The biggest roadblock I personally see with the current state of EteRNA is the integration of the game interface into the collective gameplay flow, something which is not completely clear or even understood, at least for me. Personally, I don’t even think we actually have a solid game structure. Let me attempt to explain.
When I first joined EteRNA, I was put through the tutorials, and from there I was given more puzzles as I completed them. This provided an obvious goal and game for me to play-just solve more puzzles.
As is, the ‘primary workflow’ of EteRNA is presented as the challenge/player puzzle flash app. You start in it with the tutorials, then you’re brought into it once you complete them. The labs happen to use the same interface, but it is not a part of the primary game workflow mechanism, so it comes across as something on the side.
So there’s two important questions here: Where do you want players spending their time? At the same time, what is the game? For something like Foldit, it’s quite easy, where you have a series of puzzles at any given time, and you are working to improve your score in all of them. Here in EteRNA, we don’t have such a metric, so in labs, it is, to some effect, blind design with analysis. Personally, I think the “game” needs to change. Solving puzzles compared to an energy model is looking more and more useless to me. In fact, the energy model seems to be more of a tool, not something that is a deciding factor. What needs to be developed is game mechanics focused around DESIGN and ANALYSIS. These are the critical gameplay elements, they just need to be gamified. Or, there’s something more that EteRNA players should do, in which case that needs to be integrated into the game.
So coming back to the interface. Once we have our game solidified, we can then appropriately design the user’s workflow, from the site, to the game, between game ‘challenges’ (i.e. Puzzles), and back again. Honestly at this point, there isn’t really an issue of having lots of other things you can do, it’s more of the fact that we don’t know what there is to be doing. Both the current game and sure interface seem to be promoting a workflow that may have worked before, but now appears to be outdated. In my mind, first we need to restructure, then redesign various parts of the user workflow interface, if you follow my drift.
I suggested a ‘personal lab’/dashboard/portal as the user’s homepage previously. This is to keep everything in EteRNA integrated and highly visible, which is definitely lacking right now. Similarly with collaboration, I feel it could be much better defined by revamping groups to ‘work groups’, which have their own dashboard and give groups the appropriate tools to pick a task for everyone to work on and to go accomplish it. Probably in this model, the personal dashboard would be ‘my lab workbench’, groups would be ‘labs’, and the things you do it the ‘labs’ would be on your workbench. Why labs? Because we’re being scientists, using digital tools to perform experiments. We should support this mentality, I think, and design for that.
And remember RNA-AW? Yeah, things like that should exist, and it is related to this. It’s the idea of having concrete things to be doing, and is both fun and useful.
There is some great stuff going on in EteRNA, but a better game, personal workflow, and collaborative workflow would help to provide needed structure and encourage new players to stay with us. The tutorials are an important step, but what we’re all doing here at EteRNA needs better definition. Better structure can create better tools, and with a better structure and better tools, we can do more and more fully enjoy what we’re doing.
Definitely looking for some feedback on this. I know I’m suggesting something relatively big, but from my perspective the current model doesn’t work. However, I’m sure there are holes and plenty of room for improvement here.