Make it like a game

By Alistair Gray on 6 November 2009

Whenever I’m testing systems I find this quote cropping up. It usually follows a groan from the observation room. After all it’s a phone/spreadsheet system/application form/etc, it’s NOT a game, but this doesn’t mean the comment should be ignored. There are lots of things games do well that can be carried across into different areas.

So when someone says “make it like a game”, what do they mean? It could be many things. As a gamer here are some of the things games offer that could be seen as useful for people, and therefore things that system designs could consider:

  • Microsoft Office menuOffer a tutorial - Games almost always offer an initial introduction for players. Who would want to sit down after getting a new phone and read through the manual? As the saying goes - learn by doing. People often jump in head first and systems should support this.
  • Provide real scenarios - Games let players try out the actions introduced, be it picking up an item, ordering people around a field or passing a ball. Systems should do the same and offer real data to manipulate. Don’t force users to read how to do things, or even watch a video, let them get hands on.
  • Progressively add complexity - Games gradually up the difficulty as you play, and often the complexity increases correspondingly. Moves, controls and more complex systems are introduced through play. Systems could do something similar by restricting access (or at least hiding) some of the more advanced controls. This is done by Microsoft Office, with more advanced options often harder to access than the basic controls.

I’m not calling for speadsheets to announce “You have reached level four in pie charts, you have now unlocked pivot tables”. But some of the tricks games use to introduce themselves and add to their complexity shouldn’t be ignored.

Have you got any ideas about other things games can teach us?

Comments

  • Darragh commented on 6 November 2009 at 10:34 am

    I love the consistency of the ’start’ button. Its proved to be such a reliable gateway to the most critical game options such as Save, Quit, Load etc. I don’t think there’s a gamer on the planet who ever has a problem locating these functions.

    There’s nothing quite like it on PC’s/Keyboards that has quite the same utility and ubiquity

  • Joe Chidzik commented on 6 November 2009 at 11:44 am

    Further to Darragh’s comment above, on easy access to key functions:

    Games let you save your progress, allowing you to try out possible risky actions without fear of the consequences (Curses, that dragon killed me *again!* Back to my save game, and this time I won’t poke it in the eye)

    Having the option to ‘reset\save settings’ or similar in a user testing environment, can allow the user to play around with an application and then easily return to it’s default settings if any mistakes are made.

    I’m keen on the maxim that ‘you learn more your mistakes than from your successes’. Allowing users to make mistakes in a safe environment will encourage them to explore more, giving potentially more useful feedback.

  • Phil commented on 1 December 2009 at 5:38 pm

    >There’s nothing quite like it on PC’s/Keyboards
    > that has quite the same utility and ubiquity

    Maybe not in one keypress, but if you take the time to examine menus, I think you’ll find [ctrl]+s, [ctrl]+n, [ctrl]+o, [ctrl]+z, [ctrl]+c, [ctrl]+v, [ctrl]+x are pretty ubiquitous.

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