WEEK 8 — DIGITAL TRANSFORMATION
Week 8: Immersive Technologies
Agenda
- 1Immersive Technologies — AR, VR
- 2Gamification
- 3Business Cases
- 4Ethical Concerns
CHAPTER 01
Immersive Technologies
QUESTION
Question
- Think of becoming a pilot.
- Why is it deemed a difficult task? Why are there more people with driver's license than with pilot's license?
- “It takes 10,000 hours to become proficient with flying.”
- What solutions do we have to this problem?
CORE CONCEPT
Immersive technologies
Immersive technologies: a group of digital tools and techniques that create or enhance user experiences
simulating realistic environments,
interacting with virtual elements,
blending digital content with the physical world.
IMMERSIVE TECHNOLOGIES
Virtual Reality (VR) and Augmented Reality (AR)
1. Virtual Reality (VR)
- using headsets to create a fully computer-generated environment that users can interact with.
- In VR, users are completely immersed in a virtual world, typically experienced through visual and auditory stimuli, and sometimes through haptic feedback.
Research three VR hardware. Find what their use cases are. Write the information down and share it with the class.
2. Augmented Reality (AR)
- AR overlays digital information or objects onto the real world,
- enhancing the perception of the surroundings.
- Users can view AR content through devices like smartphones, tablets, or AR glasses,
- allowing for interaction with both virtual and physical elements.
Research three AR hardware. Find what their use cases are. Write the information down and share it with the class.
Sort each real-world scenario into Virtual Reality (VR) or Augmented Reality (AR).
Tap a card, then tap the group it belongs to.
CHAPTER 02
Gamification
BEHAVIORAL DESIGN
Gamification
- Gamification is the application of game-design elements, principles, and mechanics in non-game contexts
- engage and motivate individuals to achieve specific goals, enhance user experience, and drive behavior.
- to leverage humans' natural tendencies toward play, achievement, and social interaction,
- making tasks feel more enjoyable and rewarding.
Why are people more willing to swipe their phone than sweep their floor?
MECHANICS
Elements of Gamification
1. Points: Users earn points for completing tasks, achieving milestones, or participating in activities. Points serve as a measurable form of progress and achievement.
Match each core gamification element with how it operates in a workplace sustainability program.
Gamification Element
Workplace Sustainability Example
Tap a term, then the example it goes with.
PROGRESSION DESIGN
Progress Bar and Group Question
What is the difference between these two progress bars in terms of design?
Think about your MBA program.
Does the two-year completion timelime provide enough progression to give you a sense of progression?
Provide a proposal that would enhance the sense of progression for the students.
PITFALLS
Challenges of Gamification:
Overjustification Effect
- Relying too heavily on extrinsic rewards can undermine intrinsic motivation, leading users to only engage in activities for the rewards rather than for personal growth or enjoyment.
- e.g., when you finish a game you tend to enjoy the game world less.
Excessive Freedom
- An open-world game with no objectives
- Does it make the game boring?
Each scenario below illustrates one of the two key pitfalls of gamification. Identify which challenge is occurring.
Which concept does this case show?
CHAPTER 03
Business Cases
CASE STUDY
The Case of Microsoft Flight Simulator
CASE STUDY
Guitar Hero
- Learning to play a musical instrument can be quite challenging.
- The initial learning curve is steep.
- In the first few months there seems to be little progression.
- Until you get good, nobody wants to listen to your play.
- Introducing Guitar Hero
- ONE BY METALLICA ~ 150% SPEED ~ FIRST EVER 100% FC!!!!!!!!!!
CASE STUDY
Zombies, Run!
Arrange the stages of the 'Zombies, Run!' gamified running loop in the order a runner experiences them.
Tap a step, then the number where it belongs.
CHAPTER 04
Ethical Concerns & Business Strategy
ETHICAL CONCERNS
Ethical Concerns
- US Military has been using Xbox Controllers for controlling advanced weapons systems.
- Why?
“For RADBO, the operators are generally a much younger audience,” an Air Force spokesman tells WIRED. “Therefore, utilizing a PlayStation or Xbox type of controller such as the FMCU seems to be a natural transition for the gaming generation.”
“By 2006, games like Halo were dominant in the military,” Tom Phelps, then a product director at iRobot, told Business Insider in 2013 of the company’s adoption of a standard Xbox controller for its PackBot IED disposal robot. “So we worked with the military to socialize and standardize the concept … It was considered a very strong success, younger soldiers with a lot of gaming experience were able to adapt quickly.”
Why did the US Military and robotics makers like iRobot adopt standard PlayStation and Xbox-style controllers for systems such as RADBO and the PackBot IED disposal robot, and what ethical issue does this raise?
BUSINESS STRATEGY
Can Immersive Technology and Gamification Help My Business?
Questions to ask
- 1.Do my users struggle with intrinsic motivation?
- 2.How can you induce intrinsic motivation using a story?
- 3.How to properly balance extrinsic vs. intrinsic motivation?
- 4.Is replacing the actual intrinsic motivation with the fabricated one going to hurt the person?
Match each business diagnostic question about gamification with the product scenario that directly addresses it.
Business Question
Strategic Evaluation
Tap a term, then the example it goes with.
CONCLUSION
Conclusion
KEY TAKEAWAYS
- 1Explain Immersive Technology
- 2Give examples of Gamification
- 3Difference between intrinsic and extrinsic motivation
- 4Ethical concerns with gamification