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Chasing Engaging Ingredients in Design

Chasing Engaging Ingredients in Design

Talk at the BIG Bristol Interaction Group on April 3, 2025.

Sebastian Deterding

April 08, 2025
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  1. Chasing Engaging Ingredients in Design Prof Sebastian Deterding Dyson School

    of Design Engineering Imperial College London @dingstweets @[email protected]
  2. low patisserieness medium patisserieness high patisserieness N=128 eaters, inherent tastiness

    inventory (ITI) Patisserieness positively affects tastiness, p<0.05
  3. 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.” …
  4. "

  5. Hi, I’m a pastry 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?
  6. #

  7. Science episteme Design techne/phronesis Analyse and abstract real multitudes into

    decontextualised, universal building blocks, described in data and diagrams. Synthesise and specify a single functioning whole within the local context, crafted from objects and actions. ?
  8. One solution, many names: Active ingredients in design! Leaderboard sparks

    competition Points reward activity Progress bar creates sense of progression Michie et al., 2013
  9. Löwgren, 2013; Dalsgaard & Dindler, 2014; Colusso et al., 2017,

    2019 Active ingredients are “intermediate knowledge forms” bridging theory and artefact
  10. Game design elements Nudges Behaviour change techniques Psychostructural characteristics Motivational

    affordances Rhetorical tropes Collative variables Persuasive patterns Dark patterns Patterns This has been an intuition in many domains beyond games
  11. It’s hard. We need formal models of motivational affordances –

    and games are a great way to get them Wise old me, ca. 2025
  12. What I mean with formal models* Turning verbal theories into

    executable formulas * Yes, modelling cognition is itself an intractable problem (van Rooj et al., 2021), but “all models are wrong; some are useful”. Or: “Models are stupid, and we need more of them” (Smaldino, 2017)
  13. Theorising is a generating and constraining cycle between observing, formalising,

    analysing, and testing Theory Formal Verbal Empirical testing Analytic testing Naturalistic observation Heavily inspired by Conceptual analysis Formal analysis Simulation Severe, quantitative hypothesis-testing Phenomenology Ethnography Grounded theory
  14. #1 Psychology: How does motivation work? #2 Design: What affords

    motivation? How do we create systems that reliably motivate? 2 problems, 2 opportunities for formal theory
  15. #1 Psychology: How does motivation work? The Replication Crisis hits

    most research findings … 2005 theory: Most findings are false 2015+ data: 39% of studies replicate, effect sizes half
  16. Oberauer & Lewandowsky, 2019; Eronen & Bringman, 2021; Fried, 2021;

    Muthukrishna & Henrich, 2019 … pointing toward a deeper theory crisis • New open science practices don’t suffice for cumulative progress because … • Current theories are mostly ‘weak’ verbal theories that don’t allow unambiguous derivation of hypotheses or severe testing • Verbal constructs cannot resolve jingle-jangle • Most verbal theories label effects instead of explaining them
  17. Take Balanced Challenge and Competence/Mastery/Flow An effect widely recognised in

    practice and research “Challenge is consistently identified as the most important aspect of good game design. Games should be sufficiently challenging, match the player’s skill level” Sweetser & Wyeth, 2005, 6
  18. Challenge as difficulty-skill balance Enjoyment Balanced challenge is a core

    affordance in self-determination theory, yet poorly specified »Within SDT, then, optimal challenge means facing demands that most often one can master, rather than ones that are continuously at the leading edge of one’s capabilities. That type of high difficulty challenge should, however, be an intermittent element, in which case it can enhance and heighten intrinsic motivation« Deci & Ryan, 2017, 153
  19. Challenge as difficulty-skill balance Enjoyment • How do you quantify

