nadya direkova - "game on: 16 design patterns for user engagement "

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GAME ON: 16 GAME MECHANICS FOR USER ENGAGEMENT Using game design thinking to create engagement in social web applications. Nadya Direkova Game Mechanic, Senior UX Designer, Google [x] @nadya_d Art: Flood it

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In this session we will discuss the practical design patterns that motivate users to try a product, invite friends and come back. The design patterns include concepts such as rewards, progression and quests, onboarding experience and building the expert player experience.

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Page 1: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

GAME ON: 16 GAME MECHANICS FOR USER ENGAGEMENT

Using game design thinkingto create engagement in social web applications.

Nadya DirekovaGame Mechanic, Senior UX Designer, Google [x] @nadya_d

Art: Flood it

Page 2: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 2About me: Game Designer and UX Designer

Page 3: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 4: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 5: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 6: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 7: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 8: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 9: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 10: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 11: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

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Page 12: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 12LOL CATS GAME MECHANICS: CASE STUDY

User registrations increased 200% immediately after launch of trophies.User engagement up sharply.Over 63 million user actions rewarded.Over 1.5 million trophies earned in the first 4 months.

+ =

(In other words, engagin’ ur userz.)

Game mechanics

Page 13: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 13LOL CATS GAME MECHANICS: TROPHIES, PROGRESSION, STATS, SOCIAL PROOF, SOCIAL ACTIONS, REPUTATION…

Page 14: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 14What are game mechanics?

GAME MECHANICS Design patt erns that promoteplay and play-l ike engagement.

Page 15: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 15What are game mechanics?

DESIGN PATTERNS Repeatablesoluti ons to design problem.

GAME MECHANICS Design patt erns that promoteplay and play-l ike engagement.

Page 16: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 16What are game mechanics?

DESIGN PATTERNS Repeatablesoluti ons to design problem.

GAME MECHANICS Design patt erns that promoteplay and play-l ike engagement.

Page 17: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 17What are game mechanics?

DESIGN PATTERNS Repeatablesoluti ons to design problem.

GAME MECHANICS Design patt erns that promoteplay and play-l ike engagement

Page 18: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 18What are game mechanics?

DESIGN PATTERNS Repeatablesoluti ons to design problem.

GAME MECHANICS Design patt erns that promoteplay and play-l ike engagement

Page 19: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 19LET’S TALK ABOUT...

WE’LL REVIEW

16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.

Page 20: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 20LET’S TALK ABOUT...

WE’LL REVIEW

16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.

Page 21: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 21LET’S TALK ABOUT...

WE’LL REVIEW

16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.

WE’LL DISCUSS HOW THEY APPLY TO

3 ASPECTS OF THE USER JOURNEY

Page 22: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 22LET’S TALK ABOUT...

WE’LL REVIEW

16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.

WE’LL DISCUSS HOW THEY APPLY TO

3 ASPECTS OF THE USER JOURNEY:

COME AND TRY IT

Page 23: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 23LET’S TALK ABOUT...

WE’LL REVIEW

16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.

WE’LL DISCUSS HOW THEY APPLY TO

3 ASPECTS OF THE USER JOURNEY:

COME AND TRY ITBRING FRIENDS

Page 24: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 24LET’S TALK ABOUT...

WE’LL REVIEW

16 DESIGN PATTERNSTHAT CREATE GAME-LIKE USER ENGAGEMENT.

WE’LL DISCUSS HOW THEY APPLY TO

3 ASPECTS OF THE USER JOURNEY:

COME AND TRY ITBRING FRIENDSCOME BACK

Page 25: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 25

DESIGN PATTERNS FOR ONBOARDING

“COME AND TRY IT”

Page 26: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 26“COME AND TRY IT” - Designing for 1st time users

• Visual story telling• Visual cues• Tutorials & Coaching• Reward schedule• Prizes and awards

Page 27: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 27

DESIGN PATTERN

1.1 PRIZES AND AWARDS

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Page 28D E S I G N PAT T E R N

PRIZES AND AWARDS

GOOD SAMARITHAN PRIZE IN FARMVILLE

GAME EXAMPLE

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Page 29D E S I G N PAT T E R N

