Whether I am designing a game or learning situation I still count it as user experience design, and so it seems logical to design an opt in part.
What's This About?
It's not about the possible misuse.
It's not about the actions or results.
It's about practice and experience.
It's about learning and growth.
If you want people to do, then you should train them by having them do. There is plenty of things that are done in schools, but the real world doing is reserved for those who have proved themselves in some way. This doesn't make sense as a general teaching approach. You don't learn while memorizing. They are two totally different actions.
Where's the fun?
Depends on the fun you are talking about, but I think fun generally comes from DOing something. Maybe that's just me. By taking on new identities and not just memorizing what other people have done you can have a more full learning experience, but it takes more than a little opt in to get there.
Learning and understanding require knowledge and dedication of self. Many things are not fun without a decent amount of personal dedication, and the knowledge needed to DO.
It's like stepping up to the plate. Sure, you swing and miss only to swing and miss again, but then comes the time where after trying and observing you learn and understand. Stepping up to the plate you pick up the bat with confidense and determination. The results don't matter, because the effort is all that's on your mind. Without reservation you swing the bat. Even missing the first two times means nothing, except that you will have to swing a third time. This is the time where trying and testing really count, because it has meaning to you. If you miss the third time, it would be disappointing, but to hit the ball out of the park is the point.
Who's helping out?
Those charged with helping people learn need to look for those stepping up to the plate and use their feedback appropriately. Positive and negative feedback can be used to not only help people reach this point, but also to make the most of these times.
Sure, it's not easy, but it's worth the effort. Getting to know all those students and learning about each of them enough to build a quality relationship. Then cultivating their creativity, showing that they matter and getting them to continue to try all take effort. Sometimes though, it's as easy as stepping out of the way and watching the student shine. Knowing when to give an opportunity, to push them harder and/or step out of the way is as much a part of this as helping students get to that point. In fact it may be more important as being able to identify success makes it easier to see what contributes to it.
Where to now?
A classic saying that encapsulates the reasons for opt-in design is, "Fake it till you make it." Another is, "Practice makes perfect." The first is geared more towards the motivation side of things and the second is more inline with results.
One of the pieces of advice I've heard several times about getting a job is to already being doing the work. The motivation for learning is usually to accomplish some goal. Trying, failing, improving and trying again shows the improvement, or lack there-of. This gives a way to judge training effectiveness. Think about the two phrases and how experience mixes with knowledge to become learning.
Have fun, spread the word and tell me what you think,
Igen Oukan
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