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	<title>Nathan Verrill&#187; Applied Gaming</title>
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	<link>http://nathanverrill.com/blog</link>
	<description>father of 3, applied gaming consultant, interaction designer, connector, innovator</description>
	<pubDate>Thu, 15 Apr 2010 13:03:21 +0000</pubDate>
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		<title>Using Game Mechanics to Get Parents to Watch Test Orientation Videos</title>
		<link>http://nathanverrill.com/blog/2010/03/using-game-mechanics-to-get-parents-to-watch-test-orientation-videos/</link>
		<comments>http://nathanverrill.com/blog/2010/03/using-game-mechanics-to-get-parents-to-watch-test-orientation-videos/#comments</comments>
		<pubDate>Mon, 29 Mar 2010 00:55:33 +0000</pubDate>
		<dc:creator>Nathan Verrill</dc:creator>
		
		<category><![CDATA[Applied Gaming]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nathanverrill.com/blog/?p=79</guid>
		<description><![CDATA[I just got done watching six orientation videos for my 4th grader&#8217;s upcoming standardized test, which cleverly used game mechanics (perhaps unbeknownst to the school, Keysor Elementary) to make sure we watched them. 
First the students were offered two rewards if we, the parents, watch them without the students - a pencil and a chance [...]]]></description>
			<content:encoded><![CDATA[<p>I just got done watching six orientation videos for my 4th grader&#8217;s upcoming standardized test, which cleverly used game mechanics (perhaps unbeknownst to the school, Keysor Elementary) to make sure we watched them. <span id="more-79"></span><img style="margin-right:10px;margin-bottom:50px;margin-top:20px;" src='http://nathanverrill.com/painter-to.png' width="429" height="265" alt='Orientation Video With Secret Word' class='aligncenter' /></p>
<p>First the students were offered two rewards if we, the parents, watch them without the students - a pencil and a chance in a drawing for some books. Simple enough, but to make sure we watch them a secret word was included in each video. We had to watch the videos, write down the secret words, and then give the words to our daughter to unscramble. Once unscrambled, written on the form and brought to class she gets her reward. </p>
<p>I was impressed with how clever this was - the scavenger hunt for the word inside each video, the puzzle to engage the student, and the reward to get them to follow through. A great way to get us to spend the 20 minutes, and a great case study for other schools, as well as content required by compliance in a corporate setting. Or Dharma.</p>
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		<title>You Don&#8217;t Need Virtual Worlds When You Can Game Reality</title>
		<link>http://nathanverrill.com/blog/2010/03/you-dont-need-virtual-worlds-when-you-can-game-reality/</link>
		<comments>http://nathanverrill.com/blog/2010/03/you-dont-need-virtual-worlds-when-you-can-game-reality/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 11:28:04 +0000</pubDate>
		<dc:creator>Nathan Verrill</dc:creator>
		
