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Precedents: Research 5 NGOs which have used gameful strategies; Virtual & Physical. The analysis of each should relate back to Gamefulness

Gamification produces an induction into a discourse of knowledge – which is invisible, or subliminal.

Map the Organisation + Dimensions: Create visual diagrams – a segmented circular chart (Information design). You can have overlapping layers.

  • Add levels of sensory elements / participation + scale
  • Departments etc – how people experience each of the parts of the structure.
  • See how an individual engages with the space.

You can get an overview of spirituality.

Information Design artists:

  • Tuffe
  • Nicholas Felton (me = participant observation)  http://feltron.com/
  • information aesthethics  http://infosthetics.com/
  • atmosphere & spaces

More Notes

  • How can gameful design, thinking and engagement help non-profit online websites
  • What are the -ve aspects of gameplay
  • Have a look at all nonprofit websites, and also successful games and see what can be made from them.
  • Signature strength = We don’t need those thinking badges.

Crit details:

  • Assemble useful selective precedents
  • Contribute specific things your looking at
  • Diagram of methodology, cyclic process
  • Why and what are you looking for ____ and how it helps the platform

 

Notes:

  • Literature review carries to exegesis +’s & -‘s.
  • When researching precedents think: They have done this, and have done that, and mine is hybrid like this
  • With some statements of communication context: ____ is _________ and communicates to community via __________ while ______abc, it can be improved by __________.
  • Status Quo interms of  communication objective and desired place they want to be.
  • Write is as a couple of paragraphs = context. Good place to start Version 1_July 15.

 

What I feel I need to do:

  • How can gameful design, thinking and engagement help non-profit online websites. + what are the negative aspects of gameplay.
  • I need to make a timeline
  • Intensively think about what the space is going to be.
  • Create a diagram of methodology – and the cyclic process.
  • Start initial experimentation
    • Gather a list of material.
    • Instead of 20 or 30 references just have 10. This is building a theoretical platform that you can be departing and building upon in terms of your practice
    • Write what you’re thinking and your thoughts based on what you are reading, and respond to it as a designer, thumbnails.
    • List of Key References, List of Key Precedents. Literature Review & Precedent Review (overview of existing precedents).
    • Speilman Happiness Psychologist, see who’s citing who’s research in Google Scholar > what everyone is looking at. Engage with the community of scholars.
    • We dont need no stinking badges
    • Treasure hunt, start off with a couple of really good closely aligned primary sources.
    • Ring fence the zone that is yours
    • Meta-theories: Charity culture, international integration, experiential marketing could fit under the gameful banner.
    • Context: Charity culture body of literature can sit under context , its to do with the actual situation of your client.
    • 1 or 2 theories, but many contexts.
    • Building up that context section is really important cause that works to deliver once again this space for your design project. The theory section is working to deliver a theoretical place for you to work from.
    • Get into that practice space as quickly as possible. You want to be making things in response to what you are looking at and researching, responding that way.
    • Speculate and design with the view you can do anything at all.
    • After =  Research questions and Research objectives > Method is the next stage, the approach you take to answer the research question

 

Theory Categories to Research

Gamefullnes | Wellbeing | Empathy | Happiness |

Context Categories to Research

Communities | Charity Culture | NZ Culture | Experiential Marketing & Branding | User Experience |

Experience Design, Emotional Connection, Culture Building, Nonprofit Organisations, Charities

Precedents

 

These people are providing expertise | services | opportunities for this project.

Industry Partners

Industry Consultants

Industry Sponsors

 

List of Material:

Starting Kit 27 July 2015

  • Jane McGonigal: Reality is Broken: Why games make us better and how they can change the world 2011
  • Jane McGonigal other work
  • Barry Brown and Oskar Juhlin: Enjoying machines 1972
  • Shaz Smilansky: Experiential marketing [electronic resource] : a practical guide to interactive brand experiences 2009
  • Susan A. David, Ilona Boniwell, Amanda Conley Ayers edited : The Oxford handbook of happiness 2013

 

 

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