 - 33:59
    Yes, part of why live chat is good,
  • 33:59 - 34:01
    is because I get to fulfill my needs.
  • 34:01 - 34:03
    But another part, is I can have
  • 34:03 - 34:04
    a social interaction.
  • 34:04 - 34:05
    Here, I've gone and said,
  • 34:05 - 34:07
    "hey, recommend a fun shirt for me!"
  • 34:07 - 34:09
    and they recommended this pink shirt
  • 34:09 - 34:10
    - which I didn't buy -
  • 34:10 - 34:15
    but it's a good example.
  • 34:15 - 34:19
    Why are customer reviews so good?
  • 34:19 - 34:22
    A lot of it is because we trust them.
  • 34:22 - 34:23
    A lot of it is also that
  • 34:23 - 34:26
    I can walk up to you and say "hey,
  • 34:26 - 34:27
    I was thinking about getting those shoes,
  • 34:27 - 34:29
    are they good?"
  • 34:29 - 34:31
    I can also have a social experience with this
  • 34:31 - 34:33
    and I can say - "oh that girl, she's just mad
  • 34:33 - 34:36
    about this other thing, clearly from that review,
  • 34:36 - 34:37
    she doesn't know what she's talking about.
  • 34:37 - 34:38
    She's not like me."
  • 34:38 - 34:42
    I have a whole social experience with that a lot of the time.
  • 34:42 - 34:44
    So we have these social experiences
  • 34:44 - 34:47
    built in, in a lot of ways.
  • 34:47 - 34:52
    Part of why the Genius Bar is so genius
  • 34:52 - 34:54
    is that when I come in and
  • 34:54 - 34:58
    in interaction with a person, that's something that I need.
  • 34:58 - 35:00
    Usability tests, in our persuasion interviews and things like that
  • 35:00 - 35:01
    we're hearing from users,
  • 35:01 - 35:06
    saying, "oh yeah, why would you try to drive me out of your store
  • 35:06 - 35:09
    you're always trying to do that
  • 35:09 - 35:11
    but I need to talk to someone."
  • 35:11 - 35:13
    And they'll often give excuses like
  • 35:13 - 35:14
    "oh, I trust them more"
  • 35:14 - 35:16
    but what's really going on
  • 35:16 - 35:19
    is that they have a need to interact
  • 35:19 - 35:20
    with other people.
  • 35:20 - 35:22
    So sometimes it's not a good idea
  • 35:22 - 35:24
    to drive people from your local branch.
  • 35:24 - 35:25
    Or your store.
  • 35:25 - 35:26
    Sometimes it's a good idea
  • 35:26 - 35:28
    to have some of those people who come in
  • 35:28 - 35:31
    because they have a need for this interaction.
  • 35:31 - 35:33
    So these 4 types of fun
  • 35:33 - 35:34
    are good predictors.
  • 35:34 - 35:37
    My dissertation verified this,
  • 35:37 - 35:40
    we had 160 participants
  • 35:40 - 35:42
    and we looked at this and found
  • 35:42 - 35:43
    that they're a good predictor
  • 35:43 - 35:47
    of overall enjoyment.
  • 35:47 - 35:48
    And we looked at other things in that too
  • 35:48 - 35:51
    but that was one of the main findings.
  • 35:51 - 35:54
    So, enjoyment is largely comprised
  • 35:54 - 35:56
    of these four things.
  • 35:56 - 35:58
    I want to show you 2 examples of
  • 35:58 - 36:00
    all four of these things.
  • 36:00 - 36:02
    This is pretty quick.
  • 36:02 - 36:04
    One from games, one not from games.
  • 36:04 - 36:05
    So, first - World of Warcraft.
  • 36:05 - 36:07
    So, I certainly have Hard Fun in World of Warcraft
  • 36:07 - 36:09
    where I go in and fight enemies.