		<category><![CDATA[Applied Gaming]]></category>

		<category><![CDATA[Featured]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nathanverrill.com/blog/?p=78</guid>
		<description><![CDATA[Don&#8217;t get me wrong: Virtual worlds can be awesome, and escaping into a good video game is a wonderful thing, and profitable too &#8212; just look at the billions of dollars generated by World of Warcraft, Wii/360/PS3 consoles and Zynga Facebook games like Farmville. And the time will come when these games and virtual worlds [...]]]></description>
			<content:encoded><![CDATA[<p>Don&#8217;t get me wrong: Virtual worlds can be awesome, and escaping into a good video game is a wonderful thing, and profitable too &#8212; just look at the billions of dollars generated by World of Warcraft, Wii/360/PS3 consoles and Zynga Facebook games like Farmville. And the time will come when these games and virtual worlds accomplish important work in the world, as foretold in Jane&#8217;s TED talk which I&#8217;ve embedded at the bottom of this post. But until then my message to organizations, companies, schools and governments who would like to use elements of &#8216;fun&#8217; (hat tip to @carlhaggerty, link below) to accomplish outcomes other than pure entertainment is this: you can keep it simple and you don&#8217;t need virtual worlds and you don&#8217;t need video games: you can game reality.</p>
<p>So what do I mean by gaming reality? Games are powerful. And to be more specific, the elements of games when thoughtfully applied. Game designers have a toolbox of elements or &#8216;game mechanics&#8217; to engage people &#8212; narrative, level-ups, points, data-rich information dashboards, replayability, game clocks, antagonists, social competition, ranks, reputation, achievements, missions, quests, progressive and adaptive levels of difficulty, real-time feedback, scavenger hunts, easter eggs, gear, gold, &#8216;rares&#8217; and so on &#8212; and the elements in this toolbox can be applied to everyday life.<br />
<span id="more-78"></span><br />
How can they be applied? One way, as my Co-Baxter likes to point out, is overlaying elements of games on top of activities where people are already playing a game or doing an activity that can be gamed, but don&#8217;t realize it. Take driving a car or running as examples. Honda uses a game mechanic on their dashboard called <a href="http://automobiles.honda.com/insight-hybrid/features.aspx?Feature=ecoassist">Eco-Assist</a>(tm) to nudge people into driving in an environmentally friendly way. The nudge is accomplished thusly:</p>
<blockquote><p>A sophisticated feedback system uses both ambient color behind the speedometer to indicate efficiency [1] as you drive and an Eco Guide display to provide feedback on your braking and acceleration to help you drive more efficiently [1]. A cumulative Eco Score scoring system provides ongoing support.</p></blockquote>
<p>Despite the incredibly non-fun, non-game corporate gobbledy gook description, the interface isn&#8217;t bad, and has shades of our <a href="http://natronbaxter.com/garden-sneak-peek-skins-n-sprites">Garden project</a>. </p>
<p>An exercise-related example is <a href="http://nikerunning.nike.com/nikeos/p/nikeplus/en_US/plus/#//dashboard/">Nike+</a>, which uses <a href="http://nikerunning.nike.com/nikeos/p/nikeplus/en_US/plus/#//challenges/">challenges</a>, competition and a dashboard to get people to &#8220;Set a goal, track your progress and find the motivation to become an even better runner.&#8221; Good stuff, this, and I&#8217;ll be sure to use it to train if I&#8217;m fortunate enough to make the <a href="http://travel.nytimes.com/2010/03/21/travel/21nepal.html">Annapurna Circuit trek</a> before it&#8217;s too late.</p>
<p>In these examples driving &#038; running are both acting as game controllers. In our work at NB, we are exploring a bevy of behaviors at school and work that can be turned into game controllers and combined with other game elements to increase engagement. I won&#8217;t list them all here (don&#8217;t want to give away too much of our thinking), but some mundane but (we believe) powerful examples are keeping a clean email inbox (reduction of corporate email storage costs), timely reporting of billable hours and expenses, regular attention to health and wellness programs and maintenance medications, school attendance, and homework completion. </p>
<p>Let&#8217;s shift gears from application of games at school and work and have a look at this amazing example of using games to clean up the environment, courtesy of the <a href="http://pervasivegames.wordpress.com">Pervasive Games</a> blog: Estonian volunteers of Teeme Ära 2008 <a href="http://pervasivegames.wordpress.com/2010/02/08/pervasive-garbage-cleanup/">cleaned up their whole country</a> in a <em>single day</em>.  </p>
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<p>Game on indeed.</p>
<p>~~~~~~~~~~~~~~~</p>
<p>Hat Tip for &#8216;elements of fun&#8217; to <a href="http://twitter.com/carlhaggarty">Carl Haggarty</a>&#8217;s awesome post about increasing citizen engagement with applied gaming in government, <a href="http://carlhaggerty.wordpress.com/2010/03/19/the-world-of-govcraft/">World of GovCraft</a></p>
<p>And thanks dad, for describing this crazy venture as using games to do &#8216;important work&#8217;.</p>
<p>PS I must say that I am flattered that my quote &#8216;you don&#8217;t need virtual worlds when you can game reality&#8217; made it into the EVOKE press release that <a href="http://www.somaliren.org/index.php?option=com_content&#038;view=article&#038;id=14:wbi-launches-an-online-game&#038;catid=7:general">appeared</a> on the Somali Research &#038; Education Network website. It&#8217;s fun to be global, especially when working from my humble abode on an old MacBook in Missouri.</p>
<p>PSS Here&#8217;s Jane&#8217;s awesome 20-minute TED talk themed &#8216;Design like you give a damn&#8217;, <em>Gaming Can Make a Better World</em>:</p>
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		<title>Massively Multiplayer Workforce: Natron Baxter&#8217;s Take on Reeves &#038; Reads&#8217; Book &#8220;Total Engagement&#8221;</title>
		<link>http://nathanverrill.com/blog/2009/11/total-engagement-using-games-and-virtual-worlds-to-change-the-way-people-work-and-businesses-compete-natron-baxters-first-take/</link>
		<comments>http://nathanverrill.com/blog/2009/11/total-engagement-using-games-and-virtual-worlds-to-change-the-way-people-work-and-businesses-compete-natron-baxters-first-take/#comments</comments>
		<pubDate>Sun, 01 Nov 2009 17:51:29 +0000</pubDate>
		<dc:creator>Nathan Verrill</dc:creator>
		
