When it comes to player-centered design in an organizational context, you must keep it fun while taking legal and ethical considerations in account.

Player-Centered Design: Moving Beyond User-Centered Design for Gamification

by Janaki Kumar, Mario Herger and Rikke Friis Dam • 10 min read

744 Shares

We’ve all come to think in terms of user-centred design over the years. It’s a critical component of UX design, and it helps us focus on what really matters when developing products. However, user-centred design is not enough for gamification. Here, we introduce the concept of player-centred design, which takes the idea of user-centred design to the next level.

Coping with Change

What was the first computer game you ever played? If you’re starting to enter middle age, it’s likely to have been something like Space Invaders or Pacman. How do those games stack up next to modern classics such as Grand Theft Auto or World of Warcraft? There’s a huge difference between them, isn’t there? Space Invaders may have seemed incredible when it was released in 1978; today, it looks kind of… well, basic and uninteresting. We won’t be uncharitable, as it’s hardly fair to compare something that came so much later, but the principle is true all the same.

Game play has changed, too, from ‘move left, move right and fire’ to being able to carry out incredibly complex actions. Indeed, what hasn’t changed is certainly the adrenalin rush players can feel. In the late ‘70s, that would have translated to the dread (yes, still a form of entertainment) a player would have felt on seeing the last invader of a screen speed up and strafe rockets in ultra-dangerous motions (if you’ve never played Space Invaders, you need to give it a go). Hold that thought—now transpose it upon any game you may have played in the early 21st century. The principles of entertainment and satisfaction, of “Yes!” on clearing a skill level and “Oh, sh*t!” on not making it are common to these games. Still, the differences are powerful, so we have to cope with a whole different set of dimensions in the 21st century.

Pacman was one of the earliest popular computer games, and while it’s still fun, today’s games are far more complex and engaging. That said, why not go retro for a moment and see what these games have in common—or maybe that should be, feel what they share. If you’re thinking the “Yes!” feeling on clearing a level and the “Oh, sh*t!” sensation on getting killed, you’ve got a hole in one.

© Unknown, Unknown

Player-Centred Design

Let’s kick off this topic by remembering that in any game, a fair degree of work is involved. From that, in the gamification of a work process, getting the user to want to take part in that work is vital.

"Games give us unnecessary obstacles that we volunteer to tackle."
— Jane McGonigal, American game designer and author

Player-centred design builds on and extends user-centred design to a whole new level; it is a process that Janaki Kumar and Mario Herger coined in their book, Gamification at Work: Designing Engaging Business Software. We can use user-centred design to develop applications as much as we can to develop games. Player-centred design acknowledges that a game is to be played and looks at the key ingredients of making a game work for the player. You can see those elements on the diagram at the very start.

Yes, player-centred design is a powerful ally; still, you need to place it as a process into the context of your organization. It’s not meant to be a rigid framework for you to adhere to at all costs; rather, it’s been developed to enable you to adapt the framework to your people and your business. Missions, mechanics and motivations can vary widely; therefore, it’s vital to ensure that they match the organizational and individual player needs you’re targeting for them to be successful.

This scene from Farcry shows just how much games were to evolve since Pacman. Incidentally, they can only get ‘realer’.

© BagoGames, CC BY 2.0

Player-centred design is also an iterative process. That means developing something, trialing it with players, and then amending it until it hits the sweet spot where players really appreciate a specific feature. That’s why monitoring, measuring and managing are a key part of the framework. That’s why these three ‘m’s must be centremost in your mind when you sit down to apply this powerful tool in your own work.

The final part of player-centred design is balancing legal and ethical considerations and business requirements with keeping the whole thing fun. Gamification needs to meet all those requirements in order for you to make a success of the process via what end result you present to your end user.

User-centred design uses the yardsticks of efficiency, effectiveness and satisfaction to evaluate designs. Player-centred design adds engagement to this list. While user-centred design asks the question, “Can the user use the product efficiently, effectively and satisfactorily?”, player-centred design asks, “Do they want to use it in the first place?”.

