Online surveys are videogames.
They're interactive environments in which people perform actions and tasks in order to progress. The aim is to complete the experience, which ought to be a challenging and interesting one. If the experience is too difficult, or too boring, participants get frustrated and drop out. Some participants cheat, which makes the game faster to complete - but as they haven't done it properly, should their score really count?
You can extend the metaphor yourselves, I'm sure! We tend to think of the point of a research project as being the information it gathers and the interpretation we put on it. But from a participant's perspective that's not the point at all. The point is to get to the end. If it's a good project you get to the end and have fun, or find out stuff about yourself along the way. If it's a really good project you don't want to get to the end. (Those are rather rare.)
If we think like this about surveys, what can game design teach us? Quite a lot. Designers have thought a great deal about the problems of structuring an experience - increasing the challenge, keeping people's interest, giving them different things to do. As the participants become more central to research, solving these problems becomes more crucial. There's a ton of great game design writing out there and I'm only just starting to dig into it, because I find the parallels with doing social media research so intriguing. I expect I'll link to some of it here (and would love suggestions!).
So try this at semi random: http://digitalkicks.wordpress.com/2009/09/18/what-do-we-mean-when-we-say-non-linear/ - an exploration of 'non-linearity' from the Digital Kicks blog. The writer defines three levels of non-linearity:
- Micro (freedom to solve problems in different ways)
- Macro (freedom to explore the game environment)
- Structural (freedom to alter the game environment)
For a research environment, what might these freedoms imply? Online research communities seem to offer lots of the first two kinds of non-linearity, for instance. What kinds of freedom do participants enjoy? Do they want an immersive experience or the research equivalent of a quick go on Minesweeper. Which would provide the richest outputs - and how do you analyse non-linear data anyway?
I don't think these questions are going away - especially as gaming and branding and services all seem to be fuzzily merging together into an app-driven world of interaction design. There's no reason why research should - or can - remain aloof.
Tom Ewing
I work at Kantar Operations, thinking about social media, market research and their overlap. I write more widely about this stuff at Blackbeard Blog. I'm also a music critic and bear the scars from many years running online communities.Recent Posts
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