		<category><![CDATA[Applied Gaming]]></category>

		<guid isPermaLink="false">http://nathanverrill.com/blog/?p=72</guid>
		<description><![CDATA[I&#8217;m stoked about the publication of Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete (companion website here) by Byron Reeves and J. Leighton Read. My excitement is twofold: first, the authors lend additional credibility to using games within a business environment; and second, the book presents an [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m stoked about the publication of <a href="http://www.amazon.com/Total-Engagement-Virtual-Businesses-Compete/dp/142214657X">Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete</a> (companion website <a href="http://totalengagement.org/">here</a>) by Byron Reeves and J. Leighton Read. My excitement is twofold: first, the authors lend additional credibility to using games within a business environment; and second, the book presents an opportunity to further refine <a href="http://natronbaxter.com">Natron Baxter Applied Gaming&#8217;s</a> offering by comparing and contrasting with the points made by the authors. </p>
<p>So have a look at <a href="http://natronbaxter.com/total-engagement-of-the-massively-multiplayer-workforce">Total Engagement of the Massively Multiplayer Workforce</a> for Natron Baxter&#8217;s first take.</p>
<p>P.S. They even have a chapter titled &#8220;Play is Not the Opposite of Work,&#8221; which echoes our mantra &#8220;Fun is Not the Enemy of Work.&#8221; How cool is that?</p>
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		<title>Coral Cross - Now a Reality Game</title>
		<link>http://nathanverrill.com/blog/2009/04/coral-cross-is-now-a-reality-game/</link>
		<comments>http://nathanverrill.com/blog/2009/04/coral-cross-is-now-a-reality-game/#comments</comments>
		<pubDate>Tue, 28 Apr 2009 07:00:53 +0000</pubDate>
		<dc:creator>Nathan Verrill</dc:creator>
		