    “difficulty” and “skill”? • Linear or log scales or …? • What shape is that curve? • What equation describes the shape of this curve? • Evidence is mixed, operationalisations are “too heterogeneous to aggregate” Fong et al, 2015, Cutting et al, 2023 Balanced challenge is a core affordance in self-determination theory, yet poorly specified
  20. Cutting et al., 2022 We found this when we tested

    the effect of “balanced challenge” on enjoyment and engagement
  21. No significant difference in enjoyment or engagement, no ‘goldilocks’ optimum

    around balanced challenge (n=311) Cutting et al., 2023
  22. Players perceive draw as most balanced, enjoy easy, and seek

    hard – which fits and contradicts SDT?!? Deterding & Cutting, 2023 Deterding & Cutting, 2023
  23. • Effectance: Causing effects (even unintended, must be novel) •

    Task performance: Attaining some defined goal • Capacity growth: Increasing quality or range of skills Deterding et al, 2025 Competence as defined in SDT has at least 3 meanings that need not empirically co-occur »Competence refers to feeling effective in one’s interactions with the social environment—that is, experiencing opportunities and support for the exercise, expansion, and expression of one’s capacities and talents. Where individuals are prevented from developing skills, understanding, or mastery, the competence need will be unmet« Deci & Ryan, 2017, 86
  24. Deterding et al, 2025 Present self-report scales and experiments mostly

    reflect only task performance Intrinsic Motivation Inventory (IMI) 1. I think I am pretty good at this activity. 2. I think I did pretty well at this activity, compared to other students. 3. After working at this activity for a while, I felt pretty competent. 4. I am satisfied with my performance at this task. 5. I was pretty skilled at this activity. 6. This was an activity that I couldn’t do very well. (R) Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS) 1. I feel confident that I can do things well. 2. I feel capable at what I do. 3. I feel competent to achieve my goals. 4. I feel I can successfully complete difficult tasks. Basic Psychological Need Satisfaction Scale (BPNSS) 1. Often, I do not feel very competent. (R) 2. People I know tell me I am good at what I do. 3. I have been able to learn interesting new skills recently. 4. Most days I feel a sense of accomplishment from what I do. 5. In my life I do not get much of a chance to show how capable I am. (R) 6. I often do not feel very capable. (R)
  25. Deterding et al, 2025 SDT claims success feedback increases competence

    and competence generates challenge-seeking: a contradiction
  26. Verbal theory + standard factor analytic methods can’t resolve illusory

    essences, lexical fallacies, jingle-jangle • Immersion ≈ engrossment ≈ flow ≈ absorption ≈ involvement ≈…? • Curiosity ≈ knowledge-seeking ≈ novelty-seeking ≈ interest ≈ …? • Competence ≈ mastery ≈ effectance ≈ agency ≈ flow ≈ …?
  27. Verbal theories often merely state and label effects instead of

    providing mechanisms that explain them • “Engines cause movement” • “Dormative properties cause sleep” • “Grit causes behavioural persistence” • “Competence causes challenge- seeking” • … don’t explain which constituent mechanisms work how to bring this effect about
  28. #2 Design: What affords motivation? Leaderboard sparks competition Points reward

    activity Progress bar creates sense of progression Michie et al., 2013
  29. Kristal & Whilans, 2020; Bird et al., 2021; Löschel et

    al., 2020 No, again, the replication crisis rears its head
  30. Longitudinal (6m) RCT, n=69, with major app Fitocracy Intrinsic motivation

    does increase activity But: No significant differences in physical activity, body fat %, intrinsic motivation between gamification and control group Main issue: Non-use/quick disengagement Gummelt, 2017 … and they can not work (or even backfire)
  31. “A muddle of things we here call ‘design elements X,Y,Z’

    affect a muddle of things we here call ‘engagement’, unless when they don’t. More research is needed.” The default contribution
  32. Codecademy van Roy, Deterding & Zaman, 2019 Khan Academy #2

    Different understandings, different uses and effects
  33. Deterding, 2016 Standard wisdom: (Narrative) choice supports autonomy Game journalist,

    faced with seeing game endings under deadline “Sometimes, you just have to play, you have to get further, and then, … playing is indeed work” #3 Context shapes effects
  34. In short: Motivation is afforded by whole functional person-environment mechanisms

