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KAROL MANDINI

GAMIFICATION
AND BEHAVIOUR
CHANGE
IN LEARNING GUITAR

U N I V E R S I T Y O F F E R R A R A - M A S T E R D E G R E E I N I N N O VAT I O N D E S I G N
Karol Mandini

G AM IFICATION AN D BEHA V I OU R C HA N G E
IN LEA R N I N G G U I T A R

Advisor I: Federico Ferrari


Advisor II: Daniele De Cia
Co-Advisors: Andrea Spaggiari, Fabrizio Pancaldi

University of Ferrara - Master Degree in Innovation Design


ABST R AC T

Learning to play an instrument, in particular Through design thinking, the project outlines
the guitar, is an activity that requires time and the characteristics of an interactive system
dedication. Most of the users without passion consisting of an application and a device
or talent who want to start gaining experience that can be applied to a guitar creating an
with the guitar, quit because they don’t have innovative method to train and entertain a
a result in a short time or they start devoting beginner guitarist.
time to other activities. In addition, many
tasks that require daily and repetitive action to
form a habit or a daily path can be boring. The
solutions made available online for learning
this instrument are many and do not adapt
to the user’s abilities, especially for those who
approach the world of music not to become an
expert, but only an amateur.
How can we reduce the abandonment of
learning the guitar and create a support process
for aspiring musicians?
The purpose of this study is to integrate the
gamification and behaviour change process
to make the practice of this instrument more
fun, as well as to help the professionals who
teach to expand their educational method.

A B STR ACT 5
I N D EX

08 Chapter 01 104 Chapter 08


Introduction Conclusion

12 Chapter 02 108 Bibliography & References


Game & Gamification

32 Chapter 03
Habits & Music

40 Chapter 04
Learning Guitar

58 Chapter 05
Design Method

70 Chapter 06
Physics of Music

86 Chapter 07
Concept
01: IN T R OD UC T I ON
Education and entertainment. How to learn and enjoy

Edutainment. means setting in motion a learning process,


where the teacher transmits concepts,
The term was coined by Bob Heyman to nevertheless this process is difficult or
define his documentaries made for National highly boring when there is no fun, passion
Geographic. Education and fun that and involvement.
coexist in one world. Two sides of the same
coin that have completely different visions. For this reason, the use of games or
Education aims to cultivate maturity, recreational activities can generate interest
responsibility, knowledge and growth. in those actions considered boring and
Good education trains us for employment, repetitive. Not only during the development
for good citizenship, and for a deeper, phase of children, but also in work and
more meaningful human experience. But personal training contexts. Everything can
entertainment aims only to amuse, and be a game.
holds no prejudice against meaningless fun.
Just think of ancient Greece, where stories
Fortunately, these two paths can overlap. like the Iliad or the Odyssey were handed
Education and entertainment frequently down orally along with music to reinforce
intersect, and when they do, we can enjoy our memory capacity. How many times has
the best of both worlds. A growing number it happened to learn a poem or a series of
of scientific studies are confirming what words using a tune or a song. We learned
we’ve long suspected, that some toys and while having fun, as well as memorising
games are very educational. Teaching more effectively.

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its appeal, and encouraged co-viewing to
bring older children and parents to watch
the show by including more sophisticated
humor, cultural references, and celebrity
guest appearances.

Toys are the earliest edutainment devices


a person encounters, as many toys have
also an educational aspect beside their
Sesame Street, the educational series, premiered on aesthetic appeal. Generally the idea of
November 10, 1969
play is linked to children who need to have
fun to pass time. Lego has managed to
integrate a methodology that encourages
The same principle is exploited by the
discussion and dialogue in a problem
American show Sesame Street that was
solving perspective with the help of its
built around a single, breakthrough
famous coloured bricks.
insight: that if you can hold the attention
of children, you can educate them. The
creators of the show and their researchers
formulated both cognitive and affective
goals for it. Initially, they focused on
cognitive goals, while addressing affective
goals indirectly, in the belief that doing
so would increase children’s self-esteem
and feelings of competency. One of
their primary goals was preparing young
children for school, especially children
from low-income families, using repetition
and humor to fulfil these goals. They made
changes in the show’s content to increase An example of a LEGO Serious Play session
their viewers’ attention and to increase

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The Lego Serious Play is a method locations such as the zoo or a botanical
for creating real-time strategies for garden. To spread knowledge in a fun
individuals, teams and organisations. This way, many cultural institutions, theatres
method uses Lego bricks and elements to and galleries have begun to support
help people “think through their fingers”, the user’s visit with the most diverse
unleashing intuition, inspiration and communication tools, taking advantage of
imagination. The method is based on the the playful aspect as a vehicle for learning,
creation of 3D visual metaphors aimed involving visitors in direct participation
at representing the main issues you want aimed at knowing. Additionally, field trip
to think about and the possible ways to visits to these educational places provide
solve them, involving all aspects of the participants with interactional stimulus
human dimension (rational, emotional, to learn about the content offered there.
instinctive) simply by building models Consequently, interactive experiences,
and telling stories about them helped by such as games and mobile apps, are
a facilitator. It is often used in meetings implemented in museums in order to more
and workshops, where complex issues are effectively help people learn about what
discussed (such as interpersonal ones, those they are seeing. Moreover they are also
related to team development, business embracing the ability to use storytelling
development, change projects) and where to engage people, especially those who are
decisions need to be built, shared and young, in hopes to increase attendance.
supported by all those who participate.
The methodology allows excellent results
to be achieved very quickly (4-8 hours), as
several cases have already shown, starting
with Lego itself which with this method
came out of the crisis of the late 1990s.

Edutainment is also a growing paradigm


within the science center and museum’s
community, as well as in many other

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02: GAME & G A M I F I C AT I ON
How playing has changed the perception of the activities that involve us

Many immature mammals practice as an activity almost exclusive of


hunting and fighting skills in preparation mammals (it’s known that almost 80% of
for the real thing. Anyone who has raised mammals show different expressions of
a litter of kittens has observed their almost play), mainly as a consequence of a major
continuous cycles of pursuit and evasion, development of their nervous system in
capture and attempted evisceration, and contrast to other organisms.
sometimes even a mock version of the What about the man instead? Does our
killing bite. Fortunately, the rules of the concept of playing differ greatly from that
game seem to stop a killer kitten short of our primates?
of committing real bodily harm to a
littermate. The term “play” does not have a unique
meaning shared by experts.
In psychology and ethology (the science of
animal behavior), play is defined as a range In his classic book Homo Ludens, the
of voluntary and internally motivated Dutch cultural historian Johan Huizinga
activities (spontaneous actions), normally (1955) summed up his elaborate definition
associated with enjoyment and recreational of play as follows: “Play is a free activity
pleasure, which aren’t usually related standing quite consciously outside
with a direct and immediate increase of ‘ordinary’ life as being ‘not serious,’ but
survival (or fitness) of the organism. at the same time absorbing the player
intensely and utterly. It is an activity
Due to its complexity, play is considered connected with no material interest, and

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no profit can be gained by it. It proceeds By adding more and more parameters to
within its own proper boundaries of time this raw material, what we now call “game”
and space according to fixed rules and in is created, the act of playing.
an orderly manner.” (J. Huizinga, Homo
Ludens: A study of the play-element in Although the various definitions differ
culture, Boston: Beacon Press, 1955) in the way in which they are put, there
are strong points in the characteristics
This last definition is the most cited and of these activities. Play is activity that is
recognised of the various researchers who self-chosen and self-directed, intrinsically
have tried to explain “play”. Another motivated, guided by mental rules,
meaning that I hold highly true is the imaginative and conducted in an active,
vision of Chris Crawford, an American alert, but relatively non-stressed frame of
writer and game designer. Everything mind.
starts from a “Creative Expression”.