PRIZES AND AWARDS

X PRIZE

Page 30: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 30

DESIGN PATTERN

1.2 VISUAL STORYTELLING

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Page 31D E S I G N PAT T E R N

VISUAL STORY TELL ING – INSTEAD OF LONG EXPLANATIONS

RUB RABBITS PRE-GAME SCREEN

GAME EXAMPLE

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Page 32D E S I G N PAT T E R N

VISUAL STORY TELL ING – INSTEAD OF LONG EXPLANATIONS

ZIP CAR: EXPLAIN THE PROPOSITION IN PICTURES

GROUP-ON: HOW IT WORKS

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Page 33

DESIGN PATTERN

1.3 VISUAL CUES

Page 34: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 34

CITY OF IMMORTALS

D E S I G N PAT T E R N

VISUAL CLUES

GAME EXAMPLE

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Page 35D E S I G N PAT T E R N

VISUAL CLUES: EXAMPLE

FACEBOOK PLACES: PLAYING “FLASHLIGHT”

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Page 36

DESIGN PATTERN

1.4 TUTORIALS & COACHING

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Page 37

FRONTIERVILLE

GAME EXAMPLE

D E S I G N PAT T E R N

TUTORIALS

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Page 38

LEVEL UP FOR PHOTOSHOP

D E S I G N PAT T E R N

TUTORIAL

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Page 39D E S I G N PAT T E R N

COACHING

PANDORA: HIGHLIGHT FEATURES THE USER MIGHT MISS OTHERWISE

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Page 40

DESIGN PATTERN

1.5 REWARD SCHEDULE

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Page 41D E S I G N PAT T E R N

REWARD SCHEDULE

CITYVILLE COINS AND STARS: REWARDS FOR TAKING CARE OF YOUR CITY“You can’t over-reward the player in the

first 10 minutes.” - Sid Meier, designer of the game Civilization

Page 42: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 42D E S I G N PAT T E R N

REWARD THE BEGINNER

SHOPKICK FOUR SQUARE NEWBIE BADGE

Page 43: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 43D E S I G N PAT T E R N

CHALLENGE THE EXPERT

PLANTS VS. ZOMBIE: SOME ACHIEVEMENTSSEEM ALMOST IMPOSSIBLE TO UNLOCK

FOURSQAURE: SOME ACHIEVEMENTS ARE HARDER TO UNLOCK

Page 44: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 44

SUMMARY

“COME AND TRY IT”• Prizes and awards• Visual story telling• Visual cues• Tutorials and Coaching• Reward schedule

Page 45: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 45

DESIGN PATTERNS FOR SOCIAL ENGAGEMENT

“BRING YOUR FRIENDS”

Page 46: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 46“BRING FRIENDS” - Designing for community

• Gated trial – form a team• Social feedback• Compete and collaborate• Reputation• Sharing milestones• Mischief

Page 47: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 47

DESIGN PATTERN

2.1 GATED TRIAL – FORM A TEAM

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Page 48D E S I G N PAT T E R N

GATED TRIAL – FORM A TEAM TO START

DODGE-BALL – YOU NEED A TEAM TO START

GAME EXAMPLE

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Page 49D E S I G N PAT T E R N

GATED TRIAL – FORM A TEAM TO START

QUORA: BRING YOUR FRIENDS

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Page 50

DESIGN PATTERN

2.2 SOCIAL FEEDBACK

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Page 51D E S I G N PAT T E R N

SOCIAL FEEDBACK

CITYVILLE – ASYNCHRONOUS COMMUNICATION BUTTONS

GAME EXAMPLE

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Page 52D E S I G N PAT T E R N

SOCIAL FEEDBACK EXAMPLE – S INGLE BUT TON

AADVARK “THANK YOU NOTES” QUORA “THANK YOU NOTES”

Page 53: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 53D E S I G N PAT T E R N

SOCIAL FEEDBACK EXAMPLE - STRUCTURED

OK CUPID: COMPLIMENTSYELP: SELECT A COMPLIMENT AND WRITE A MESSAGE

Page 54: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 54

DESIGN PATTERN

2.3 REPUTATION

Page 55: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 55D E S I G N PAT T E R N

REPUTATION

SIMPLE REPUTATION SCORE IN CITYVILLE

GAME EXAMPLE

Page 56: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 56D E S I G N PAT T E R N

REPUTATION

UBER CAB RATINGS

Page 57: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 57

DESIGN PATTERN

2.4 SHARING ACHIEVEMENTS

Page 58: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 58D E S I G N PAT T E R N

SHARING ACHIEVEMENTS

XBOX LIVE

GAME EXAMPLE

Page 59: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 59D E S I G N PAT T E R N

SHARING ACHIEVEMENTS

FOUR SQAURE BADGE UNLOCKED!

