Profile image for Mario H.

Mario Herger

Interaction Design Foundation INC

Distinctions

Publications

Publication period start: 2013
Number of co-authors: 3

Co-authors

Number of publications with favourite co-authors
Janaki Kumar
16
Janaki Mythily Kumar
21
Rikke Friis Dam
21

Productive Colleagues

Most productive colleagues in number of publications
Janaki Kumar
18
Janaki Mythily Kumar
21
Rikke Friis Dam
152

Publications

Kumar, Janaki Mythily, Herger, Mario (2013): Gamification at Work: Designing Engaging Business Software, The Interaction Design Foundation, 978-87-92964-06-9 8792964079

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 1: Mixing Work and Play. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 2: Player Centered Design. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 3: Player. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 4: Mission. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 5: Motivation. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 6: Mechanics. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 7: Manage, Monitor and Measure. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 8: Legal and Ethical Considerations. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 9: Enterprise Gamification Examples. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 10: Leveling Up. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Chapter 11: Curated List of Research techniques. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Introduction. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Preface. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Foreword. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Kumar, Janaki Mythily, Herger, Mario (2013): Acknowledgements. In: "Gamification at Work: Designing Engaging Business Software" The Interaction Design Foundation .

Myth-Busting – Some Home Truths about Games. Understanding why gamification is important and how it is relevant to the corporate environment is becoming increasingly vital.

How to Clarify Your Expectations of Gamification Projects. Gamification is not a miracle cure for all your product’s woes. It’s not possible to take a lousy process and sprinkle on some game elements and make it fantastic.

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.

Work in Games. Very, very few people truly want to work, do they? After all, if you weren’t working, you could be doing something you’d find personally rewarding or even ‘fun’. Right?

Happiness in Gaming. Audrey Hepburn, the star of the silver screen, said, “The most important thing is to enjoy your life – to be happy – it’s all that matters.” This is a crucial goal of games and gamification.

User-centred Design in a Gamification Context. Gamification, like many other forms of design, has its roots in user-centred design (UCD). If you’re going to develop awesome gamified systems, you’ll need to get a handle on UCD.

Player-Centred Design: Moving Beyond User-Centred Design for Gamification. 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.

Get to Know Your Players for Your Gamification Project. Gamification design works on a player-centred design basis, which places the player (rather than the user, which is standard in UX design) at the heart of the design process.

Understanding the Person in Terms of Gamification Design. The best projects in gamification focus on the players themselves. Players, unlike users, choose to become involved with your efforts (or they choose not to).

Work Cultures and Gamification. There’s no single corporate culture. Google is a very different place to work at than the Bank Of China, for example. This is important to know when undertaking gamification projects.

Bartle’s Player Types for Gamification. Gamification is not the same as game design—gamification adds game-like elements to non-gaming environments. Learn more about the differences, and the overlap.

The Persona Template for Gamification. For any gamification project, you’ll need to do research on players in order to determine what they require from the gamified system. Let's take a look at that.

Analysis for a Gamification Mission. As UX designers, we will be familiar with the need for user research; in gamification, the process is player-research, and we conduct this in a very similar manner.

Business Outcomes and Gamification. It’s important for anyone involved in gamification design to have a clear understanding of what the business expects to see from the final product.

Tips for Mission Selection in Gamification Projects. SMART objectives provide solid measurable criteria for you to demonstrate the value in your work.

Introducing Game Mechanics for Gamification. Every form of design features special techniques which can take a design from “OK” to “amazing”, and gamification is no exception. Explore some helpful tips!

The Use of Story and Emotions in Gamification. Storytelling can add depth and emotional connections to gamified features within a system. It’s about creating something valuable for the player that helps you achieve your gamification mission.

Monitoring Player Motivation for Gamification. Do you know when the players in your gamification project are likely to get bored? Learn to monitor player motivation so you can respond to them accordingly.

Measuring the Mechanics in Gamification.

A Brief History of Games. When you understand the evolution of games, you can begin to make intelligent choices about what elements of games you include in your gamification designs.