Desperately Seeking Theory
- 4. Interventions: Eating Research and Practice
EATING RESEARCH AND PRACTICE
The 67th Annual Conference of the International Eating Association
ABOUT #iea17
IEA
67th Annual Conference of the International Eating Association
- 7. 12.2 Implications for Cooking
12.2 Implications for Cooking
… “For more tasty baked goods, consider a higher degree of patisserieness,
such as cupcakes or cakes.” …
- 9. Hi, I’m a chef and read your paper. Can I ask
you a question?
Sure, my pleasure.
How do I bake a delicious cake?
Our results show that people find high
patisserieness very tasty.
So how do I do that?
Have you thought about baking a cake?
Yes. I’m already making a cake. How do I
make a delicious cake?
Well, make it … very caky I guess?
- 11. How do ingredients, mixtures, and preparation
methods reliably create desired flavor profiles?
- 25. “A muddle of things we here call ‘gamification’ affect a
muddle of things we here call ‘engagement’, unless when they
don’t, in ways we assume but never tested.
More research is needed.”
the resultant default contribution
- 27. we need to ask better questions
Does medicine work?
What active substance in what dosage affects what
condition under what circumstances? HOW?
Do 500mg orally administered acetylsalicylic acid affect
migraine in adult chronic migraine patients? How?
Does gamification work?
Do public displays of achieved difficult goals support goal-
setting in achievement-oriented individuals? HOW?
- 29. A set of statements expressing a
nomological network of constructs and their
relations, tied to observable phenomena
through operationalisations.
what is theory (quick refresher)
Whitney, Kite & Adams, 2013; Cronbach & Meehl, 1955
- 32. the current basic mediation model
design
element 2
magic
motivation! behaviour
design
element 1
design
element 3
e.g. Hamari, Koivisti & Sarsa 2014
- 35. the issues with design elements
design
element 2
magic
motivation! behaviour
design
element 1
design
element 3
- 37. #2 we have chinese encyclopedias
“… a certain Chinese encyclopaedia entitled ‘Celestial
Empire of benevolent Knowledge’. In its remote pages it
is written that the animals are divided into: (a)
belonging to the emperor, (b) embalmed, (c) tame, (d)
sucking pigs (e) sirens, (f) fabulous, (g) stray dogs, (h)
included in the present classification, (i) frenzied, (j)
innumerable, (k) drawn with a very fine camelhair brush,
(l) et cetera, (m) having just broken the water pitcher,
(n) that from a long way off look like flies.”
- 41. #4 stuck on low-level design instantiations
where the
action is today
Deterding et al., 2011
- 42. the issues with processes
design
element 2
magic
motivation! behaviour
design
element 1
design
element 3
- 44. “Motivation’s new paradigm is one in which
behavior is energized and directed not by a single
grand cause but, instead, by a multitude of
multilevel and coacting influences.”
johnmarshall reeve
Reeve, 2009
- 45. design element 1
design element 2
design element 3
behaviour
competence
autonomy
relatedness
meaning
curiosity
...
- 47. the underlying issues of both
design
element 2
magic
motivation! behaviour
design
element 1
design
element 3
- 48. #1 elements are multi-functional
goal-settinginstruction
group identification
status
reputation
Antin & Churchill, 2011
- 49. #2 function results from active appraisal
Deci & Ryan, 2001
feedback
appraised as
controlling
thwarts
autonomy
motivation
appraised as
informing
supports
competence
+
–
- 52. #4 function is systemic-emergent
aesthetics
Boring
end game
mechanics dynamics
Slow
poverty gap
+$ !+
-$ !-
- 53. #4 function is systemic-emergent
aesthetics
Boring
end game
mechanics dynamics
Slow
poverty gap
+$ !+
-$ !-
Function arises from this
- 54. #4 function is systemic-emergent
aesthetics
Boring
end game
mechanics dynamics
Slow
poverty gap
+$ !+
-$ !-
Not this
- 55. function is a dynamic person-situation relation e.g. in flow
difficulty
skill/time
frustration
boredom
flow
Csikszentmihalyi, 1990
- 57. Wong, 2012
points badges leaderboards
Progress Goal-setting Achievement
we focus on concrete yet underspecified instantiations …
… when we should look at what features in relation to what
dispositions and contexts afford what motivational functions
- 58. Simon, 1996
“Fulfillment of purpose involves as relation
among three terms: the purpose, the character
of the artifact, and the environment in which the
artifact performs.”
herbert simon
- 65. we need different, mechanistic constructs and models
Deterding, under review
motivational affordance
The complex of necessary and
sufficient relations of actor
dispositions and environment
features that render an action or
event functionally significant for a
specific motive
- 66. fuelling different kinds of questions
Do badges (on average) drive engagement
(via achievement motivation)?
What complex of necessary and sufficient
environmental features and actor dispositions
reliably gives rise to achievement motivation?
- 70. • Gamification research takes the design elements of
early industry literature for granted, testing their
average effects
• “Design elements” as analytic units are both over-
determined and under-specified
• We need theory modeling and testing functional
mechanisms behind specific motives a.k.a. affordances
• We need systematic bottom-up empirical work identifying
affordances underneath and beyond industry literature
in summary
- 73. “Facebook has created a laboratory of
human behavior the likes of which we’ve
never seen.”
jad abumrad
NPR, 2015
- 74. At any moment, software companies
are running
millions of a/b tests
to optimise user engagement, each
an experiment in waiting.
- 78. But to know what to test and
how to automate, you need
theory.
- 79. LOMAS, 2015
“Online hypothesis testing can accelerate both applied
and basic Interaction Design Science by making it fast
and easy to obtain ecologically-valid measures of the
effects of designs on user behavior. Online controlled
experiments can help build practical, generalizable, and
scientifically-validated theories of how and why designs
affect human interactions.”
derek lomas
- 84. basic question: what’s the optimal curve?
difficulty
skill/time
Alexander, Sear & Oikonomou,
2013; Sampayo-Vargas et al.,
2013; Brazil & Blau, 2014
- 87. Performance data
Improvement suggestions
Task length design
Task descriptions
Initial balancing theories
Initial indicators of skill
Optimal difficulty curve
Indicators for skill, difficulty
researcher
designeruser
Task sequence &
task support & feedback
Engagement &
performance data
data/ai
- 89. gamification could seed a grand new science of design …
how do cognitive
states
affect
behaviour
affect
design
features
?
- 92. … we need to start asking better questions.
- 96. … with better constructs and mechanistic models …
Deterding, under review
motivational affordance
The complex of necessary and
sufficient relations of actor
dispositions and environment
features that render an action or
event functionally significant for a
specific motive
- 100. we can be at the forefront of design evolution …
- 101. … if we loop industry and research together.
- 103. Hide-and-hint
We are curious about potentially relevant
information and resources that are hinted at
but hidden. If we know about something, but
not its content, we wonder: "What is there?"
▪ What information or resources are relevant to
players at this point?
▪ How might you hide their specific content away?
▪ How might you hint at their existence?
▪ How might you signal their potential relevance?
▪ How might you help players feel that they can
follow that hint safely?
Instantiations: Cliffhanger, Fog of War, Hidden
Information, Locked Abilities, Locked Content,
Locked Items, Skill Tree, Tech Tree.
CU