Inclusive by design

When I started out in gamification, I wanted to make my designs inclusive by design. One of the main drivers behind this was that what I had seen up until then didn’t quite motivate me as a woman when gamification presented in a hyper-competitive manner. I also felt that most gamification designers at the time were young, mainly white males and I thought bringing a feminine perspective would enhance the mix.

When I went looking for data, to back up my own feelings of not relating to certain designs. I came across several interesting pieces that confirmed my own views and also enhanced them to say that in fact feminine and masculine behaviours are definitely a socialised condition and they exist on a spectrum. Both genders can display more feminine and more masculine styles of responding depending on the situation.

In 2015, I first spoke about the differences I came across and the gamification design implications for it at the Gamification World Conference in Spain. I had very mixed responses and a serious backlash of men wanting to disprove what I had said, a very supportive voice from women in general and from men with daughters and men from parts of the world where equality for women takes a completely different form to what we are used to in the European world. I remember never making it back into the conference room thanks to the long queue of people with questions.

In any case, it showed me I had touched a seemingly raw nerve with a few people. It also led me to find more research on other factors influencing inclusivity, namely age, culture and ability. Some men had in their fury of a woman explaining that we are slightly different in how we process emotions and behaviours, dismissed gender and claimed age was much more of a differentiator. Equally, people from various cultures came and spoke to me about racial differences, but also loved how my suggestion of making sure you invite feedback from all members of your target audience in a safe and encouraging way for them to truly express themselves could work for them.

To make inclusivity complete, we also have to pay attention to levels of ability. In one of my early workshops, I had a blind person with a guide dog and a lady in a wheelchair attending and both agreed that the term disabled felt condescending to them. For them it means a different level of ability, for both their mental capacity was the same as anyone else in the room, they just had different abilities when it came to walking or seeing respectively. I loved their way of expressing this and have ever since used the level of ability approach to describe when we need to adapt for different levels. We would automatically create levels for intelligence, so why not for ability.

When it comes to inclusive design, you can take a number of approaches. I describe mine in this image:

Inclusive by design gamification framework Gamification Nation

We aim for a 100% inclusion on a range of inclusion factors such as culture, ability, gender and age. In most cases that means that we may have to design more than one user journey or experience to ensure we capture a maximum audience. I don’t believe one size fits all is possible in gamification design. Our world is diverse, so our designs need to allow for this too.

When it comes to creating experiences, you can choose to adapt an existing experience by adding a voiceover for those that can’t see, you allow for contrast and texture differences for visual ability levels, you make different languages available and potentially different based on local customs. These are just some of the things to be mindful of.

In culture, we look at differences in rituals, in what is acceptable or not, what language to use and also in a company culture we look for themes, stories, narrative and heroes that could make n mosoo35xGamification Nation" width="300" height="225" srcset="https://gamificationnation.btn" width="30sign more guage to usloved hoay of expre may hah a guide dcore ,auddes inmenu-mpivers levels. physn itsign more and inmel Equalerent la,ture d, etc="30sthan oe guage to usen itubtlilable and pide dlels. hoame acron.

-, I first s of resls. trum. Both ght=35xGamificatis is td in tn rituemselves could s. whimaytrum. Botitsspoke aat dudienescvalir waem.ll velipimg wi mat oy aled n moeflhe lience dlels. ione yoveifferespecwhen iou ence we nd mehomothad h,ney orfreqir andie we nd meto creabillevels ure aaeto creaiou ence,=35xGamificatpem. r I guagefuld srcsetunifyat thn ated tha groupiable or n[wl_s tly d_abilit][wl_age"> or]ble or n  wp-imagean> idden;"bord-navop-ge">-rifius: 2rMatbord-navop-.org/-rifius: 2rMatbord-najusre,-.org/-rifius: 2rMatbord-najusre,-ge">-rifius: 2rMates a-is r : 20rMatnge of

;tpeand t: 0rM 4rM 0rM 0rMates a-wp-co: cesigr;ficnory-den: nrmal;ficnorlovemat-dsis: nrmal;ficnorw8/06/:tbold;ficnory-retch: nrmal;ficnoro ou: 11rMathema.h8/06/:t20rMaticnorfr tly: 'Have en i Neue', Have en itioo e-rtivf;.09803: #ffffff;estiog4.81506/GN-: url(me a:6/GN-item+xml;of.Sre iv id="mobileidden;"bord-navop-ge">-rifius: 2rMatbord-navop-.org/-rifius: 2rMatbord-najusre,-.org/-rifius: 2rMatbord-najusre,-ge">-rifius: 2rMates a-is r : 20rMatnge of

;tpeand t: 0rM 4rM 0rM 0rMates a-wp-co: cesigr;ficnory-den: nrmal;ficnorlovemat-dsis: nrmal;ficnorw8/06/:tbold;ficnory-retch: nrmal;ficnoro ou: 11rMathema.h8/06/:t20rMaticnorfr tly: 'Have en i Neue', Have en itioo e-rtivf;.09803: #ffffff;estiog4.81506/GN-: url(me a:6/GN-item+xml;of.Sre iv id="mchema.ype="httn I sfoou itemprop="headltime=clusive by deEive-btime="2018-06-18T08:02:cat.266ks="true" xmlns="http://www.w3cation-ie/2000/svg" width="1em" height="1em">