Page 60: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 60

DESIGN PATTERN

2.5 MISCHIEF

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Page 61D E S I G N PAT T E R N

MISCHIEF

FARMVILLE – TP SOMEONE’S FARM

GAME EXAMPLE

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Page 62D E S I G N PAT T E R N

MISCHIEF RE-DIRECT

“CHATROULETTE”

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Page 63

IN SUMMARY

SOCIAL • Gated trial – form a team

• Social feedback• Reputation• Compete & collaborate• Mischief

Page 64: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 64

DESIGN PATTERNS FOR REPEAT ENGAGEMENT

“PLAYER, COME BACK”

Page 65: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 65“COME BACK” - Designing for return visits

• Keeping score• Disincentives, throttles • Advanced user paths • Quest queue• Scarcity

Page 66: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 66

DESIGN PATTERN

3.1 KEEPING SCORE

Page 67: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 67D E S I G N PAT T E R N

KEEPING SCORE

BRAIN AGE SCORE

GAME EXAMPLE

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Page 68D E S I G N PAT T E R N

KEEPING SCORE

TIDY STREET PROJECT

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Page 69

DESIGN PATTERN

3.2 THROTTLE ACTIONS

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Page 70D E S I G N PAT T E R N

THROT TLE ACTIONS

THREE STRIKES, AND YOU’RE OUT RULE

GAME EXAMPLE

Page 71: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 71D E S I G N PAT T E R N

THROT TLE ACTIONS

STRAVA – THE DANGER OF NOT SETTING LIMITS

Page 72: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 72

DESIGN PATTERN

3.3 ADVANCED USER PATHS

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Page 73D E S I G N PAT T E R N

ADVANCED USER PATHS / ROLES

SKI SLOPES: DIFFERENT PATHS ON THE SAME MOUNTAIN

Page 74: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 74D E S I G N PAT T E R N

ADVANCED USER PATHS / ROLES

YELP FOR THE REGULAR USERS YELP THE ELITE SQUAD – USEFUL , FUNNY AND COOL

Page 75: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 75

DESIGN PATTERN

3.4 QUEST QUEUE

Page 76: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 76D E S I G N PAT T E R N

QUEST QUEUE

ZOMBIE FARM

GAME EXAMPLE

Page 77: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 77D E S I G N PAT T E R N

QUEST QUEUE: EXAMPLE

EPIC WIN – SELF DESIGNED QUEST QUEUELINKED IN QUEST QUEUE

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Page 78

DESIGN PATTERN

3.5 SCARCITY

Page 79: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 79D E S I G N PAT T E R N

SCARCITY

VIP FISH IN ZYNGA

GAME EXAMPLE

Page 80: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 80D E S I G N PAT T E R N

SCARCITY: EXAMPLE

THE MILLION DOLLARHOMEPAGE

Page 81: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 81

IN SUMMARY

RETURN VISITORS • Keeping score

• Disincentives, throttles • Advanced user paths • Skill ladder• Quest queue

Page 82: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 82IN SUMMARY

Game mechanics >

Page 83: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 83IN SUMMARY

• Awards, prizes• Visual story telling• Visual cues• Tutorials & Coaching• Reward schedule

• Keeping score• Disincentives, throttles • Advanced user paths • Content Unlocks• Quest queue• Scarcity

• Gated trial • Social feedback• Competition, collaboration• Reputation• Sharing milestones• Mischief

COME AND TRY IT BRING FRIENDS COME BACK

A growing list of patterns…

Page 84: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 84CASE STUDIES

Thanks to the following companies forinterviews, best practices and feedback:

Page 85: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 85

Page 86: Nadya Direkova - "Game On: 16 Design Patterns for User Engagement "

Page 86CONTACT

NADYA DIREKOVA

@nadya_d

http://www.slideshare.net/nadyadirekova