  • 36:09 - 36:11
    I go in, I can go in all by myself
  • 36:11 - 36:13
    and see enemies
  • 36:13 - 36:14
    I shoot them and fight them
  • 36:14 - 36:16
    and battle them with my swords
  • 36:16 - 36:18
    and then I get something out of that
  • 36:18 - 36:20
    I get a victory out of that.
  • 36:20 - 36:22
    We have challenge and feedback.
  • 36:22 - 36:24
    We have Easy Fun
  • 36:24 - 36:27
    with all kinds of exploration we can do
  • 36:27 - 36:29
    huge vast world
  • 36:29 - 36:31
    you can get lost also
  • 36:31 - 36:33
    and that's not so good
  • 36:33 - 36:34
    but we can explore
  • 36:34 - 36:36
    and you get beautiful vistas
  • 36:36 - 36:37
    these kinds of things.
  • 36:37 - 36:38
    Serious Fun is harder.
  • 36:38 - 36:40
    World of Warcraft - basically the only Serious Fun you have
  • 36:40 - 36:42
    the only thing you can take away from World of Warcraft
  • 36:42 - 36:46
    is like, knowledge about World of Warcraft.
  • 36:46 - 36:49
    What would it look like to have
  • 36:49 - 36:51
    Serious Fun in World of Warcraft?
  • 36:51 - 36:52
    Let me give you an example from
  • 36:52 - 36:53
    Grand Theft Auto - real quick.
  • 36:53 - 36:54
    Grand Theft Auto
  • 36:54 - 36:56
    the easiest way - I'm not sure
  • 36:56 - 36:58
    which version it is
  • 36:58 - 36:59
    which version of the game it is
  • 36:59 - 37:01
    but in Grant Theft Auto,
  • 37:01 - 37:05
    the easiest way to get health -
  • 37:05 - 37:07
    the fastest cheapest way to get health -
  • 37:07 - 37:11
    is by eating fast food.
  • 37:11 - 37:12
    When you do that in the game -
  • 37:12 - 37:13
    you eat fast food a lot -
  • 37:13 - 37:17
    your character starts to get fat.
  • 37:17 - 37:18
    And when your character gets fat
  • 37:18 - 37:21
    you can't fight as well.
  • 37:21 - 37:22
    So there's an embedded
  • 37:22 - 37:24
    positive social message
  • 37:24 - 37:26
    an embedded learning experience
  • 37:26 - 37:29
    in Grand Theft Auto.
  • 37:29 - 37:32
    Could you have something like that in World of Warcraft?
  • 37:32 - 37:33
    Yeah, maybe.
  • 37:33 - 37:34
    They have an auction system,
  • 37:34 - 37:35
    you could maybe learn something about
  • 37:35 - 37:37
    how economies work.
  • 37:37 - 37:39
    There's a little of that there.
  • 37:39 - 37:41
    Now, the People Fun aspect in World of Warcraft -
  • 37:41 - 37:44
    there's lots of examples of this
  • 37:44 - 37:46
    real quick - I'll give you a few.
  • 37:46 - 37:48
    There are Guilds -
  • 37:48 - 37:50
    the Guild is basically like a club that I join.
  • 37:50 - 37:52
    And I join the club - and most of what
  • 37:52 - 37:53
    I do when I get on is
  • 37:53 - 37:55
    I say "hey guys, how was your day?"
  • 37:55 - 37:58
    And people go - "oh, I'm good
  • 37:58 - 37:59
    I, you know, dropped the kids off
  • 37:59 - 38:00
    at the pool, and we
  • 38:00 - 38:02
    went to this other thing, and..."
  • 38:02 - 38:05
    A lot of the time, that's what's happening
  • 38:05 - 38:05
    with the Guild.
  • 38:05 - 38:07
    You also have other things you do
  • 38:07 - 38:07
    with the Guild.
  • 38:07 - 38:09
    You have cooperative experience.
  • 38:09 - 38:12
    This is probably a Guild doing this
  • 38:12 - 38:13
    but you can do it with anyone
  • 38:13 - 38:14
    this is a Raid.
  • 38:14 - 38:15
    And I'm playing - well, not me -
  • 38:15 - 38:16
    but someone's playing here
  • 38:16 - 38:17
    with 40 people.