    Lewin, 1936; Gibson, 1977; Warren, 1984; Deterding, 2011 B=f(P,E)
  35. Yet current practice mostly identifies surface patterns, imputing but not

    specifying or validating causal mechanisms Deterding, 2015
  36. Slack onboarding bot ≈ Early bot levels in WoW Game-inspired

    bot caused Slack’s success Yet current practice mostly identifies surface patterns, imputing but not specifying or validating causal mechanisms Deterding, 2015
  37. This results in cargo cult design that copies non-functional or

    brittle, underspecified surface patterns Deterding, 2011, 2014
  38. To get a better analytic and practical grip, we need

    affordances as dynamic person-environment relations … Deterding, 2011 Kidd, Piantadosi & Allan, 2012 Warren, 1984
  39. … at the grain of stable necessary and sufficient actor-

    environment elements that make a functioning mechanism
  40. Engaging creative practitioners and creative practice tunes us into professional

    vision, concepts, material ‘grain’ Wang & Deterding, under review; Wang & Deterding, in preparation Löwgren, 2013
  41. • Task performance • Doing better/worse than expected Observation surfaces

    constraints, likely elements, mechanisms Ballou & Deterding, 2023; Petralito et al., 2017 Theory Formal Verbal Empirical testing Analytic testing Naturalistic observation
  42. Conceptual analysis foregrounds inconsistencies, possible fits Deterding et al., 2022

    Theory Formal Verbal Empirical testing Analytic testing Naturalistic observation • If competence = doing well, people will choose games with certain success • Better than expected progress doesn’t fit SDT, but PP
  43. Formalisation forces us to specify necessary & sufficient components to

    render them severely testable Kidd, Piantadosi & Allan, 2012 Warren, 1984 Theory Formal Verbal Empirical testing Analytic testing Naturalistic observation
  44. Computational intrinsic motivation offers ready formalisms - for simulation and

    working RL agents Oudeyer & Kaplan, 2007; Lintunen, Ady, Deterding, & Guckelsberger, 2025
  45. They run in games and virtual environments and include and

    exceed formalisms in, e.g., active inference/PP Biehl et al., 2018; Guckelsberger et al., 2017
  46. Games and virtual environments can be excellent petri dishes for

    intrinsically motivated behaviours Theory Formal Verbal Empirical testing Analytic testing Naturalistic observation
  47. #1 Games bring rich longitudinal telemetry of behaviour and environment

    telemetry for model exploration & testing Zendle et al., 2023 – even better when fused with psychometrics
  48. All game trace data is a GDPR request away –

    and the Smart Data Donation Service will make it easy sdds.ac.uk
  49. #2 Games allow large-scale human/model agent comparison in dynamic, rich,

    ecologically valid environments King, 2021; Microsoft Research, 2017
  50. #2 Games allow large-scale human/model agent comparison in dynamic, rich,

    ecologically valid environments King, 2021; Microsoft Research, 2017
  51. E.g., testing surprise formalisms to explain novelty/variety effects on engagement

    within and across game levels Modirshanechi, Brea, & Gerstner (2022): A taxonomy of surprise definitions
  52. Generative design lets us systematically create and dynamically adapt hypervariate

    design spaces Agent behaviour Procedural content generation Industrial design Narrative Architecture Visual art Music
  53. Hypervariate online studies using generated large n design spaces can

    test actual parameter variants and interactions
  54. #4 Every game AI requires/embodies some implicit or explicit model

    of what motivates players Procedural content generation Difficulty adjustment/matchmaking Automated playtesting AI NPCs AI-assisted design tools AI directors
  55. Kristal & Whilans, 2020; Bird et al., 2021; Löschel et

    al., 2020 But current research and practice remain hit and miss
  56. Better theorising can help overcome this crisis … Theory Formal

    Verbal Empirical testing Analytic testing Naturalistic observation
  57. … employing formal modelling informed by computational intrinsic motivation …

    Oudeyer & Kaplan, 2007; Lintunen, Ady, Deterding, & Guckelsberger, 2025
  58. … and making use of today’s generative game design tools

    and online environments Procedural content generation Difficulty adjustment/matchmaking Automated playtesting AI NPCs AI-assisted design tools AI directors