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	<title>Comments on: Productivity software should learn from game design</title>
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	<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/</link>
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	<pubDate>Fri, 22 Aug 2008 02:24:58 +0000</pubDate>
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		<title>By: Go Big Always - The Enterprise UI Summit</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-1658</link>
		<dc:creator>Go Big Always - The Enterprise UI Summit</dc:creator>
		<pubDate>Wed, 09 Jul 2008 14:57:16 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-1658</guid>
		<description>[...] while ago I posted about how productivity software should learn from game design. The consumer web UI/UX can evolve much faster than Enterprise Software because it&#8217;s easy for [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] while ago I posted about how productivity software should learn from game design. The consumer web UI/UX can evolve much faster than Enterprise Software because it&#8217;s easy for [&#8230;]</p>
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		<title>By: Gia Lyons</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-703</link>
		<dc:creator>Gia Lyons</dc:creator>
		<pubDate>Sun, 13 Apr 2008 21:25:55 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-703</guid>
		<description>What a great idea! It would be cool to see if productivity software could somehow be modeled on the Get Things Done (GTD) approach (I haven't used iGTD as Suzanna has, and it just makes me want a Mac even more). 

Gaming influence upon the act of marking tasks complete would be an interesting initial focus. I love crossing crap off my list - might as well pump up that feel-good action with earned points or some other virtual reward. Of course, encouraging a high quality of work (measured by recommendations, perhaps? I dunno) would be another interesting bit to look at.</description>
		<content:encoded><![CDATA[<p>What a great idea! It would be cool to see if productivity software could somehow be modeled on the Get Things Done (GTD) approach (I haven&#8217;t used iGTD as Suzanna has, and it just makes me want a Mac even more). </p>
<p>Gaming influence upon the act of marking tasks complete would be an interesting initial focus. I love crossing crap off my list - might as well pump up that feel-good action with earned points or some other virtual reward. Of course, encouraging a high quality of work (measured by recommendations, perhaps? I dunno) would be another interesting bit to look at.</p>
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		<title>By: Dash Chang</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-696</link>
		<dc:creator>Dash Chang</dc:creator>
		<pubDate>Sat, 12 Apr 2008 22:36:14 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-696</guid>
		<description>Great metaphor. 

Blogging and social networks are already games. There are goals (i.e. Michael Arrington wants coronation. I'm an old Dan Farber fan), resources (i.e. I call them conversations), competition (i.e. Techcrunch versus CNet versus SAI), and information (i.e. GA, Alexa, compete). I've used the metaphor, &lt;a href="http://adecon101.blogspot.com/2008/03/reality-television-comes-to-journalism.html" rel="nofollow"&gt;Reality Journalism&lt;/a&gt; - where journalists compete in real time for the attention of fans. True competitors are obsessed with winning, just like my gaming teens.

Search and SEM are games - millions try to spam their rankings through natural and paid search. Can and should productivity tools become games? I don't think the enterprises would find this amusing, but keep in mind that blogging has already displaced word processors. 

It would be interesting to have a centralized scoreboard that tracks competition among bloggers and social networkers.

-Dash Chang</description>
		<content:encoded><![CDATA[<p>Great metaphor. </p>
<p>Blogging and social networks are already games. There are goals (i.e. Michael Arrington wants coronation. I&#8217;m an old Dan Farber fan), resources (i.e. I call them conversations), competition (i.e. Techcrunch versus CNet versus SAI), and information (i.e. GA, Alexa, compete). I&#8217;ve used the metaphor, <a href="http://adecon101.blogspot.com/2008/03/reality-television-comes-to-journalism.html" rel="nofollow">Reality Journalism</a> - where journalists compete in real time for the attention of fans. True competitors are obsessed with winning, just like my gaming teens.</p>
<p>Search and SEM are games - millions try to spam their rankings through natural and paid search. Can and should productivity tools become games? I don&#8217;t think the enterprises would find this amusing, but keep in mind that blogging has already displaced word processors. </p>
<p>It would be interesting to have a centralized scoreboard that tracks competition among bloggers and social networkers.</p>
<p>-Dash Chang</p>
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		<title>By: Go Big Always - Best Plugin Ever</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-445</link>
		<dc:creator>Go Big Always - Best Plugin Ever</dc:creator>
		<pubDate>Fri, 21 Mar 2008 13:54:39 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-445</guid>
		<description>[...] Firefox plug-in reminds me of the productivity and gaming software post, I did. It helps me find pics (I find a lot of the pics for these posts this way), keeps my [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Firefox plug-in reminds me of the productivity and gaming software post, I did. It helps me find pics (I find a lot of the pics for these posts this way), keeps my [&#8230;]</p>
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		<title>By: Jon Husband</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-398</link>
		<dc:creator>Jon Husband</dc:creator>
		<pubDate>Sat, 15 Mar 2008 19:10:24 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-398</guid>
		<description>Like you said over at the appgap blog, Sam .. great minds think alike ;-)