  • 38:17 - 38:18
    This is a 40 person Raid.
  • 38:18 - 38:22
    Each of these life bars is one of the other players.
  • 38:22 - 38:24
    So there's cooperative experiences.
  • 38:24 - 38:25
    And certainly you also have
  • 38:25 - 38:26
    competitive experiences
  • 38:26 - 38:29
    because you have Player vs. Player.
  • 38:29 - 38:30
    These are all different kinds of
  • 38:30 - 38:33
    People Fun that you have in World of Warcraft.
  • 38:33 - 38:34
    So, that's one example -
  • 38:34 - 38:35
    World of Warcraft -
  • 38:35 - 38:38
    where you see most of the 4 types of fun.
  • 38:38 - 38:40
    Let's look at another example.
  • 38:40 - 38:42
    This is the Nike+ GPS app
  • 38:42 - 38:43
    that we were talking about before
  • 38:43 - 38:47
    just one big reward
  • 38:47 - 38:50
    and this actually has 4 types of fun also.
  • 38:50 - 38:53
    What this does is tracks your running.
  • 38:53 - 38:55
    So, I go and do my run
  • 38:55 - 38:58
    I have a challenge with getting to a certain level
  • 38:58 - 39:00
    a certain distance that I cover with my run.
  • 39:00 - 39:02
    So, it tracks that.
  • 39:02 - 39:04
    And as I'm running, it gives me feedback.
  • 39:04 - 39:06
    I can tell it which voice I want.
  • 39:06 - 39:07
    I can have Lance Armstrong
  • 39:07 - 39:09
    or I can have Tracy Morgan
  • 39:09 - 39:11
    I can have any of these voices
  • 39:11 - 39:14
    say "yeah, good job - keep running - yeah!"
  • 39:14 - 39:17
    as I'm going. Not the whole time, but a little bit
  • 39:17 - 39:19
    as you're playing.
  • 39:19 - 39:20
    So there's Hard Fun,
  • 39:20 - 39:21
    there's feedback with Hard Fun.
  • 39:21 - 39:23
    You also have a little bit of Easy Fun.
  • 39:23 - 39:25
    This is maybe the weakest of the 4 here
  • 39:25 - 39:28
    there may be more of it than I know about
  • 39:28 - 39:30
    but as I'm running, I can run anywhere I want
  • 39:30 - 39:33
    because it has a GPS
  • 39:33 - 39:35
    so, I can have an exploration experience
  • 39:35 - 39:37
    as I'm running.
  • 39:37 - 39:38
    And because it tracks it -
  • 39:38 - 39:40
    I don't have to stay to a certain track.
  • 39:40 - 39:41
    So that's how we get Easy Fun
  • 39:41 - 39:44
    with the Nike+ GPS app.
  • 39:44 - 39:45
    You also have Serious Fun,
  • 39:45 - 39:48
    because - and this should be obvious - Exercise.
  • 39:48 - 39:50
    I get a whole bunch of exercise out of this
  • 39:50 - 39:51
    and it tracks it and tells me how much
  • 39:51 - 39:53
    distance I've covered
  • 39:53 - 39:56
    and I get an exercise experience.
  • 39:56 - 39:57
    People Fun - they've done something really clever.
  • 39:57 - 40:01
    They have a game of Tag,
  • 40:01 - 40:03
    where I compete with other people
  • 40:03 - 40:05
    playing this game of Tag.
  • 40:05 - 40:06
    They also actually have a thing
  • 40:06 - 40:07
    where it will automatically -
  • 40:07 - 40:08
    if you set it up to -
  • 40:08 - 40:11
    it will automatically post updates on Facebook
  • 40:11 - 40:14
    saying, "so and so is running, and he's run
  • 40:14 - 40:16
    such and such a distance."
  • 40:16 - 40:19
    And when people comment on that post on Facebook
  • 40:19 - 40:23
    it gives a little cheer to tell you that
  • 40:23 - 40:24
    so you get encouragement
  • 40:24 - 40:28
    in that People Fun aspect from people.
