Dynamics – Principles Collated by Source [#UX] and Welcome Back to the Working Week!

As you may know, I’ve been working on my UX notes for the new unit, and as part of this I’ve been collating some principles. Last week we looked at affective (Emotional) computing, and the week before at usability, but as it’s `Back to Work’, I’m adding those for Dynamics / Funology / and Gamification, just in case they may be of interest.

Welcome Back!You will notice in the table below that the left column describes the concept (these are sometimes used interchangeably between the different authors); while on the right side the authors are listed along with a footnote pointing to the text from which the concept is derived. In collating these concepts I have not followed slavishly the nomenclature proposed by each author, but have instead placed them in categories which I believe have the same conceptual value even if the naming of that concept does not follow that in the source it is derived from.

Concepts Appears in Source
Contextual Comms. Duggan1.
Challenge Anderson2; Csikszentmihalyi3.
Delight Weinschenk4.
Drive Paharia5.
Encourage Paharia; Anderson.
Engage Paharia; Anderson.
Enjoyable Sharp; Rogers and Preece6; Weinschenk; Blythe7.
Entertaining Sharp; Rogers and Preece; Csikszentmihalyi.
Enticement Khaslavsky & Shedroff8; Crane9.
Fun Sharp; Rogers and Preece; Norman10.
Goals Csikszentmihalyi.
Interest Weinschenk.
Learning Blythe.
Look and Feel (Game) Crane.
Metaphor Blythe.
Motivating Sharp; Rogers and Preece; Crane; Duggan; Weinschenk; Anderson.
Narrative Blythe.
Personalisation Blythe.
Progression Anderson; Csikszentmihalyi.
Rewards Zichermann and Cunningham11; Duggan; Weinschenk; Anderson.
Social Weinschenk; Anderson; Blythe.
  1. K. Duggan, Badgerville (http://www.badgeville.com/).
  2. S. P. Anderson. Seductive interaction design: creating playful, fun, and effective user experiences. New Riders, Berkeley, CA, 2011.
  3. M. Csikszentmihalyi. Flow: the psychology of optimal experience. Harper & Row, New York, 1st ed edition, 1990.
  4. S. Weinschenk. 100 things every designer needs to know about people. Voices that matter. New Riders, Berkeley, CA, 2011.
  5. R. Paharia, Bunchball (http://www.bunchball.com).
  6. H. Sharp, Y. Rogers, and J. Preece. Interaction design: beyond human-computer interaction. Wiley, Chichester, 2nd ed edition, 2007.
  7. M. A. Blythe. Funology: from usability to enjoyment, volume v. 3. Kluwer Academic Publishers, Dordrecht, 2003.
  8. J. Khaslavsky and N. Shedroff. Understanding the seductive experience. Commun. ACM, 42:45–49, May 1999.
  9. A. Crane, DesignMap (http://www.designmap.com/).
  10. D. A. Norman. Emotional design: why we love (or hate) everyday things. Basic Books, New York, 2004.
  11. G. Zichermann and C. Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. 2011. Particularly his SAPS (status, access, power, and stuff) model.
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