GAME DEFINITION BY CHRIS CRAWFORD

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In his 1958 book Les Jeux et Les Hommes (competition on an artificially leveled
(Man, Play and Games), the noted playing field), Alea (games of chance),
sociologist and intellectual Roger Caillois Mimicry (role-playing, or make pretend),
introduced a terminology for considering and Ilinx (disorientating oneself, thrill-
patterns in games. He used the term seeking and risk taking). Then he explains
“game” in a very wide manner, applying the dichotomy between the childish glee
it to all play activities. Caillois starts of paidia (improvisation/chaos) and the
from the consideration that although arbitrary self-challenge of ludus (rules/
the activity of playing can occur in very order).
different forms, they all share a series of
characteristics that are always present and Agon, or competition, is probably the
therefore fundamental. The first of these category most familiar to those who love
is freedom: there is no game when it is not the board game as well as being the most
the person who chooses, in full autonomy, frequent form of play in the activities and
to take part in it; the separation consists sports we find every day (as emphasised
in the fact that playing is a well-defined by Crawford’s definition). This type of
activity in time and space; uncertainty games is in fact fundamentally focused
characterises the final outcome but also on competing and excelling over the
the very course of the match. The game opponent. This is also true in cooperative
is also unproductive, since no result games, because in that case you can simply
generated by it has an effective value in interpret the game itself as a sort of virtual
the real world, regulated, as it is subject opponent, although this competition is
to strict and inviolable conditions by the accompanied by the collaborative spirit
very will of the participants, and finally that animates the players.
fictitious because the player himself is In the flow system described in the studies
aware of being outside of ordinary reality. of Mihály Csíkszentmihályi, a Hungarian
The sociologist subsequently demonstrates psychologist in the 1970s, later taken
how the most disparate forms of up by various game designers, the Agon
play can essentially be traced back to plays a fundamental role. He found that
four fundamental categories: Agon a person’s skill and the difficulty of a task

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interact to result in different cognitive Agon is a noble pursuit; the desire to
and emotional states. The flow channel, improve one’s abilities and to face others
where abilities and challenge are equal, in competition in order to see who will
is an area, not a line. When ability emerge victorious is a motivating force
outstrips challenge, boredom results, behind all sports and many games. This
when challenge outstrips ability, anxiety principle is often used in applications
results. Hard Agon therefore lies near the involving a sporting activity, where the
top of the flow channel, where the player challenge to oneself and to others is the
is close to their limits. Easy Agon lies near fuel that spurs us to improve and never
the bottom of the flow channel, where the give up.
player faces just sufficient challenge to
entertain. “True Agon” lies in the centre History of Game
of the flow channel and this goes hand in
hand with user engagement. Playful activity has always been present
in the history of humanity. Just think of
the earliest examples of games such as
the Senet (3300 BC) for the Egyptians
or the Royal Game of Ur (2600 BC) for
the Babylonians. Ancient Egyptians were
strong believers in the concept of “Fate”.
It’s thought that the high element of luck
in the game of Senet were strongly tied to
this concept. It was believed a successful
player was under the protection of the
major gods of the national pantheon:
Ra, Thoth, and sometimes Osiris.
Consequently, Senet boards were often
placed in the grave alongside other useful
objects for the dangerous journey through
the afterlife.

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markers and three tetrahedral dice. It was
a one-on-one challenge, in which players
had to move their pieces along the table
without being eaten by the opponent.
The metaphor attributed to this game is
that of two groups of knights who had
to parade in front of their king trying to
counter their opponent and taunt him in
case of failure.
Many of the following board games
represented a simulated conflict, with
a basic metaphor for creating a solid
Tutankhamun’s board game: Senet. 1333 BC, Egypt gaming environment on which to base the
confrontation of the two players.

In both the aforementioned games, two


players competed on a common field with
pre-established and well-defined rules.
Initially the rules were handed down
from generation to generation verbally,
until with the advent of writing many
populations created real instructions.
Irving Finkel, a game enthusiast, discovered
Royal Game of Ur’s rules carved into an
ancient stone tablet. He then spotted a
surprising photograph of an identical
game board from modern India.
The Royal Game of Ur was played with
A copy of the Royal Game of Ur, kept in the British
two sets, one black and one white, of seven
Museum

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the game managed to spread throughout
Western Europe, to the point of becoming
the game that still populates our homes
today.

It wasn’t the only game to come from the


east. Even the famous Italian “Briscola”
cards were not our invention. Scrolls
from China’s Tang Dynasty mention a
game of paper tiles (though these more
closely resembled modern dominoes than
cards. Afterwards an handful of European
literary references in the late 14th century
point to the sudden arrival of a “Saracen’s
game,” suggesting that cards came not
from China but from Arabia.
Modern copy of Hnefatafl (or Tafl), a Norse game
Commercial opportunities likely enabled
originating from northern Europe similar to chess
card playing’s transmission between the Far
East and Europe, as printing technology
Without mentioning the various ancestors sped their production across borders. In
such as the Roman Ludus latrunculorum, medieval Europe, card games occasioned
the Japanese Liubo (called Go) or the Tafl drinking, gambling, and a host of other
of ancient Germanic and Celtic games, vices that drew cheats and charlatans to the
chess is a further scenic representation of table. Card playing became so widespread
a conflict between two armies. The closest and disruptive that authorities banned it.
ancestor to the origin of 15th century It is not for nothing that the cards in
chess was the Persian game Shatranj of Italy up to 1972 needed a stamp to be
1200, in which the queen was replaced by legally issued, and on them there was a tax
the vizier. Over the following years and imposed, in the same way as for cigarettes
with the importation to Italy and Spain, and spirits.