Take a classic example in the workplace: getting employees to complete e-learning modules. Bear in mind that these are often geared towards satisfying company requirements (such as covering their backs vis-à-vis legislation regarding disability, gender equality, etc.) as opposed to offering staff members vocation-specific advancement. Organisations frequently approach designers when they want us to crank out the finest e-learning guides to a wide range of topics, such as ethics, diversity and data security protocols, perhaps without realising how golden an opportunity we might have there—that is, we can actually make those workers want to complete their e-learning!

Traditionally, getting workers to read S.O.P.s (Standard Operating Procedures) has been like pulling teeth for most Western organisations. If you can remember working in the previous century, you may well recall these—a printout of clauses in semi-legalese that you had sign off at the bottom so as to show you understood that, for example, standing beneath a forklift’s prongs while it’s lifting down a palette would be an exceptionally poor idea. With the advent of the internet, e-learning would make the whole process electronic. After all, what better opportunity is there for you as a designer than to work player-centred design into an otherwise dead and dry piece an employee would probably only pretend to read? If you can produce, say, a design for an e-learning module on diversity that encourages users to learn more about cultures by whetting their appetites to learn and enjoy the experience, you’re thinking player-centred—congratulations. They could move around a virtual globe, say, picking up ‘passport’ points, the idea being that while they’re learning all about cultural diversity, they’re enjoying the experience and feeling empowered. Hopefully, they’ll have forgotten that the organisation actually had the power over them to make them take the e-learning. Such is the magic a skillfully devised player-centred design can work.

As you can see, when people truly embrace gaming, they’re prepared to go to extraordinary lengths to participate.

© Sergey Galyonkin, CC BY-SA 2.0

Kumar and Herger offer sound advice for us as we ponder these questions: “Gamification is about thoughtful introduction of gamification techniques that engage your users. Gamification is not about manipulating your users, but about motivating them. Ultimately, it is about good design — and good design treats the user with respect.” Here, we can cast our minds back to one of the most fundamental points about fun: you can never force or trick someone into having it; people will either have fun as a natural reaction to what you provide… or they won’t. And if they make fun of it, then that can be rather worrying.

The Take Away

Player-centred design is an extension of the idea of user-centred design. It applies uniquely to gamification design within systems which traditionally do not contain game elements. It looks at the users and asks the key question, “Do they want to use this in the first instance?”. It allows you to adapt gamification to the needs of your users and ensure that the results of the exercise support the business reasons for gamification. If you can weave player-centred design into the exact context of your audience’s organisation, you will travel a long way in starting to deliver a piece that not only gets results but one that also is popular.

References & Where to Learn More

Janaki Mythily Kumar and Mario Herger, Gamification at Work: Designing Engaging Business Software, The Interaction Design Foundation, 2014

Hero Image: © Janaki Kumar and Mario Herger, CC-Att-ND

Learn More in This Course:

AI for Designers

12 days
13 % booked
View Course

What You Should Read Next

  • Read full article
    Bartle’s Player Types for Gamification - Article hero image
    Interaction Design Foundation logo

    Bartle’s Player Types for Gamification

    Gamification is not the same as game design, because it adds game-like elements to non-gaming environments. However, there is some overlap between game design and gamification design, and one area in which this is the case is with player types. The better you understand your players, the better you

    Social shares
    1.2k
    Published
    Read Article
  • Read full article
    Minimum Viable Product (MVP) and Design - Balancing Risk to Gain Reward - Article hero image
    Interaction Design Foundation logo

    Minimum Viable Product (MVP) and Design - Balancing Risk to Gain Reward

    The idea of the minimum viable product (MVP) has been around for some time. The term itself was coined by Frank Robinson but was made popular by two influential names in product design – Steve Blank, a serial-entrepreneur and academic, and Eric Ries, the pioneer of the Lean Startup movement.What is

    Social shares
    1.1k
    Published
    Read Article
  • Read full article
    A Brief History of Games - Article hero image
    Interaction Design Foundation logo

    A Brief History of Games

    Human history and games are inextricably intertwined. Irrefutable evidence resounds down through the ages that fun and games are not frivolous pursuits per se—instead, they come naturally to us as essential parts of being alive. When you understand the evolution of games, you can begin to make intel

