Selasa, 31 Juli 2012

[Y508.Ebook] Ebook Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara

Ebook Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara

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Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara

Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara



Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara

Ebook Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara

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Playful Design: Creating Game Experiences in Everyday Interfaces, by John Ferrara

Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.

  • Sales Rank: #1559148 in Books
  • Brand: Brand: Rosenfeld Media
  • Published on: 2012-05-17
  • Number of items: 1
  • Binding: Paperback
  • 264 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

16 of 20 people found the following review helpful.
Misleading positioning of the content of this book
By Matthias Schreck
This is now the second time that this has happened to me with a Rosenfeld Media book: I believe what the content description says, and then end up really disappointed because the book doesn't deliver on the promise at all.

"Playful design" claims that UX professionals can learn from game design to "achieve great things int he real world". However, what John Ferrara delivers is simply a systematic categorisation of different computer game types, and how these game types cater for different audiences, and supposedly achieve different things. In typical UX-book style, this then gets fleshed out with a very large number of examples of various computer games.

Now you will ask: what's so bad about that? Nothing, of course, if you're after learning a little bit more about the various types of computer games out there, and if you're interested in general what computer games want and can achieve.

You won't find much that is useful for UX practitioners though. All the author does is to randomly seed sentences like "As a UX practitioner, you will know that..." or "You will be very familiar with this as a UX professional." Yes, John Ferrara, I am, and I wouldn't mind this, but can you then please continue telling me ways of how I can integrate your 'revelations' into web design?

I guess I should have figured this out before I finished reading: very early in the book, the author quickly dismisses 'gamification' as a misguided idea and not really worth considering, because a game has to be fun and needs to be able to stand on its own. And that is the last time you hear in this book about the idea of taking game elements and using them for different purposes.

If you're after a book that introduces you into the profession of computer game design, and the various game classifications and genres, this is a good book to start, but if you're a UX practitioner like me who just wanted to find a few tips and tricks for using game elements to enhance the stickiness of a site, without developing a full-blown game, then you'll be sorely disappointed.

1 of 1 people found the following review helpful.
Excellent book that will help you understand the elements of games and how to design experiences that are useful, usable and fun
By A. Derosa
As a UX practitioner I found this book to be very educational. It explains how to design experiences with game theory in mind. It answers questions like:

- How do we make experiences as engaging as games?
- What types of rewards attract people to keep coming back?
- What causes people to stop playing or give up?
- What motivates people?
and the list goes on.....

I can use the things I learned in this book for designing games, websites, mobile apps, or even to enhance relationships. I could imagine someone with children using techniques in this book to help their children learn and grow. For example: "Continuous reinforcement works best when new behaviors are first being learned, Variable-ratio schedules produce the fastest rate of response. Fixed-interval schedules produce a burst of activity just around the time a reward is expected. Consider the effects you want to achieve, and select the schedules that best support them." This is just one example of the types of research that you will learn from this book. All of the principles are reinforced by using an example of a game. The examples are used to help explain the topic and associate meaning with the concept being discussed.

Overall I would highly recommend this book to anyone who wants to learn more about human behavior....oh and of course games.

1 of 1 people found the following review helpful.
A great game design primer
By Robert K Lockhart
This is a really thoughtful and detailed game design text and does not, as the summary might indicate, require that the reader have any knowledge of UX design.

See all 7 customer reviews...

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