Entwicklungen in Spielen als Innovationstreiber für Usability

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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.

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© itemis AG

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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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© itemis AG

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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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© itemis AG

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

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