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A set of Modiano Piacenza “Briscola” cards A set of “Bridge” cards

An implicit symbolism was also hidden in Alexander the Great. Even the British
the game of cards and their representations. were so fond of theirs they instituted
Some historians have suggested that suits the “British Rule,” a variation that swaps
in a deck were meant to represent the four the values of the king and queen cards
classes of Medieval society. Cups and if the reigning monarch of England is a
chalices (modern hearts) might have stood woman. Everyone customised their own
for the clergy; swords (spades) for the set of cards and in Italy the diversification
nobility or the military; coins (diamonds) occurred for each city and even today we
for the merchants; and batons (clubs) for have unique sets of cards, each different
peasants. from the other. A curiosity of the king of
From this representation then each hearts is his artwork, in which he seems to
nation has created its own “face cards”, commit suicide by stabbing himself with
representing figures that really existed. his own sword. As printing spurred rapid
British and French decks, for example, reproduction of decks, the integrity of the
always feature the same four legendary original artwork declined. When printing
kings: Charles, David, Caesar, and blocks wore out card makers would create

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talked about for entire chapters. Willy
Higinbotham creates a tennis game on
an oscilloscope and analog computer
for public demonstration at Brookhaven
National Laboratory in 1958. Although
dismantled two years later and largely
forgotten, it anticipated later video games
such as Pong. Over the years to come, the
new paradigm of the game was emerging,
where one’s opponent was not a person
in flesh and blood, but an artificial
intelligence.
AIs were designed primarily for arcade
games with the purpose of ensuring people
kept feeding quarters into the game machine.
Pong, Space Invaders and Donkey Kong were

The unlucky king of hearts

new sets by copying either the blocks or


the cards. This process amplified previous
errors. Eventually, the far edge of our poor
king’s sword disappeared.

The Birth of Videogames

The world of games has evolved with the (Up) A screenshot of a typical Space Invaders game
(Right) The launch poster of the first arcade with Pong
advent of video games, which could be

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among the seminal games. The way these aliens move is pre-coded
These games were running under very into the game. They were the stored
simple rules and scripted actions. pattern.
Sometimes decisions were designed to be The appearance of computer opponent in
made randomly so that the behaviours “Pong” made people believe that computer
looked more unpredictable. An example of was thinking. The way that the game
such hard-coded AI is the aliens design in Pong goes made it impossible to script
Space Invaders. In this game, the player the behaviours of non-human objects.
must shoot the aliens before they reach The paddles need to make decisions based
the bottom of the screen. on the actions of human players. The
decisions may be not that hard to make,
it’s a simple calculation of where the
paddles need to go, but this made people
experience the same feeling of playing
against a real human player.
The influence that the AI design in PacMan
had is just as significant as the influence
of the game itself. This classic arcade game
makes the player believe that the enemies
in the game are chasing him but not in
a crude manner. The ghosts are chasing
the player (or evading the player) in a
different way as if they have an individual
personality. This gives people the illusion
that they are actually playing against 4 or
5 individual ghosts rather than copies of a
same computer enemy.
By the late-1980s, the arcade video game
craze was beginning to fade. With the
development of Computer industry,

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home computer became available. The At Stanford University on October 19th
old style of AI design was out of date. 1972, the first representation of an eSport was
Designers had to treat game AI seriously, born. That event invited players to compete in
since AI has become a standard feature of a game called Spacewar, a space combat game
video games. Those days the videogaming that was first developed in 1962. Students
experience has changed drastically, up to gathered to compete against each other in this
the VR experiences in which the player revolutionary game, with the top prize of a one
is immersed in the context of the game, year’s subscription of Rolling Stone magazine
and it is the very environment in which he going to winner Bruce Baumgart. From 2011
finds himself competing with him. to 2020, the world of eSports has constantly
The second paradigm that was born towards evolved to explode thanks to the streaming
the end of the twentieth century was the platforms spread on the Internet.
fusion of sports, a symbol of competition 161 esports tournaments were held in 2009,
and agon, with the entertainment of video but by 2012 that number had shot up to 696,
games. This is how eSports were born. and continued to rise. Likewise, $2 million
in annual prize money in 2009 became and euphoria generated by the success
$10 million in 2012. of someone we want to be united with
is used in various cases of gamification,
In eSports, as in sports consequently, communication strategies and buzz
there is a particular situation called BIRG. marketing.
“Basking in reflected glory” (BIRGing),
refers to the tendency of individuals to The Birth of Videogames
associate themselves with the successful,
the famous, or the celebrated. A baseball Gamification is the application of game-
fan’s use of the inclusive term we to describe style mechanics and game-design elements
the victory of his or her favorite team (as in non-game contexts and activities, to
in “We won”) is an example of BIRGing. increase user engagement, happiness and
In the case of eSports, millions of people loyalty. Gamification leverages people’s
passionately follow their idols playing, all natural tendencies for competition,
from the comfort of their homes thanks to achievement, collaboration, and charity.
streaming services. In case of victory they Examples of game elements are score
rejoice as if they themselves were playing, tables, trophies or medals to reward users
as if they shared a common cause. who perform a given task, challenges,
At the same time, the opposite situation avatars, difficulty levels and social
of the BIRGing also exists. In the case of a networks to check on the performance of
loss, people distance themselves from the “friends” in the task development, with
football team, a tendency called cutting those who performed more tasks, for
off reflected failure (CORFing). In the instance, having a higher ranking.
case of a team loss, the fans were less likely The term “gamification” first gained
to wear clothing such as hats and T-shirts widespread usage in 2010, in a more
endorsing the team, and, when asked to specific sense referring to the incorporation
describe the events of the game, they were of social/reward aspects of games into
more likely to use the pronoun “they” to software. In the scientific definition, it
describe the events (es. “They blew it”). involves creating a reward structure that
This condition of belonging to a group encourages the desired behaviours.

(Left) Mercedes-Benz is partner with ESL, for the ESL One 02: GA ME & GA MI FI CATI ON 23
Dota 2 e-sport tournament series
supermarket reward programs, customers
get special discounts for groceries or small
gifts, in exchange for essentially allowing
the store to track every purchase that they
make and creating a fidelity bond. The
store can then use that information to
better market to the customer and sell the
information to other parties.

The first case of gamification applied in


the history of marketing was the S&H
Green Stamps. In 1896 the American
entrepreneurs Thomas Sperry and
Shelley Hutchinson founded the Sperry
& Hutchinson company. Together they
established one of the most successful
customer rewards programs ever known.
An advertisement for S&H Green Stamps
S&H sold its stamps to retail stores that
would then give them out to customers as
an incentive to shop at their store over a
In other words, it is designed to create competitor’s or to buy more of a particular
positive consequences. Common product. Customers would collect the
examples of gamification include frequent stamps, which ranged in value from one
flier programs and grocery store reward to 50 points, and place them in a book
programs. With airline frequent flier provided free by S&H. Once full, the
programs, the desired behaviours include book was worth 1,200 points and could
brand loyalty to the sponsoring airline be redeemed for just about anything,
and use of partner reward programs, either at a local redemption center (which
such as credit cards, through which the numbered 600 nationwide by the mid-
airlines make additional income. With 1960s) or through S&H’s massive