I enjoyed this post.  Get out of the way of users, and let them have fun, do what they do.  Do not force them to do what "you" think they should do ..</description>
		<content:encoded><![CDATA[<p>Like you said over at the appgap blog, Sam .. great minds think alike <img src='http://gobigalways.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>I enjoyed this post.  Get out of the way of users, and let them have fun, do what they do.  Do not force them to do what &#8220;you&#8221; think they should do ..</p>
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		<title>By: Dan Keldsen</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-355</link>
		<dc:creator>Dan Keldsen</dc:creator>
		<pubDate>Mon, 10 Mar 2008 15:33:10 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-355</guid>
		<description>Something is in the water, Sam.

I randomly ran into Brenda Brathwaite on LinkedIn (http://www.linkedin.com/pub/0/826/25) a week or so ago, on the gaming front, which reminded me that I'd done an interview with Clark Aldrich back in November of 2006 (when I was still with Delphi/Perot - www.biztechtalk.com/2006/11/immerse_yoursel.html), who has spent quite a bit of his professional life bringing the ideas of gaming to play in an enterprise setting. If I still had the presentation lying around, I'd show how I used to demo DOOM in my Intranets/Web presentation about 10 years ago. Great excuse to game a bit while presenting! ;)

The value of getting out of the way of users, and making it easy to follow the bouncing ball, is still tremendously ill-addressed.

That said, even though I'm a long-time Apple user, there are times when "simple interfaces" really, really blow. Take Numbers for example, from the iWork suite. Beautiful output (except when it overlaps numbers in a chart and is unable to let the user move them around so they can actually be read), and fairly simple use, except when it just hits a wall and falls apart (such as resorting data within an already created chart - and the labels refuse to resort with the data).

Even those that DO get it, don't get it! (sigh)</description>
		<content:encoded><![CDATA[<p>Something is in the water, Sam.</p>
<p>I randomly ran into Brenda Brathwaite on LinkedIn (http://www.linkedin.com/pub/0/826/25) a week or so ago, on the gaming front, which reminded me that I&#8217;d done an interview with Clark Aldrich back in November of 2006 (when I was still with Delphi/Perot - <a href="http://www.biztechtalk.com/2006/11/immerse_yoursel.html" rel="nofollow">http://www.biztechtalk.com/2006/11/immerse_yoursel.html</a>), who has spent quite a bit of his professional life bringing the ideas of gaming to play in an enterprise setting. If I still had the presentation lying around, I&#8217;d show how I used to demo DOOM in my Intranets/Web presentation about 10 years ago. Great excuse to game a bit while presenting! <img src='http://gobigalways.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>The value of getting out of the way of users, and making it easy to follow the bouncing ball, is still tremendously ill-addressed.</p>
<p>That said, even though I&#8217;m a long-time Apple user, there are times when &#8220;simple interfaces&#8221; really, really blow. Take Numbers for example, from the iWork suite. Beautiful output (except when it overlaps numbers in a chart and is unable to let the user move them around so they can actually be read), and fairly simple use, except when it just hits a wall and falls apart (such as resorting data within an already created chart - and the labels refuse to resort with the data).</p>
<p>Even those that DO get it, don&#8217;t get it! (sigh)</p>
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		<title>By: Andy Adams-Moran</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-329</link>
		<dc:creator>Andy Adams-Moran</dc:creator>
		<pubDate>Wed, 05 Mar 2008 16:49:42 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-329</guid>
		<description>Thought provoking post, Sam.  I think another lesson to learn from advances in gaming is: "get out of the way of the user".  WoW did this, providing a fast and direct way to the heart of the multiplayer gaming experience.  Half-Life managed it too, pushing immersion to new levels by having the story teach you how to play.  (Portal did an even better job.)

As far as productivity software is concerned, we want to allow people to get their jobs done without having to fight the software they're using.  That requires understanding what users are trying to get done.  Why do people write papers?  I'm sure it varies, but it's never just to produce a pretty 6 page two-column .doc file with some nice figures.  But that's the experience that Word is optimized for.