  • 40:28 - 40:29
    So we get People Fun in a couple of ways
  • 40:29 - 40:31
    with this app.
  • 40:31 - 40:32
    It's a very successful app.
  • 40:32 - 40:33
    All right.
  • 40:33 - 40:34
    Just to wrap this up,
  • 40:34 - 40:37
    I want to talk about how we deal with these four -
  • 40:37 - 40:38
    which of these do you pick?
  • 40:38 - 40:41
    There are four types of fun.
  • 40:41 - 40:42
    Which are you going to go into
  • 40:42 - 40:43
    the office tomorrow and do?
  • 40:43 - 40:48
    Well, Nicole Lazzaro says - all of them.
  • 40:48 - 40:50
    She says that the most successful games
  • 40:50 - 40:53
    all have at least 3 of the 4 types of fun
  • 40:53 - 40:57
    in some way, shape, or form.
  • 40:57 - 40:59
    And that's probably good advice.
  • 40:59 - 41:01
    What we at Human Factors do
  • 41:01 - 41:04
    when we're talking about these emotional experiences
  • 41:04 - 41:05
    is we start by understanding
  • 41:05 - 41:07
    the user's needs.
  • 41:07 - 41:09
    And we do that with an interview
  • 41:09 - 41:11
    that's a lot like psychoanalysis.
  • 41:11 - 41:12
    We bring in a set of users,
  • 41:12 - 41:13
    one at a time,
  • 41:13 - 41:14
    and sit down with them
  • 41:14 - 41:15
    and probe them deeply
  • 41:15 - 41:17
    into their emotional needs.
  • 41:17 - 41:20
    Find out what they're afraid of,
  • 41:20 - 41:21
    what they're excited about,
  • 41:21 - 41:23
    all those deep emotional things.
  • 41:23 - 41:24
    And then we can tune and target
  • 41:24 - 41:26
    we can make an experience
  • 41:26 - 41:28
    that's much more direct.
  • 41:28 - 41:29
    Because there are 4 types of fun
  • 41:29 - 41:30
    but there are other emotional needs that
  • 41:30 - 41:31
    people can have as well
  • 41:31 - 41:33
    that you may have to worry about
  • 41:33 - 41:35
    that are beyond just fun.
  • 41:35 - 41:35
    So that's what we do.
  • 41:35 - 41:37
    So those are two different approaches
  • 41:37 - 41:38
    to figure out how you're
  • 41:38 - 41:39
    going to deal with these
  • 41:39 - 41:42
    different emotions.
  • 41:42 - 41:44
    All right. Quick recap.
  • 41:44 - 41:47
    Tune your challenge.
  • 41:47 - 41:49
    Get that challenge right.
  • 41:49 - 41:51
    Give people feedback.
  • 41:51 - 41:55
    Use avatars - if you can.
  • 41:55 - 41:57
    Let people mess around.
  • 41:57 - 42:00
    Let people explore -
  • 42:00 - 42:01
    remember, it's not just graphic beautification.
  • 42:01 - 42:03
    Lead people on a guided journey
  • 42:03 - 42:05
    and exploration.
  • 42:05 - 42:08
    Give people something to take away.
  • 42:08 - 42:10
    Let people interact with other people
  • 42:10 - 42:11
    within the interface
  • 42:11 - 42:13
    and don't always drive people
  • 42:13 - 42:18
    away from the stores or the branches.
  • 42:18 - 42:24
    I'll take any questions.
  • 42:24 -
    (clapping)
Title:
How To Make Your Website As Addictive As World Of Warcraft, with Noah Schaffer
Description:

Noah Schaffer is a PhD in User Experience applied to Game Design and is an instructor at Human Factors Internationl. He co-authored "Game Usability: Advancing The User Experience" (Morgan Kaufman, 2008).

This event was hosted by NYC design agency LBi on June 14, 2011.

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Video Language:
English

English subtitles

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