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178-page mail-order catalog. After you as car accidents. In Waze, game elements
paid for groceries or gasoline you didn’t are represented by the use of avatars and a
just get change, you received stamps that score system. In this case, more cooperative
could be redeemed for things you wanted. users achieve special avatar or badges. As
At the height of its success in the 1960s a result, Waze helps to raise the volume
and ‘70s, S&H sold three times more of shared data, and the quality of traffic
stamps than the U.S. post office. information for all users. The incentives
that lead a user to cooperate with Waze can
range from simple altruistic motivation
to the social rewards (score and badges)
given by gamification.
Behavior change and gamification are
linked together, and many productivity
applications use this link to enhance
the effect of building a habit. Forest is
a popular productivity app that helps
people beat their phone addiction and
manage their time in an interesting and
pleasant way. Users can earn credits by
not using their cell phones and plant real
trees around the world with the credits.
Waze indicates with different icons the various issues on the With Forest, users can have a delightful
road
experience to spend less time on their cell
phones, focus on what’s more important
in their lives, and keep the environment
As an example of an application that green.
uses a gamification-based mechanism, In this case, not only are there only
we can mention Waze. In order to keep elements of gamification, but the concept
information up to date, Waze requires of BIRG and belonging to a common
the active participation of users that must cause is taken up again.
manually report observed situations, such

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learning. From in-lesson grading, to streak
counts and hearts, Duolingo has done
a good job at making language learning
incredibly fun and easy implementing
gamification principles.

Constant sporting activity every week


is not easy to maintain. There are many
distractions that surround us and we
are not always predisposed to carry out
periodic physical activity every week.
Pedometers have been integrated into
Duolingo lessons are divided by theme, starting from the the operating systems of many phones in
basics elements recent years, using internal gyroscopes
and sensors, which allow the user to
control their movements. This number
The other link where gamification can creates satisfaction looking at it, but by
bring benefits is that of edulearning. itself it does not contain enough concrete
Many applications that aid in learning information or a yardstick to understand if
skills use game mechanics and simple we have moved enough or not. Hence the
graphics. There are over 1.2 billion people idea of inserting the unit of measurement
learning a language and the majority of the kcal consumed by the various sport
are doing so to gain access to better trackers that dominate today’s market. By
opportunities. Unfortunately, learning a integrating the principles of gamification
language is expensive and inaccessible to and very immediate graphics, with the
most. Duolingo was born in this scenario, use of progress bars to replace the more
a great example of a straightforward free complex and not very quantifiable
language app very simple to use. You set numbers, the user can understand the
up a profile, choose your target language, time actually dedicated to sports activity.
set your weekly goals and you can start While this need was often closely related

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The data collected by the Apple “Fitness” app are many, but
the use of colors and minimal graphics help to read better
It also shows the “trends”, the average
of the various data on average time of
movement, standing, exercise and total
distance with also the parameters to be
to agonists, it is now an explicit need strengthened or which have increased in
that many people want to have on hand. the last week. Last but not least, there is
Many phone companies have therefore the possibility to track activities divided
introduced smartwatches, including by category, challenge and check the
Apple. The Apple Fitness application, progress of your friends and finally earn
supplied as standard on iPhones in exclusive medals if you carry out preset
coordination with the Apple Watch, goals, doing physical activity in series or
provides all the data necessary to outline during particular days.
the physical activity of the affected user.

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of an elevator (66% more). Another
experiment asks whether making a trash
can sound like a 15 meters deep well will
make people pick up their trash. Many
other examples of cool experiments can
be found on YouTube, such as the popular
Speed Camera Lottery.

Kevin Richardson entered into


Volkswagen’s The Fun Theory competition
in 2010 with his idea about the speed
camera lottery. The concept was so
powerful that a year later, Stockholm put
it to the test temporarily. When your car
Advertisement for “The Fun Theory” of Volkswagen passed by a specific crossing, a camera
snapped a photo of it and measured its
speed.
The application of gamification principles
does not have to be only digital or
through an application. An example of
this is the Lego Serious Play of which I
wrote previously or the Volkswagen’s
environmental program. The “Fun
Theory” is a series of experiments, captured
on video, to find out if making the world
more fun can improve people’s behaviour.
The top video, Piano Stairs, has achieved
over 1 million views on YouTube. Turning
a set of subway stairs into a real-life piano Kevin Richardson’s Speed Camera Lottery, in Stockholm
encourage people to use them instead

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If the driver was above the speed limit, a cameras, and the average speed limit was
fine was imposed. However, the money reduced from 32 km/h to 25 km/h.
was used to enrich a unique fund: the The best example of a summary of the main
lottery prize for obedient drivers. If you features of gamification and its fields of
were not a speeder, you could participate application can be found in the Octalysis,
in the lottery, and you had the chance to a gamification framework shaped as
win some money from those who didn’t an octagon with 8 core drives, made
follow traffic rules. Sticks and carrots on by Yu-kai Chou, author of “Actionable
an entirely new level. It punishes free- Gamification: Beyond Points, Badges, and
riders and rewards behaviour benefiting Leaderboards “and international keynote
the entire community through a fun game. speaker on gamification and behavioural
In the trial case, 24,857 cars passed the design.

02: GA ME & GA MI FI CATI ON 29


Why Gamification? male players. Quoting only Candy Crush
that by the end of 2018, generated $ 1.1
Using games as a means of reinforcement billion. The gaming market is constantly
for “serious” activities may not seem like a expanding and people are already trained
good idea. The first problem that arises is to interact with it, simplifying the
the connection between game and player. implementation of the play factor even
In the conception of the target audience, in work systems.
games or video games are linked to the
adolescent or developmental phase. The In 2015, the gamification industry was
latest research actually found that the worth $2 billion in the US. By 2021,
average gamer is 34 years old, owns a the estimated global market value of
house and has children. [Source: ESA] gamification will be $11.94 billion.
Not only, only 37% of mobile gamers [Source: Digital Chalk] Gamification is
are men. [Source: Highsnobiety] Female an excellent investment for companies
gamers also play more often (60% daily) that offer training or interaction with
and are more willing to pay for games. repetitive systems, and the benefits are
That makes them more valuable than manifold.

30 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Better user engagement. 90% of based system through objective data
employees feel more productive when understandable to all, the user can verify
using gamification [Source: Medium.org] their progress and have direct feedback.
and they are more inclined to try new 26% of people say they prefer gamified
tasks if they introduce game elements. activities that include real-time feedback
on performance. [Source: Talent Ims]
Increase user acquisition. We are more
inclined to tell experiences that have Set goals and compete. Competition
amazed or amused us, leading to a natural or agon has been intrinsic to us since
spread of gamification-based projects ancient times. Challenging friends or
through word of mouth. acquaintances in common activities
encourages us to give our best, even in
Gives control to user. A programmed the case of activities related to games.
process with only one run option limits the 62% of people claim they would feel more
user to a track. With the game mechanics, motivated if given the chance to compete
the user can decide their own path and with their peers. [Source: Talent Ims]
opt for different solutions or create new Even if we compete with ourselves, the
ones, stimulating creativity. challenge to improve pushes us to break
down the barriers that we have imposed
Boost sense of growth. By making on ourselves.
explicit the interactions with the game-

