Do you remember the moment you first realized that there is something like user experience? Probably not. Only looking back I realized that I already suffered from bad product UX as a young kid. And I bet you did too. I remember big fights with my family members: before every household had an obligatory flat-rate, internet use had to be fought for way harder than today. As soon as I had landed ten minutes of precious surfing time, siblings shouted into the computer room that they had to make the most important phone call of their lives – now! Getting offline for a phone call – definitely very bad UX. I remember my deflation: how can be a cool new thing like the internet be so unfun at times?
Thinking Out of the Box
Posts Tagged ‘UX’
Lately, I have been asked more frequently, when Gamification will emancipate from its role as a niche topic and reach mainstream. Since mid-2016, I am sure, that we find ourselves just in the phase of emancipation of this topic and I would like to reveal, why this is my opinion.
During the last year, the media in German-speaking regions frequently covered Gamification: many TV productions, newspaper reports and scientific papers covered potentials of the use of motivational and playful elements in non-game contexts. But not only media response was consistently positive – also Centigrade received numerous requests for Gamification projects, some of which where moved into realization and, by now, are used on a daily basis.
However, one important question occupies many of our customers: How much “game” is suitable for a certain context of use as well as for users‘ and customers‘ needs. This question is crucial as playful and motivational elements can be integrated in existing processes and products in many different ways. Our customers also ask themselves which manifestation of playful systems fits best in their user context: are some playful elements enough or should it possibly be a full game to meet the pursued benefits?
This question in mind, this article covers similarities and differences of Gamification and Serious Games and aims at gaining better understanding of potentials as well as conveying possible scopes of application for both concepts and thus, facilitating the decision for or against one of them. read more…