		<category><![CDATA[Applied Gaming]]></category>

		<category><![CDATA[Featured]]></category>

		<category><![CDATA[Interaction Design]]></category>

		<guid isPermaLink="false">http://nathanverrill.com/blog/?p=64</guid>
		<description><![CDATA[As some of you are aware, I have been helping with the design and development of an Alternate Reality Game about Pandemic flu called Coral Cross. In light of the recent outbreak of swine flu we've had to adjust our approach. I'm excited to write we are continuing our work, shifting from an "alternate reality game" to a "reality game" - and are exploring methods of engagement and very-near-future-forecasting that can be applied in real-time to this emerging health crisis.]]></description>
			<content:encoded><![CDATA[<div class="captionfull"><img src="/images/coral-cross-reality-landing.jpg"></div>
<p>As some of you are aware, I have been helping with the design and development of an Alternate Reality Game about pandemic flu called Coral Cross. In light of the recent outbreak of swine flu we&#8217;ve had to adjust our approach. I&#8217;m excited to write we are continuing our work, shifting from an &#8220;alternate reality game&#8221; to a &#8220;reality game&#8221; - and are exploring methods of engagement and very-near-future-forecasting that can be applied in real-time to this emerging health crisis. The landing page now reads:</p>
<p>&#8220;Coral Cross was designed as the world&#8217;s first global flu pandemic alternate reality game. However, just weeks before the scheduled launch, an extraordinary coincidence occurred: an actual global outbreak of swine flu made the fictional premise redundant.</p>
<p>The flu crisis is now real. And so is Coral Cross.</p>
<p>On behalf of the <a href="http://hawaii.gov/health/">Hawaii Department of Health</a>, the design team at the <a href="http://www.futures.hawaii.edu/index.php">Hawaii Research Center for Futures Studies</a> is now adapting the game to provide a unique site for real-time futures exploration. Coral Cross will help people actively respond to the risks of the current influenza threat (as well as future challenges), keep informed, share stories and concerns, and maintain vigilance as the situation unfolds.&#8221;</p>
<p>For some more background, read <i><a href="http://futuryst.blogspot.com/2009/04/this-is-not-game.html">This is not a game</a></i> by Stuart Candy.</p>
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		<title>Interaction Design for Signtific Lab</title>
		<link>http://nathanverrill.com/blog/2009/02/interaction-design-for-signtific-lab/</link>
		<comments>http://nathanverrill.com/blog/2009/02/interaction-design-for-signtific-lab/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 09:14:44 +0000</pubDate>
		<dc:creator>Nathan Verrill</dc:creator>
		