02: GA ME & GA MI FI CATI ON 31


03: HA BI TS & M USI C
How habits and music affect our daily life

Psychology and behaviour change are (es. theories focusing mainly on social or
closely linked to applications that use biological influences), the TTM seeks to
gamification to create new habits. Habitica include and integrate key constructs from
is an example. Habitica is an open source other theories into a comprehensive theory
habit building program which treats your of change that can be applied to a variety
life like a role playing game. You level up of behaviours, populations, and settings,
as you succeed in small tasks, lose HP as hence the name Transtheoretical. Studies
you fail or earn money to buy weapons of change have found that people move
and armour. While these interactions through a series of stages when modifying
are based on game mechanics, behavior behaviour. While the time a person can
change relies on a series of models and stay in each stage is variable, the tasks
studies to learn new habits. required to move to the next stage are not.
Traditionally, behaviour change was often
The Transtheoretical Model (TTM) or construed as an event, such as quitting
Model of Change is one of them. The smoking, drinking, or overeating.
TTM (Prochaska & DiClemente, 1983; TTM recognises change as a process that
Prochaska, DiClemente, & Norcross, unfolds over time, involving progress through
1992) is an integrative, biopsychosocial a series of stages. This six distinct stages are:
model to conceptualise the process of precontemplation (not planning to change
intentional behaviour change. Whereas within the next 6 months), contemplation
other models of behaviour change focus (ambivalent or thinking about change),
exclusively on certain dimensions of change preparation (taking steps towards changing),

03: HA B I TS & MUSI C 33


action (attempting the change), and Feelings)
maintenance (having been able to sustain 3. Environmental Reevaluation (Notice
behaviour change for more than 6 months Your Effect on Others)
and working to prevent relapse). 4. Self-Reevaluation (Create a New Self-
Image)
Furthermore, 10 “processes of change” 5. Social Liberation (Notice Public
are considered important in facilitating Support) Processes
movement between different stages. These
ten processes can be divided into two Behavioral Processes
groups: cognitive and affective experiential 6. Self-Liberation (Make a Commitment)
processes and behavioural processes. 7. Counter Conditioning (Use Substitutes)
8. Helping Relationships (Get Support)
Cognitive and Affective Experiential 9. Reinforcement Management (Use
Processes Rewards)
1. Consciousness Raising (Get the Facts) 10. Stimulus Control (Manage Your
2. Dramatic Relief (Pay Attention to Environment)

34 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


In the 9th process of change, order to produce a feeling of well-being.
“Reinforcement Management”, rewards This way, our body repeats the behaviour
can be used to inspire us to give our best that has led to this pleasant feeling, which
and continue to improve from time to means that motivation and the desire to
time. This strategy is the basis of games obtain it again are increased. The secretion
and gamification. This bond that keeps us of dopamine plays a key role in the control
connected to video games uses a molecule of focus, attention, locomotion, learning,
present in our body: dopamine. and working memory.
Dopamine is a neurotransmitter of our The release of dopamine is produced
central nervous system and it is considered in a specific area of our brain known as
as the main pleasure centre of our brain. It the reward system. This group of neural
is synthesized during pleasurable situations structures is the responsible of the pleasant
and it increases our blood pressure in feelings that will encourage us to repeat

03: HA B I TS & MUSI C 35


the attitudes or the actions that produced more appreciated and attractive.
this feeling, so they will become part of
our behaviour. The reward system is a Feeling of risk and competition. These
mechanism developed by our brain during both feelings, in a safe environment such
human evolution to ensure the survival of as a game, are perceived as something
the species (this is directly related to the pleasant in our brains. One part of
satisfaction of basic needs such as food or the feeling of risk is related to the
sex), and it also helps us to react to new competitors, the people who are better
situations. If a situation generates pleasure than you or who may defeat you. This is
we will repeat it, but if not, we will avoid the reason why risk and competition in
it. gamification encourage the production
Besides encouraging motivation, which of dopamine and, consequently, they
improves productivity and offers better improve the pleasure of carrying out the
results, gamification in professional tasks established in the game.
environments improves other positive
dynamics directly related to dopamine.­­ It is important to keep in mind
that gamification is not effective on its
Feeling of independence and own when goals are too ambitious in
autonomy. The interest and motivation of the long term. It does not work either if
taking part in the gamification increases, those goals are not aligned with the real
since participation is not compulsory but interests of the players. Gamification is
a voluntary decision. Both feelings are an excellent tool for defined, achievable,
directly related to the release of dopamine. assessable, desired, and short term goals.
Even listening to the music we love
Task renewal and improvement of their makes our brain release more dopamine.
perception. Our brain releases more Research from Dawn Kuhn, a music
dopamine with new experiences and less therapist at Williamette University, shows
with repetitive situations, so linking the that listening to music has been shown to
professional tasks to new (or fictitious) reduce stress by reducing the amount of
goals will renew them and will make them the stress hormone cortisol in the body.

36 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Even runners have benefits through music. instrument strengthens our brain:
Listening to fast tracks while running can
increase your pace by up to 15% and can 1. Strengthens bonds with others
also block out the pain signals being sent 2. Strengthens memory and reading skills
from our brain and reduce the feeling 3. Playing music makes us happy 
of fatigue. This, in turn, can mean our 4. Musicians can process multiple things
performance improves as you we are not at once
focused on the pain and can instead just 5. Music increases blood flow in our brain
run. 6. Music helps the brain recover
Music is very beneficial to our brain, 7. Music reduces stress and depression
but learning to play an instrument is no 8. Musical training strengthens the
different. A York University study showed brain’s executive function
that 90 percent of children who took
music lessons scored higher on verbal Even brief periods of musical training
skills. Similar findings were replicated can have long-lasting benefits. A 2013
with adults. It can also improve long- study found that even those with
term memory and lead to better brain moderate musical training preserved sharp
development for those who start at a processing of speech sounds.
young age. Musicians have faster auditory, How can you maintain a habit like playing
tactile, and audio-tactile reaction times. an instrument for a long time? One of
They also have an altered statistical use the methods described by James Clear
of multi-sensory information. This means in “Atomic Habits” is the 1% Rule. This
that they are better at integrating the rule has its roots in what Einstein called
inputs from various senses. Unlike brain the eighth wonder of the world, or the
games, playing an instrument is a rich and compounding effect known above all in
complex experience. This is because it’s compound interest. Compound interest
integrating information from the senses is the addition of interest to the principal
of vision, hearing, and touch, along with sum of a loan or deposit, or in other
fine movements. words, interest on interest. It is the result
There are many ways that learning an of reinvesting interest, rather than paying

03: HA B I TS & MUSI C 37


it out, so that interest in the next period the more experience and skill level
is then earned on the principal sum plus increases. Theoretically this model always
previously accumulated interest. The same leads to positive results, but in practice
concept can be applied in skill building or maintaining a constant improvement
habit formation. If we take one skill and scheme is not easy without support, as
we focus on getting 1% better at it each indicated in the 10 “processes of change”
day, we can accumulate the skill grow and of the TTM, especially at the beginning
the rewards we get from it, accelerating when you start to build a habit. Our brain
faster and faster over time. is used to having short-time rewards, it is
Initial results are low, but the more time not suitable for waiting a long time to get
progresses and 1% remains constant, its reward.

