Entwicklungen in Spielen als Innovationstreiber für Usability

Post on 07-Jul-2015

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Die Geschichte der Spieleentwicklung zeigt sehr kurze Innovationszyklen im Bereich von Usability und HMI, sowohl im Hard- als auch im Softwarebereich. Von diesen Entwicklungen können auch industrielle HMI-Konzepte profitieren: „Game inspired HMI Design“ steigert unter anderem die Individualisierbarkeit und die Lernförderlichkeit von HMIs und damit die Motivation und Arbeitsqualität der Nutzer.

Transcript of Entwicklungen in Spielen als Innovationstreiber für Usability

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Entwicklungen in Spielen alsInnovationstreiber für Usability

itemis AG – Simon Eiterig, Michael Jendryschik

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© itemis AG

Simon Eiterig

IT-Berater, Usability Engineer

Gamification-Studies

Diplomarbeit »Gamification – Theorie und Anwendung«

Michael Jendryschik

Leiter Usability Engineering

zertifizierter Usability Engineer (u.a. Fraunhofer)

Arbeitsschwerpunkt: Usability Engineering

itemis

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itemis AG

unabhängiges IT-Beratungsunternehmen und

Anbieter von Produkten und Usability-Dienstleistungen

für effiziente Softwareentwicklungsprojekte.

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Quelle: http://de.wikipedia.org/wiki/Spiel#Geschichte

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Warum spielen wir eigentlich?

Quelle: http://scene-gamers.de/schweden-lan-party-steuer/

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Die Entwicklungen, die sich in Spielen bewährt haben,

können Innovationstreiberfür Usability-Konzepte sein!

Lernföderlichkeit

Motivation

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Quelle: http://en.wikipedia.org/wiki/File:TeleGames-Atari-Pong.png

Pong (1975)

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Nintendo Entertainment System (1985)

Quelle: http://en.wikipedia.org/wiki/File:NES-Console-Set.jpg

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Power Glove(1989)

Quelle: http://upload.wikimedia.org/wikipedia/commons/d/d3/NES-Power-Glove.jpg

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Quelle: http://en.wikipedia.org/wiki/File:Wiimote-Safety-First.jpgQuelle: http://www.dw.de/overlay_media/katastrophenschutz-roboter-bei-der-probe/g-17109633

Katastrophenschutz-Roboter (2013)

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Quelle: http://en.wikipedia.org/wiki/File:Wiimote-Safety-First.jpgQuelle: http://www.dw.de/overlay_media/katastrophenschutz-roboter-bei-der-probe/g-17109633

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Quelle: http://en.wikipedia.org/wiki/File:Wiimote-Safety-First.jpgQuelle: http://www.dw.de/overlay_media/katastrophenschutz-roboter-bei-der-probe/g-17109633

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Die Innovationsfreudigkeitvon Videospielen zeigt sich aber

auch softwareseitig

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Quelle: http://www.n3rdabl3.co.uk/wp-content/uploads/2013/12/8_bit_super_mario_bros_wallpaper.jpg

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Quelle: https://www.flickr.com/photos/dragontomato/4755760964/

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Quelle: http://www.posidyn.tk/games/falcon4/falcon4-manual.jpg

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Lernförderlichkeit – ISO 9241-110

Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg

Hilfe, wenn der Spieler sie benötigt

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Quelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpgQuelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpg

»Fun is just another wordfor learning.«

Raph Koster in »A theory on fun for game design« (2005)

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Lernförderlichkeit

Quelle: http://upload.wikimedia.org/wikipedia/commons/0/05/France_in_XXI_Century._School.jpg

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»Ein Dialog ist lernförderlich,

wenn er den Benutzer beim Erlernen der Nutzung des

interaktiven Systems unterstützt und anleitet.«

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Lernförderlichkeit – ISO 9241-110

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Lernförderlichkeit – ISO 9241-110

»Regeln und zugrundeliegende Konzepte, die für das Erlernen nützlich sind, sollten dem Benutzer zugänglich gemacht werden.«

Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg

» Wenn ein Dialog selten gebraucht wird, dann sollte geeignete Unterstützung dafür bereitgestellt werden.«

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Lernförderlichkeit – ISO 9241-110

»Rückmeldungen und Erläuterungen sollten den Benutzer unterstützen, ein konzeptionelles Verständnis vom interaktiven System zu bilden.«

Quelle: https://www.youtube.com/watch?v=2dAzYpcFpQc

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Lernförderlichkeit – ISO 9241-110

WISO Steuer-Sparbuch

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Lernförderlichkeit – ISO 9241-110

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Klar, Belohnungen sind der Motivationsfaktor schlechthin

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Motivation

Motivation ist ein Zustand, der durch Motive angeregt wird.

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Motivation

Motive sind überdauernde Eigenschaften in Menschen.

intrinsisch extrinsisch

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Motivation

intrinsisch

Fähigkeitserwerb

Selbstständigkeit

Sozialer Anschluss

Sinnhaftigkeit

Ästhetik

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Motivation

extrinsisch

Belohnung

Einfluss

Zugang

Geld

Status

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© itemis AG

Sozialer Anschluss, Spaß, Ästhetik

Status, Zugehörigkeit, Zugang

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© itemis AG

Gamification ist ein Weg,

Software bewusst mit

motivierenden Faktorenanzureichern

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© itemis AG

Das Ziel von Gamification ist es,

Software so zu gestalten, dass

sie Motive von Nutzern anspricht, um sie in den

Motivationszustand zu

versetzen.

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Spielern

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© itemis AG

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Quelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpgQuelle: http://fstatic1.mtb-news.de/img/photos/9/9/8/6/8/_/large/IMG_0009.jpg

Motive sind die Stellschrauben der menschlichen Motivation.

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© itemis AG

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Gamification ist der Werkzeugkasten

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© itemis AG

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Punktesysteme

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© itemis AG

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Punktesysteme

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© itemis AG

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Quelle: http://www.auto-medienportal.net/artikel/detail/16224

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© itemis AG

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Abzeichen, Achievements, Badges

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© itemis AG

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© itemis AGQuelle: German UPA Usability-Quartett

Zeit für Fragen und Diskussion

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© itemis AG

itemis AG | Am Brambusch 15-24 | D-44536 Lünen | www.itemis.de

Simon Eiterig

simon.eiterig@itemis.de

Michael Jendryschik

michael.jendryschik@itemis.de