Wednesday, April 11, 2012

It's all about the 'Flow,' Baby!

It's nice to come across articles that are relevant to a question I am currently trying to answer or come up with a solution for.

Lately, I've been inundated with an exorbitant amount of features requiring a social focus, when there is a severe lack of understanding on what social really means. The lines become blurred pretty quickly depending on whom you speak to about what it means, but I like to think I have a solid grasp on what it is. For me, social starts at the connected roots of people. We inherently want to feel connected. When it comes to games, it's key to make sure that as developers, we keep in mind that the connectedness of users and the user experience will directly affect the social experience before it even starts. If we fail to make the user feel connected, or if we miss the opportunity to foster community with the user base of whatever product we are making, we have lost our social audience before we leave the starting line.

It all comes down to 'Flow'. This is the sweet spot in between boredom and anxiety in which the user becomes completely connected with both the product and the other users that are utilizing it. It's where they become indefinitely absorbed because they feel engaged.

The 'Typical Flow' Diagram




















This is the third time I have come across this diagram in as many months, and I have learned invaluable lessons from the information it provides, the two books and this article it is mentioned in: http://gamasutra.com/view/feature/168230/gamification_dynamics_flow_and_art.php

As mentioned in the article, Jenova Chen's thesis is a fantastic read on the subject of flow, and making the user feel connected to the product and other users. Check it out here: http://www.jenovachen.com/flowingames/introduction.htm

I have much more I want to discuss about this subject, but alas, it is time for Game 1 of the Playoffs.
Until next time,
~Corlag the Bard~






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