38 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


N OME CA PI TOLO 39
04: LEA R N I N G G UI TA R
How to start learning an instrument and how to become a guitarist

I approached the world of guitar again I started by analysing the target audience
during the start of the lockdown due of people who are interested in learning to
to COVID-19. Many people during play the guitar, thanks to research carried
that dark period started a new hobby out by Fender.
or resumed an old passion, were forced
to stop from their daily obligations and
made up for a lot of free time if possible.
In this context, I recovered an abandoned
habit of mine, playing the guitar, but the
panorama of online solutions was too vast
and many applications were not suitable
for my learning level or did not offer an
interesting study plan. I wondered if there
were other people in the same situation as
me or cases where the study of the guitar
was abandoned and then resumed at a later
time, so I started researching through my
acquaintances and friends.
Having concluded the preliminary
research section among the people I am in
contact with, I have expanded the research
to a wider audience.

04: LEA R N I N G GUI TA R 41


LEARNING GUITAR FOR BEGINNERS

42 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Nearly half of beginners stated they two professors who were part of my
quit learning an instrument due to time musical training.
constraints, and 33 percent of beginners
shared they were not growing skills fast The next section is in Italian so as not to
enough or as fast as they thought they alter the contents communicated during
would. the interview.
The “quit factor” of the activity is very
high, as the perception of improvement is
slow and in order to have effective results
one must have constancy in the exercise.

Despite this, playing an instrument can


certainly improve a person’s overall well-
being. Playing even five minutes a day
can lead to a range of physical, mental and
emotional benefits.
Together with other interviews with
musicians or guitar enthusiasts, I realized
that learning an instrument and keeping
it trained frequently is not easy, especially
when the time available is dedicated to
other activities.

To deepen the educational component in


music and to research the possible obstacles
encountered by professionals who teach
an instrument for work, in addition to
interviewing friends and acquaintances
who play the guitar periodically or as a
job, I decided to contact and interview

04: LEA R N I N G GUI TA R 43


Massimo Rubbi per gli accompagnamenti.”

Music teacher at the “D.Alighieri” middle Come funziona la didattica ora dopo 8
school in Ferrara, private piano teacher anni?
“La didattica non è cambiata molto,
Musical instruments: semplicemente si è evoluta con la
Classical/acoustic guitar, flute, piano, tecnologia. Per esempio ora utilizzo
drums, bass, electric guitar delle piattaforme software learning come
MuseScore, per insegnare a comporre.”
Cosa ne pensi dell’utilizzo di Youtube
per la didattica? Come funziona la didattica a distanza
“Youtube ha un potenziale enorme, sia dovuta al Covid? Trovate difficoltà?
per i novizi o per chi vuole perfezionarsi. “In questo periodo di quarantena
Soprattutto poter suonare su basi prevalgono le lezioni di storia della musica
preregistrate, per avere il tempo giusto (teoria) o software. Non si riescono a fare

44 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


“In questo periodo di quarantena forzati dai genitori, facendo sfumare la
prevalgono le lezioni di storia della musica passione.”
(teoria) o software. Non si riescono a fare
lezioni di gruppo. Per quanto riguarda Entrando nel dettaglio della chitarra,
la sezione di creazione di musica, carico quando inizi ad insegnare gli accordi
un video di spiegazione con un brano su generalmente?
YouTube in modo che tutti i miei studenti “L’approccio di apprendimento alla
possano vederlo. Poi una volta che lo chitarra non parte dagli accordi per i
studente è pronto, mi invia un audio bambini, le mani sono piccole e risultano
tramite Whatsapp per la valutazione che difficili. Nonostante questo, alcuni dei
successivamente elimino, per la privacy. più bravi al terzo anno approcciano anche
Inoltre utilizzo la Google Education Suite il barrè.”
fornita dalla scuola come piattaforma di
supporto.” Quindi parti con l’insegnamento delle
note singole per iniziare?
Nelle lezioni private, a che range di età “La nota singola è controproducente in
insegni generalmente? Pensi che ci sia quanto viene coperta dagli altri strumenti
un limite d’età a cui si può imparare che suonano all’unisono. Gli accordi al
uno strumento? contrario sono gratificanti, hanno più
“Nelle lezioni private generalmente: 90% sonorità e aiutano l’accompagnamento.
Giovani (6-14), 10% Maturi (40-60). I bambini si accorgono se hanno fatto
Non esistono limiti di età. un suono corretto con gli accordi, ma la
difficoltà sta nella parte ritmica di cambio
[Cita la storia di un banchiere prossimo tra accordi.”
alla pensione che lo contatta per imparare
il piano, visto che non ha mai avuto la E per quanto riguarda la coordinazione
possibilità di farlo] tra mano sinistra e mano destra?
“La spennata non è sempre immediata,
La passione è maggiore con il passare infatti le prime volte aiuto per quanto
dell’età, mentre i bambini spesso sono possibile a tenere il ritmo.

04: LEA R N I N G GUI TA R 45


Poi suonando tutti assieme sono più Ti diverte insegnare?
spronati a seguire l’accompagnamento.” “Assolutamente. Poi non devo per forza
farli diventare dei musicisti. Per me
Riesci a seguire tutti durante la lezione? l’importante è avvicinare lo studente
“La lezione è di un’ora comune a tutti alla musica o creare la passione. La
gli strumenti, di conseguenza non si può passione nella musica, nell’arte e nello
“curare” tutti. Soprattutto perché i suoni sport è importantissima. Anche se c’è
si coprono a vicenda. Generalmente faccio talento, senza passione non si va da
suonare tutti gli strumenti per categoria, nessuna parte.”
così da distinguere meglio gli errori.”

“Se i miei studenti si divertono, imparano


meglio”

Quando una persona può dire di saper


suonare uno strumento?
“Un musicista? Mai. Un dilettante
in base al goal che si è prefissato. Per
esempio se imparo a correre, non
vuol dire che sono un maratoneta. In
generale, se tramite allo strumento riesco
a trasmettere un sentimento, anche con
frasi semplici, allora so suonare quello
strumento.”

“La pittura è come la musica, a differenza


che l’orecchio non ha tolleranza quanto
l’occhio”

46 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Riccardo “Stuly” Manzoli strumento, finché c’è voglia e passione si
continua. Ognuno ovviamente ha il suo
Private guitar teacher livello di apprendimento.”