    Social shares
    918
    Published
    Read Article
  • Read full article
    5 Steps for Human-Centered Mobile Design - Article hero image
    Interaction Design Foundation logo

    5 Steps for Human-Centered Mobile Design

    Many businesses start with the end-point in mind; “We need a mobile app or a mobile website!” They do not consider why their users would want it. Having a mobile website or app isn’t the key to success—you must provide value to your users. When you take a user- and task-centered approach to mobile (

    Social shares
    899
    Published
    Read Article
  • Read full article
    A Game Explained (an example of a single game and how it meets the rules of fun) - Article hero image
    Interaction Design Foundation logo

    A Game Explained (an example of a single game and how it meets the rules of fun)

    Fun is the key to how games work, and it’s the key to making gamification work, too. Without fun, gamification is simply another feature of a system or product – with fun, your product or system becomes much more enjoyable to use.There are several criteria which need to be met in order for a game to

    Social shares
    896
    Published
    Read Article
  • Read full article
    The Seven Simple Principles of Conversion Centred Design (CCD) and How to Use Them - Article hero image
    Interaction Design Foundation logo

    The Seven Simple Principles of Conversion Centred Design (CCD) and How to Use Them

    Oli Gardner – the Creative Director of Unbounce (a landing page builder for marketers), is an advocate of CCD. He says that deploying CCD makes each page you create on a website a piece of “accountable content”. In that you can measure the impact, purpose and success of each page as that page plays

    Social shares
    854
    Published
    Read Article
  • Read full article
    The Persona Template for Gamification - Article hero image
    Interaction Design Foundation logo

    The Persona Template for Gamification

    For any gamification project, you’ll need to do research on players in order to determine what they will require from the gamified system. The culmination of this research is the development of a player persona; this is similar to a user persona (which most UX researchers will be intimately familiar

    Social shares
    734
    Published
    Read Article
  • Read full article
    Display Achievements to Encourage Website Usage - Article hero image
    Interaction Design Foundation logo

    Display Achievements to Encourage Website Usage

    You are doing so great; you’re top of the class! Don’t you just love to hear a compliment like this? We’re all human, and this is the way we are wired. We thrive on accomplishment. Whether you want to be better than everyone else or simply be better than your former self, knowing your achievements i

    Social shares
    716
    Published
    Read Article
  • Read full article
    Ideas for Conducting UX Research with Children - Article hero image
    Interaction Design Foundation logo

    Ideas for Conducting UX Research with Children

    One of the most challenging realms to conduct user research with is when you have to conduct research with children. There are, obviously, stringent ethical and legal protocols to be kept to if you work with children but it’s not just the moral aspect of this world. Children are not miniature adults

    Social shares
    709
    Published
    Read Article
  • Read full article
    The Use of Story and Emotions in Gamification - Article hero image
    Interaction Design Foundation logo

    The Use of Story and Emotions in Gamification

    Gamification projects can benefit from storytelling features; these features can help arouse emotional connections with players. They can enhance the player experience and improve the longevity and fun factor of the gamified features. Let’s take a closer look at how that might work, even if you don’

    Social shares
    683
    Published
    Read Article

Top Articles

Top Topic Definitions

Feel Stuck?
Want Better Job Options?

AI is replacing jobs everywhere, yet design jobs are booming with a projected 45% job growth. With design skills, you can create products and services people love. More love means more impact and greater salary potential.

At IxDF, we help you from your first course to your next job, all in one place.

See How Design Skills Turn Into Job Options
Privacy Settings
By using this site, you accept our Cookie Policy and Terms of Use.
Customize
Accept all

Be the One Who Inspires

People remember who shares great ideas.

Share on:

Academic Credibility — On Autopilot

Don't waste time googling citation formats. Just copy, paste and look legit in seconds.

Feel Stuck? Want Freedom?

Join 326,033+ designers who get one powerful email each week. Learn to design a life you love.

Next email in
1
day
12
hrs
2
mins
46
secs

Free forever. No spam. Unsubscribe anytime.