		<category><![CDATA[Applied Gaming]]></category>

		<category><![CDATA[Featured]]></category>

		<category><![CDATA[Interaction Design]]></category>

		<category><![CDATA[Signtific]]></category>

		<guid isPermaLink="false">http://nathanverrill.com/blog/?p=47</guid>
		<description><![CDATA[In this post I will outline the interaction design for Signtific Lab, a website for massively multiplayer thought experiments.  The marketing material for Signtific Lab reads &#8220;the platform provides a mechanism to rapidly generate cutting edge ideas about the future of science and technology.&#8221; At its core it is a what-if game that prompts [...]]]></description>
			<content:encoded><![CDATA[<p>In this post I will outline the interaction design for <a href="http://lab.signtific.org">Signtific Lab</a>, a website for massively multiplayer thought experiments.  The marketing material for Signtific Lab reads &#8220;the platform provides a mechanism to rapidly generate cutting edge ideas about the future of science and technology.&#8221; At its core it is a what-if game that prompts Twitter-like responses similar to the <a href="http://en.wikipedia.org/wiki/De_Bono_Hats">de Bono six thinking hats</a> (although not exactly). I use the term &#8220;game&#8221; loosely because it is a serious content-generation endeavor, but the term is appropriate since game design concepts are used to maximize participant engagement.</p>
<div class="captionfull"><img src="/images/lab-moleskine-04.jpg">
<p>Moleskine 04: Further refinements of the interface. Drawing on right shows affordances and triple encoding of played cards: color, location and context.</p>
</div>
<p>In addition to sharing the design process and concepts, I also hope that this will serve as a forum for feedback and suggestions, not just from peers and colleagues, but also from thought experiment participants. All comments, critiques and suggestions are welcome in the comments section of this post.</p>
<p>[Before you get bored with all this text, there are lots of pictures down below.]</p>
<p><strong>Project Overview</strong></p>
<p>Client: <a href="http://www.iftf.org">Institute for the Future</a><br />
Game Concept &#038; Design: <a href="http://www.avantgame.com/">Jane McGonigal</a><br />
Scenario Development: <a href="http://askpang.typepad.com/">Alex Soojung-Kim Pang</a><br />
Scenario Research: <a href="http://www.signtific.org">Signtific</a> &#038; IFTF Staff<br />
Chief Signtist: Mathias Crawford<br />
Signtific Team: Jane McGonigal, Mathias Crawford, Natalie Villalobos, Cesar Castro, Alex Soojung-Kim Pang<br />
Technical Architect: Afraaz Ali @ Appnovation<br />
Drupal Web Development: <a href="http://www.appnovation.com/">Appnovation</a><br />
Timeline: December 2008 - February 2009 (approx. 8 weeks)<br />
Hard Deadline: <a href="http://www.webstock.org.nz/">Webstock</a> keynote address, February 18, 2009<br />
Public Launch: February 18, 2009<br />
First Day Stats: 1,414 cards played / 202 players from 5 continents / 2,295 unique visitors<br />
URL: <a href="http://lab.signtific.org">http://lab.signtific.org</a></p>
<p><strong>Principles</strong></p>
<ol>
<li>serious science</li>
<li>does not appear to be a game</li>
<li>play fast</li>
<li>tweet-length to make contributions less daunting and easier to riff</li>
<li>scan card text fast</li>
<li>reload page obsessively to watch score</li>
<li>100s of simultaneous players</li>
<li>conference key note announcements to launch</li>
<li>players can play as many cards as they like</li>
<li>video introduction </li>
<li>content managed by game masters</li>
<li>cards can be embedded on blogs</li>
<li>cards have their own urls</li>
<li>experiments have limited timeframe</li>
<li>publicly available in read-only mode afterward</li>
<li>game masters can ban players and remove all their cards</li>
<li>game masters can highlight cards</li>
<li>optimized for google analytics and seo</li>
<li>javascript support required, degrading ajax is not</li>
<li>let content stand on its own</li>
<li>avoid popularity and digg effects</li>
</ol>
<p><strong>Description</strong><br />
[You may want to skip ahead to the <a href="#mindmaps">mind maps</a> and <a href="#wireframes">wireframes</a> at the bottom of this post, and then refer back to this text description. My words may fail where my diagrams succeed. You may also refer to <a href="http://www.npugh.co.uk/blog/i_want_signtific_lab/">this blog post titled "I Want: Signtific Lab"</a> by Nikki Pugh, which provides a clear, concise description of the site.]</p>