Musical instruments: [Cita la storia di un vigile in pensione


Acoustic and electric guitar che si presenta da lui con una chitarra
datata, volendo impararla. Ha smesso
Di solito quanti anni hanno i tuoi successivamente perché la moglie non voleva
studenti? Pensi che ci sia un limite d’età che proseguisse]
a cui si può imparare uno strumento?
“Vanno dai 7 ai 68 anni. La differenza Durante la didattica, utilizzi strumenti
è che i bambini sono presi dalla scuola particolari? E’ rimasto tutto come 8
ed i genitori spingono a farli suonare. I anni fa?
più vecchi hanno più tempo per suonare. “Il quaderno con cui prendere gli appunti
Non esiste un’età limite per imparare lo come ai vecchi tempi, c’è sempre. Inoltre

04: LEA R N I N G GUI TA R 47


ora utilizzo YouTube, PDF, Tabs. Ma
alcune di queste cose le usavo anche Guardavo gli altri chitarristi suonare ai
prima.” concerti, tornavo a casa e con la chitarra in
mano ripercorrevo quello che ricordavo.”
Le lezioni sono sempre a persona singola
o insegni anche a più persone? Come giudichi l’esperienza della
“La didattica dev’essere 1 a 1 e fatta su didattica online? Soprattutto ora
misura, ognuno ha tempo ed abilità durante l’emergenza Covid?
differenti. Inoltre si ha più confidenza “Le lezioni online non sono comode.
e intimità nel rapporto maestro ed Ho sospeso quasi tutte le lezioni, tranne
insegnante. Alcune volte parlo con i miei quelle degli studenti più avanzati che
studenti di eventi che gli sono accaduti nel frequentano il conservatorio. In generale
corso della settimana, spesso sono fonte di il tempo di una lezione è raddoppiato
ispirazione per alcuni pezzi da suonare.” attraverso internet. Per non parlare
dell’assenza di contatto diretto che ritengo
Per capire meglio la rivoluzione tecnologica importante, soprattutto per verificare il
nel campo dell’educazione, in che modo posizionamento delle dita durante un
hai imparato a suonare durante la tua brano.”
adolescenza?
“Durante la mia crescita musicale non Nel caso di un utente principiante,
esistevano i conservatori. Erano chiusi, privati e quando inizi ad insegnare gli accordi?
molto costosi. Non esistevano i libri americani “Gli accordi non sono la base
per imparare ed ogni volta che usciva un pezzo dell’insegnamento, vanno accompagnati
nuovo, da noi arrivava l’anno dopo. alla teoria. La musica è personale, si
impara, si comprende, si scompone e si
[Cita un aneddoto sul jukebox di un negozio di compone. Finché non si capisce perché
musica vicino al cinema del suo paese. Chiedeva i un accordo è realizzato in un determinato
soldi ai suoi genitori per andare a vedere un film, modo non ha senso proseguire ad un
ma finiva per spenderli ascoltando tutti i pezzi livello più avanzato.”
più famosi del momento al negozio di musica]

48 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Quando una persona può dire di saper proprio punto di vista e nessuno è uguale
suonare uno strumento? all’altro. La musica è la stessa cosa.”
“Quando è in grado di raccontarsi con
lo strumento, anche con frasi semplici. The teaching method of a musical
Si può comporre musica ed essere uno instrument has advanced along with the
scrittore. Oppure si può emulare e evolution of technology. From the point
reinterpretare un brano a modo proprio, of view of public education, with the
diventando un narratore.” limited time and the amount of musical
instruments, it is not possible to follow
Pensi che essere autodidatti attraverso all the students. In private lessons,
YouTube o sistemi di video lezioni porta on the other hand, 1 to 1 learning is
a qualcosa di positivo? preferred with the teacher, possibly in
“La didattica tramite video online è person (to increase interaction with the
complessa, perché non esiste un filtro gestures of the guitar and immediacy).
per separare le cose giuste da quelle
sbagliate. Una persona può suonare un There are no age limits to learn an
brano in un certo modo, un’altra può instrument, only the passion and time
trovare un posizionamento delle mani available change. Children are often driven
migliore. Il segreto è guardare due video e by their parents to advance their music
verificare le informazioni.” studies, probably creating the opposite
result. It often happens to have mature
Ai tuoi tempi esisteva un “YouTube”? people who want to learn an instrument.
Ovvero un metodo da autodidatti alla
portata di tutti? After these interviews I managed to
“Io usavo i vinili da 33” letti con la identify a series of insights that I have
modalità a 16”, una tecnica che uso ancora used to develop the concept of the thesis
ogni tanto.” that I will deepen in the next chapters.

“Quanti artisti hanno dipinto fiori nel


corso della loro carriera. Ognuno con il

04: LEA R N I N G GUI TA R 49


Benchmarking (rock, blues, pop etc.).
A beginner user who is unfamiliar with the
The panorama of guitar learning systems instrument can get a linear training that
is divided into three macro categories: manages to maintain a constant degree of
challenge as his guitar skills increase. For a
1. Solutions via mobile application user who has already learned the basics in
(Cheap, inclusive design, big market) other ways or already knows some topics,
the Fender Play method is chaotic and at
2. Devices that totally replace the user’s times boring. The level of challenge that
guitar determines user engagement is lacking.
(Expensive, short-term use, custom
engineering and design) In this analysis I decided to inspect the
other two categories in detail, as they
3. Devices used together with the user’s represent the application area in line with
guitar the design principles that I have identified
(Low cost, high compatibility, small for this project.
market)
Of all the existing solutions, the Fret Zealot
During the concept phase I tested some is the device that most follows the pre-
applications that provided a self- set design principles but there are many
taught learning method, all via mobile, downsides in the structure of the device
including Fender Play, Simply Guitar, encountered by users who purchased it.
UltimateGuitar, Yousician. Despite this, I used it as a reference model
for the development of my concept.
Many of these applications are not suitable
for a learning method for all users. For
example, Fender Play divides its courses
into difficulty levels with various topics,
as well as explaining the theory of the
guitar based on the style you want to play

50 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


EzFret
Compatible with: Classic/Acoustic guitar Device attachable to the neck of the guitar
Fret: First three frets above the strings, to reduce pain on the
Target: Novice fingers.
Price: 13$ (Amazon)

Swot Analysis

Strength
110 chords compatible

Weakness
Not all chords are possible, even important
chords as B
Since the device is over the strings, the
shape of the guitar can modify the usage

Opportunities
Good interface for further technology
development

Treats
No real utility for casual guitar players

04: LEA R N I N G GUI TA R 51


FretX
Compatible with: All guitars (classic, Smart device consisting of four strips with
acoustic, electric) LED lights to be glued under the strings
Fret: First four frets of your guitar plus app.
Target: Beginner
Price: 49$ (Indiegogo)

Swot Analysis

Strength
LED lights help visualizing the finger
positions
Small impact on strings position

Weakness
Small amount of fret compatible for
advanced users
The system needs to be glued to the guitar

Opportunities
-

Treats
Fret Zealot use the same concept on all
the frets
People behavior against glueing objects on
their guitar’s fretboard

52 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Fret Zealot
Compatible with: All guitars (classic, Smart device consisting of fifteen strips
acoustic, electric) with LED lights to be glued under the
Fret: First fourteen frets strings of your guitar plus app.
Target: Beginner
Price: 199€ (Amazon)

