動機與感想
Video : https://vimeo.com/126346754
Slides : https://www.slideshare.net/iMMovator/co-op-talk
會看這個talk的原因是因為在COSCUP忘記哪個talk圖影片其中一張圖的來源,這篇主要以如何製作產品或遊戲內用戶間互動的觀點切入co-operation,講者講述了許多co-op在產品中成功的例子。talk一開始還請會眾一起跳舞(What?),害我一開始聽的時候有點分心XD
之前管理機房人員(大二到大四,每年級各約3位),一直想在傳統階層權威的管理方式外,加入社群互動的元素,導引機房成員們喜愛技術且自主投入與學習,因為單靠教學將技術傳承給一位幾乎沒有背景知識的成員需要耗費極大的(時間)成本。但時空轉移,目前已非管理者。想說把這篇記下來,未來遇到時能較有效率的引導對環境與知識的學習與適應。
雖然這篇主要是寫給產品製作的方法,但其中還是有許多有用的觀念。例如:
- 非零和遊戲:如何設計非競爭而是共同合作的遊戲,來減少對立
- 讓資深使用者參與決策,EX. LoL審判被舉報的玩家(不太確定,有點久沒打了)
- 給用戶間簡易的互相回饋 (social gestrue),EX. Link on facebook... ,有回饋會讓習慣養成加快速,社群更加緊密。
- 使用highlight、feature而非leaderboard減少比較心理(EX. Kickstarter專案呈現方式),使用團隊leaderboard而非個人的
What I discover was my love not being competeed an ranked, It was co-op and grouping with other people to do non of could do on our own.
最後講者在接近尾聲的時候說了這段話(前面有提到他在競爭或合作的環境使她對音樂興趣的影響),還蠻有感覺的。被競爭抹滅的興趣,在合作的環境又被建立起來了。
我對講者內容的理解可能有誤,歡迎指正~~
後面附上很亂的筆記Orz
筆記
- Membership Lifecycle
- Visitor
- Novice ( Membership )
- Regular
- Leader ( Leadership )
- Elder
- Players Journey
- Discovery : 找到、被吸引(價值、和自己的關聯性)
- Onboarding:了解如何使用、參與,了解他的價值
- Habit-Building:what pulls me back repeatedly? (the habit-making loop)
- trigger
- engaging activity
- feedback and progress
- investment and call-to-action
- Mastery:achievement?
- compete against the system - non zero sum game
- share resource
- share with community
- 非對立,合作!!
- micraft : no goal, but they co-op. playing together
-
share goals
- EX. Contenders
- 給資深人員特權? forum editor. Making engagement reward. 資深人員共同參與
- social gestrue. p2p communitation cultrue. kudos in LOL. "Like"
- Non-Zero stat or spotlight
- leaderboard
- topical spotlight (no RANK, less competeation)
- feature higtlight
- goal achievement(共同敵人?)
What I discover was my love not being competeed an ranked, It was co-op and grouping with other people to do non of could do on our own.
Question
what make you gradeful?
- How to grow with audioence?
- flexable env
- API
- User Create Content