Thursday, 02 September 2010

Surveys Are Videogames

From: Only Connect

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.

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