So, what are your users trying to accomplish?  Communicating an idea?  Collaborating on a living representation of an idea?  Analyzing their world collaboratively?  Running a business together?  Collaborating with their customers on providing a better experience all round (increasing efficiency, reducing waste)?  Find that out, support it, and let them get to it as quickly and easily as possible.  Get out of their way.</description>
		<content:encoded><![CDATA[<p>Thought provoking post, Sam.  I think another lesson to learn from advances in gaming is: &#8220;get out of the way of the user&#8221;.  WoW did this, providing a fast and direct way to the heart of the multiplayer gaming experience.  Half-Life managed it too, pushing immersion to new levels by having the story teach you how to play.  (Portal did an even better job.)</p>
<p>As far as productivity software is concerned, we want to allow people to get their jobs done without having to fight the software they&#8217;re using.  That requires understanding what users are trying to get done.  Why do people write papers?  I&#8217;m sure it varies, but it&#8217;s never just to produce a pretty 6 page two-column .doc file with some nice figures.  But that&#8217;s the experience that Word is optimized for.</p>
<p>So, what are your users trying to accomplish?  Communicating an idea?  Collaborating on a living representation of an idea?  Analyzing their world collaboratively?  Running a business together?  Collaborating with their customers on providing a better experience all round (increasing efficiency, reducing waste)?  Find that out, support it, and let them get to it as quickly and easily as possible.  Get out of their way.</p>
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		<title>By: James</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-326</link>
		<dc:creator>James</dc:creator>
		<pubDate>Tue, 04 Mar 2008 20:55:29 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-326</guid>
		<description>Great post Sam.  

It is, and has been, a constant frustration of mine that ad agencies use the same process to develop a print ad as they do to develop a rich media banner.  Agencies used to be fun places to work.  Productivity software, especially a tool that is fun to use, would help agencies be more productive and bring some fun back into the biz.</description>
		<content:encoded><![CDATA[<p>Great post Sam.  </p>
<p>It is, and has been, a constant frustration of mine that ad agencies use the same process to develop a print ad as they do to develop a rich media banner.  Agencies used to be fun places to work.  Productivity software, especially a tool that is fun to use, would help agencies be more productive and bring some fun back into the biz.</p>
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		<title>By: Playing games</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-325</link>
		<dc:creator>Playing games</dc:creator>
		<pubDate>Tue, 04 Mar 2008 20:27:24 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-325</guid>
		<description>[...] Most insightful post I&#8217;ve read today day: Go Big Always - Productivity software should learn from game design. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Most insightful post I&#8217;ve read today day: Go Big Always - Productivity software should learn from game design. [&#8230;]</p>
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		<title>By: Justin Kistner</title>
		<link>http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-323</link>
		<dc:creator>Justin Kistner</dc:creator>
		<pubDate>Tue, 04 Mar 2008 18:34:27 +0000</pubDate>
		<guid isPermaLink="false">http://gobigalways.com/productivity-software-should-learn-from-game-design/#comment-323</guid>
		<description>I've seen a couple of posts about &lt;a href="http://www.oreillynet.com/conferences/blog/2006/03/how_game_mechanics_can_make_yo.html" rel="nofollow"&gt;how game mechanics cam make your app more fun&lt;/a&gt;, and &lt;a href="http://lsvp.wordpress.com/2007/03/28/game-mechanics-applied-to-social-media-easy-to-learn-hard-to-master/" rel="nofollow"&gt;game mechanics applied to social media&lt;/a&gt;. I think it would be killer to apply them to our work culture itself. The first link identifies 5 game mechanics that would apply to making a social app fun: Collectiing things, earning points, providing feedback, exchanges, and cusomization. I could see these applying to Jive.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve seen a couple of posts about <a href="http://www.oreillynet.com/conferences/blog/2006/03/how_game_mechanics_can_make_yo.html" rel="nofollow">how game mechanics cam make your app more fun</a>, and <a href="http://lsvp.wordpress.com/2007/03/28/game-mechanics-applied-to-social-media-easy-to-learn-hard-to-master/" rel="nofollow">game mechanics applied to social media</a>. I think it would be killer to apply them to our work culture itself. The first link identifies 5 game mechanics that would apply to making a social app fun: Collectiing things, earning points, providing feedback, exchanges, and cusomization. I could see these applying to Jive.</p>
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