<p>The core concepts for the game are thought experiments, cards and players. Each thought experiment is a provocative question about a research-backed possible future or trend. (For an example, see <a href="http://lab.signtific.org/node/8">Facts Behind Free Space</a>, which provides background for the first thought experiment.) The context for the question is set with a movie explaining the scenario. The players then respond to the question by playing &#8220;cards&#8221; with their ideas on what might happen as a result of the scenario/question. Each &#8220;card&#8221; is a short, Twitter-length response. At the first level players are able to play 2 card types: Dark Imagination and Positive Imagination. After the first level a chain reaction is created where players can play 4 card types in response to the previous cards: Momentum, Antagonism, Adaptation and Investigation. As cards are played, players earn forecasting points and can monitor their progress on their dashboard, which also provides feedback on the ratio of card types (strengths) played. The combination of forecasting points and strengths serve as a feedback loop to keep players engaged. At the end of the thought experiment, researchers are able to mine the cards to uncover interesting ideas and outliers, information which can be used by futurists to create forecasts for a particular technology.</p>
<p><strong><br />
From the Moleskine: Original Notes &#038; Concepts</strong></p>
<div class="captionfull"><img src="/images/lab-moleskine-01.jpg">
<p>Moleskine 01: Notes and sketches from the first meeting with Jane in December 2008.</p>
</div>
<div class="captionfull"><img src="/images/lab-moleskine-02.jpg">
<p>Moleskine 02: More notes from the first meeting.</p>
</div>
<div class="captionfull"><img src="/images/lab-moleskine-03.jpg">
<p>Moleskine 03: Starting to get a sense of the interface at the turn of the new year. Scribbles contributed by Phoebe, age 2.</p>
</div>
<div class="captionfull"><img src="/images/lab-moleskine-04.jpg">
<p>Moleskine 04: Further refinements of the interface. Drawing on right shows affordances and triple encoding of played cards: color, location and context.</p>
</div>
<p></p>
<p><strong><a name="mindmaps"></a>Mind Maps</strong><br />
The following models were created using <a href="http://www.novamind.com/">NovaMind Platinum</a>. NovaMind, in my opinion, is an excellent modeling tool when you want to develop maps rapidly (in minutes) and keep them simple. These models were instrumental in communicating the core concepts to the development team, so they could develop the domain model and underlying architecture before the rest of the design was completed.</p>
<div class="captionfull"><img src="/images/signtifc-lab-mind-maps.jpg">
<p>Mind Maps for the core concepts of the site: Experiment, Trial, Card and Player Profile.</p>
</div>
<p><strong><a name="wireframes"></a>Wireframes</strong><br />
The following wireframes were created using <a href="http://www.omnigroup.com/applications/OmniGraffle/">OmniGraffle</a>. OmniGraffle, like NovaMind, is hands-down the best tool for rapidly creating wireframes. Again, in minutes, not hours. The large library of <a href="http://graffletopia.com/categories/user-interface">user interface design stencils</a> and the smart-guides that are displayed as you move elements make OG a must-have. (In the interest of full disclosure, I&#8217;m ashamed to admit that until recently I was a PC guy and struggled with Visio, the cramped usability of PC notebooks, and the annoyances of Windows. If you&#8217;re doing interaction design on a PC in Visio or PowerPoint, do yourself a favor and STOP RIGHT NOW. Microsoft should just shrivel up and die - just leave us with C#, XBOX and MS Office.)</p>
<p>The wireframes were circulated for feedback. Once reviewed and discussed, they were passed to the development team so they could implement the user interface blocks, nodes and rough out the themes, and also to visual design to create the comps.</p>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-wireframe-experiment.jpg">
<p>Wireframe 01: The experiment page with the video, initial provocation and ability to play two card types.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-wireframe-drawer-open.jpg">
<p>Wireframe 02: Showing the AJAX drawer open.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-wireframe-card-played.jpg">
<p>Wireframe 03: Showing the second level, once a card has been played.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-wireframe-card-details.jpg">
<p>Wireframe 04: Details for the card and AJAX response drawer.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-wireframe-player-profile.jpg">
<p>Wireframe 05: The player profile / dashboard showing score, favorites and cards played.</p>
</div>
<p><strong><a name="visualdesign"></a>Visual Design Comps</strong></p>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-comp-bigwidesky-home.jpg">
<p>Comp 01: This is the original comp for the landing page which routes players to different experiments. Credit: Big Wide Sky.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-comp-bigwidesky-experiment.jpg">
<p>Comp 02: This is the original comp for the experiment page with the video and initial provocation. Credit: Big Wide Sky.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-comp-bigwidesky-card.jpg">
