Rules Rule (The necessary evil)

The other day a Singaporean friend posted this complaint on her Facebook page:

“Can somebody tell me where the f*cking link to pay taxes is on mytaxportal? They keep telling me a list of things to do but I can’t find the damn link to enter the info.”

Now this is a smart, computer-literate woman. But what struck me wasn’t that her complaint was so unusual, but that it was so common. We can all think of instances where we’ve been baffled by a site’s labyrinthine UX, or user experience. We just want to complete a straightforward task but we end up back where we started, as if we were navigating a maze.

In the example my friend cited the solution seems as simple as installing a large button that reads: PAY TAXES. But instead the log-in page is a confusion of options that stops the viewer rather than directs her. Why?

Bad, bad UX
Bad, bad UX.

Gamification companies like Badgeville and Bunchville, and writers and speakers on the subject refer to points, badges, leaderboards and rewards when listing game elements. But I realized after reading my friend’s post that I couldn’t recall any of them mentioning what might be the most important game element of all: easy-to-follow rules.

Of course badges and rewards are sexy, while rules are a necessary evil. Who likes writing instructions? But I also realized people who work in the game and gamification industry probably take writing rules for granted because they’re good at it, and might not realize how difficult it is for outsiders to write easy-to-follow instructions.

Unfortunately in most instances we encounter, like that of my friend, the rules aren’t written by game designers but by administrators, bureaucrats, lawyers – by people trained in obfuscation, not clarity. These professionals also have different objectives. If you design a game it’s paramount that players understands the rules. But a lawyer writing the rules for a corporate or government department is more interested in liability than in customer satisfaction.

A frequent complaint about gamification is that it won’t necessarily motivate users. But there are countless cases where users are already motivated and engaged. You just need to keep them from pulling their hair out.

So I believe compliance is as important as engagement, and this as an area where gamification can make an immediate and lasting impact. A lot of games, such as Plants vs. Zombies, make use of stealth tutorials to teach the game as you play it. Game designers have an almost instinctive knack for incremental teaching; that is, ratcheting up complexity and speed without frustrating the player. There’s no reason that the methods they use to teach their games can’t be used to instruct citizens how to navigate a government web site.

Gamification enthusiasts talk about making non-game experiences more fun. But eliminating frustration can be just as important a goal. Paying your taxes doesn’t have to be fun. But for people like my friend, who have no problem playing complicated games like Diablo III, paying her taxes online should be easier than slaying a Skeleton King.

The key is to keep things simple

The observant would have noticed that we’ve pulled the ‘claim a challenge with a video’ feature in our latest release earlier this week. (Just a coupla’ weeks ago, we rolled out a massive update to our web application which included the option for users to claim a challenge with a Youtube link.)

Well, it’s gone now. Why? You may ask.

It all boils down to the question of whether the feature is needed. Will users really use it? The team had a huge internal debate over this question.

The idea behind GameMaki is to get people out to do things and discover new experiences. And human beings in general have a certain level of inertia when it comes down to trying something new. Think about it. Trying to get over this inertia is difficult enough. Should we really make things more complex by trying to further encourage people to take videos of what they’re doing too?

Well, one might point out that the same argument can also be applied to photos. But photos are ubiquitous. People take photos when they meet their friends or discover something new or out of the ordinary. People like to take photos to commemorate they have actually done something.

It’s very simple to whip out a camera, point and shoot. Videos on the other hand, take time and effort. (And a hell of a long time – depending on length – to upload to video sharing sites like Youtube.) Additionally, pictures have an innate ability to tell the viewer a story with a simple glance. Videos on the other hand, require attention.

The key is to keep things as simple and natural as possible. We want to help people focus their attention on things they can do in real life (and claim challenges easily), rather than struggle with the technicalities of trying to validate that they have actually done something.

Originally, we went ahead to implement the video claim not because we felt it was needed, but fun to have. (Ooh, we can nao watch vidz of peepz pranking their friends or singing weird songz! Or videologz of peepz relating their experience of doing somethingz! Coolz!)

Then, we realized it was introducing unnecessary complexity to the claim process.

Even then, we know for sure that we cannot eliminate videos from the equation altogether. People will still want to share related videos in response to a particular challenge or as part of a challenge (i.e. a related video that well illustrates what the challenge is about).

So, where do videos fit in the GameMaki experience?

Videos as a method to validate claims is definitely out of the question. So, we focused our attention on making it easier for users to share and consume videos shared by others on GameMaki. Now, our engine detects any video links in challenges and comments and auto-embeds them instantly – a crucial first step with many more to come as we continually strive to simplify and streamline things.

Phase 1 of the spankin’ new GameMaki

After the excitement of Echelon 2011 and having gathered loads of feedback from the people we spoke to, the GameMaki team worked fervently behind the scenes in order to bring you the best experience possible.

After slightly more than a week of hard work, phase 1 of the revamp has been rolled out … complete with a sleek new front page.

The new GameMaki!
New landing page for GameMaki.

GameMaki’s UX duo had settled on a slightly bolder look and feel for the landing page. The major challenge was also to make it as informative as possible and yet maintain a sleek, clean look.

The new GameMaki!
Informative footer for GameMaki’s landing page.

There were three design interations in the past week alone, and that was after tons of research on landing page design and user psychology.

Let us know what you think.

Design aside, here is a run-down of the new features and tweaks we’ve made to our GameMaki web application:

1. Location retrieval, with challenges in your vicinity
2. Claim a challenge with a Youtube video link
3. User experience and usability improvements
4. A number of bug fixes
5. Minor optimization

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