<p>Comp 03: This is the original comp for the card page. Credit: Big Wide Sky.</p>
</div>
<p><strong><a name="implementation"></a>Implementation &#038; Playtests</strong></p>
<p>The site was implemented in Drupal by Appnovation. We had two rounds of playtests, which tested the usability of the design, as well as the concept itself: is good content generated by the design. As a result of the playtests we identified a few bugs in the implementation, some missing features, and some usability flaws.</p>
<p>Issues Identified:</p>
<ol>
<li>Insufficient affordance on the card tray</li>
<li>Insufficient feedback when a card is played</li>
<li>Trays hidden at 1024&#215;768</li>
<li>Forecasting points are hidden</li>
<li>No indicator when a card has follow-ups: drill-in only to hit back when no follow-ups</li>
<li>Truncated tweets a distraction</li>
<li>Text difficult to read on some displays</li>
<li>Top navigation is crowded</li>
<li>Listing of cards needed in one place</li>
<li>Display issues in Internet Explorer (shock surprise: YOU SUCK INTERNET EXPLORER)</li>
</ol>
<p>Each of these issues were addressed for the final version of the site, as you can see in the screenshots below. And props to the Appnovation theme-team for their serious CSS Jedi skills on the display issues.</p>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-implementation-01.jpg">
<p>Screenshot 01: In this screenshot of the experiment home page, you can see the adjustments that were made as a result of testing. The text is higher contrast, the forecasting points are persistent in top right on all pages, the tray affordances are pronounced and visible at 1024&#215;768, and the top navigation has been broken up into two sections: primary nav in the top right, and secondary nav in the &#8220;more future&#8221; menu. Taken 19 FEB 2009 1024&#215;768 Mac OSX Firefox 3.</p>
</div>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-implementation-02.jpg">
<p>Screenshot 02: In this screenshot of the card page, you can see the additional adjustments that were made to this page. The first list of follow-up cards is visible at 1024, the phrase HAS FOLLOW-UP CARDS! is included and the entire tweet text is displayed. We purposely use the binary HAS FOLLOW-UP CARD! instead of an account to avoid players gravitating to popular content - we want each item to stand on its own and be read by all. Also note the primary nav includes a real-time card feed, which provides an RSS listing of all cards played. Taken 19 FEB 2009 1024&#215;768 Mac OSX Firefox 3.</p>
</div>
<p><strong>Additional Features</strong></p>
<ul>
<li>Ability to favorite cards for easy access on dashboard.</li>
<li>Leaderboard showing the top 100 in forecasting points.</li>
<li>RSS feed of cards marked super-interesting by Lab Guides.</li>
<li>Complete Drupal CMS for managing content, including blocking players and editing/deleting content.</li>
</ul>
<p><strong>Additional Features for Lab Guides</strong><br />
The game is not completely self-contained. There are a handful of Lab Guides who monitor the site for exciting content and &#8220;stoke the fire&#8221; of engagement. Features provided in-game are a super-interesting flag, which allows Lab Guides to feature content. Lab Guides can also delete offensive content on the spot. We use Twitter to broadcast tinyurls to interesting content, and live blog game progress and achievements. The Lab Guides use Google Reader to monitor cards in real-time, and tag them to create hands that can be used in blog post storylines at a later date.</p>
<p><strong>Analytics</strong><br />
In addition to <a href="http://www.google.com/analytics">Google Analytics</a>, we also use <a href="http://www.statcounter.com">StatCounter</a> for real-time monitoring of the site. Two of my favorite features in StatCounter are the Recent Visitor Map and the Recent Visitor Activity, which automatically performs reverse IP lookup for visitors, so if their IP is associated with a particular company or organization, it is included in the report. Here&#8217;s a screenshot of the Recent Visitor Map, which shows the global reach of Signtific Lab on the first day.</p>
<div class="captionfull" style="margin-bottom:36px;"><img src="/images/lab-recent-visitor-map.jpg">
<p>Recent Visitor Map on Signtific Lab on 18 FEB 2009.</p>
</div>
<p><strong>Conclusion</strong><br />
I hope this post provides sufficient background on the design of Signtific Lab, a process that was completed in a very short timeframe. I am fortunate to have worked with such a talented group of individuals on this project. It is far from perfect, but it successfully meets the objectives of generating interesting content and keeping players engaged.</p>
<p>All comments, critiques and suggestions are welcome in the comments section of this post.</p>
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