Swot Analysis

Strength
Fully compatible with near all frets
LED lights help visualizing the finger
positions

Weakness
The system needs to be glued to the guitar
Poor quality materials

Opportunities
Good for advanced guitar players, even
for guitar solos

Treats
People behavior against glueing objects on
their guitar’s fretboard

04: LEA R N I N G GUI TA R 53


Jamstik 7 Smart device made of a short neck of a
guitar with digital output plus app.
Compatible with: /
Fret: First seven frets
Target: Beginner, advanced
Availability: 229€ (Amazon)

Swot Analysis

Strength
Portable
Possibility to plug a pair of headphones

Weakness
Small amount of frets for being a digital
guitar

Opportunities
Digital output for MIDI files

Treats
Expensive, costs more than a guitar

54 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Chordbuddy Device positioned above the strings,
consisting of 4 colored buttons which
Compatible with: Classic and acoustic press on 3 or 4 keys of a chord plus tabs.
Fret: First three frets
Target: Novice
Availability: 8€ (Own website)

Swot Analysis

Strength
Simplify guitar structure for helping kids
to focus on the rhythmic part

Weakness
No real learning for chords positioning

Opportunities
Easy to teach and apply on guitar

Treats
No use after learning

04: LEA R N I N G GUI TA R 55


A special mention goes to innovative
applications that do not offer a way to
learn theory or how to read music, but
which help to reproduce and emulate
complex chords or difficult passages.
Guitar 3D AR is an augmented reality
supported guitar and a guitarist simulator
app designed for iOS devices. With this 3D model of the guitarist in Guitar 3D AR
application you can have at your disposal
a 3D model of a guitarist who will play the
songs for you. Through this representation
we will have the opportunity to see chords videogame is to teach users how to play
or riffs of our virtual guitarist, visible in the guitar with your own guitar. Within
small size or in full size. the game, the player progresses along a
career where more songs, game modes
This system is reminiscent of the old and challenges open up as the player
emulation process that many guitarists earns points. On-screen players are
started playing with, training by watching shown a virtual fretboard with coloured
experts play at concerts or listening to notes (represented as coloured rectangles
vinyls to understand musical passages. associated with specific guitar strings)
Another case worth mentioning is on numbered lanes (corresponding to
Rocksmith. Rocksmith 2014 is a music frets) to indicate what they should play
videogame produced by Ubisoft in 2014, on the guitar. The top portion of the
which main feature is that it allows players screen graphically shows how the player
to plug in virtually any electric guitar or has performed on the previous sections
bass guitar and play along via the use of of the song and at what difficulty (the
a USB adapter, removing the need for orange boxes), as well as the song’s lyrics
any proprietary controller like other and the current score. A core feature of
music games such as Guitar Hero. One normal play is the game’s ability to adjust
of the stated purposes of the Rocksmith the note density, effectively the difficulty,

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offers excellent sound customisation and
a wide range of editing options.

The game continued to receive new DLC


song packs weekly until April 2020 and
now it survives among the curious and
aficionados. Through the research and
interviews carried out with the guitarists
who were able to test it and who I was able
Rockband screen, during a C chord to consult, the judgment on Rocksmith
was not totally positive. The game was
not perceived as a learning tool, but a
video game with excellent potential for
of the current song based on the player’s
learning some riffs or as a daily exercise.
performance to that point.
The songs proposed by the system were
not always “written” correctly and the user
Rocksmith has a campaign mode where
ends up learning the song the way the
player progress along a set path, with
game proposes it. Also by changing the
challenges gradually increasing in
difficulty of the song, the density of notes
difficulty. Other modes in the game are
decreases, creating a non-original version
designed to help the player practice specific
of the song.
techniques. Technique challenges give
practice to some of common guitar tricks,
such as hammer-ons/pull-offs, chords
and power chords for guitar. Each song
includes a custom sound bank referred to
as an ‘authentic tone’ designed to make
the player’s guitar sound as close to the
original guitar tone of the song as possible.
This last section has been appreciated by
many experienced guitarists because it

04: LEA R N I N G GUI TA R 57


05: DESI G N M ET HOD
How to start from the data and reach the concept

The base of approach used for the problems and create innovative solutions
development of the thesis project was the to prototype and test. Involving five phases
Design Thinking Process, with a focus (Empathize, Define, Ideate, Prototype and
on user-centered design and the principles Test), it is most useful to tackle problems
of gamification. that are ill-defined or unknown.

Design Thinking is a non-linear, iterative


process that designers use to understand
users, challenge assumptions, redefine

DESIGN THINKING PROCESS

05: DESI GN METHOD 59


DOUBLE DIAMOND DESIGN PROCESS

I used also the Double Diamond presented to me was that of how to apply
approach to understand customers and gamification on a physical medium that
their problems and explore creative and could support a correct learning method.
innovative ways to solve their problems Should I create a special guitar for this
and delight them. Using this structure, function? Create a device that would
is possible to approach problems and provide support coupled to a guitar? Or
solutions by using two different types of build an experience linked only to an
thinking: divergent and convergent. application that follows the canons of
During the ideation phase of the thesis behavioural change?
project I evaluated numerous options
and fields of application on which to set
the solution. The first choice that was

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To understand this choice, I started by 1. Playing the guitar does not necessarily
analysing the data obtained through the mean being an expert, but knowing the
process of “know people” and “know basics with which you can play many
context” to define the target with which songs.
to interact. First I collected the various 2. Most pop songs of our era are composed
insights recovered from interviews, of a few repeated chords or scales that are
research and analysis by combining easy to memorize, making them easily
similar ones and avoiding redundancy. reproducible.
From the generated insights I defined the 3. Being able to play the songs we listen to
Design Principles on which to base the and know is rewarding.
opportunities areas. 4. Learning to play the guitar is like
learning to ride a bike, you don’t aim to
1. Learning an instrument is a long process become a cyclist.
and requires constant learning.
2. Playing the guitar does not lead to ”Provide the basic knowledge to make
quantifiable progress in a short time. users who want to play songs for fun
3. Many people stop playing due to lack stand alone.”
of time.
4. Studying independently is more ”Intersperse theoretical sections
welcome but less profitable, especially with practical sections to increase
without an external stimulus. In the case engagement”.
of young people, too much stimulation or
forcing can lead to the opposite effect. 1. Tutorials on YouTube or other online
video platforms have become part of the
”Encourage the user to practice for learning system not only self-taught, but
short periods of time with constancy”. also in public and private lessons.
2. Many videos on YouTube do not have
”Explicit learning progression with a the ability to quickly view the placement
symbolic value”. of the creator’s hands showing how to play
a song.

05: DESI GN METHOD 61


3. Video content is useful for learning, ”Create a direct connection with
but there is no filter that can distinguish the teacher or the reference figure,
certified content from irrelevant content. homogeneous even in the presence of
multiple students”.
”Integrate support for video content,
ensuring their credibility” 1. Leaving aside the reference age, the first
instrument of an enthusiast or a beginner
”Explicit any interaction with the guitar is in most cases a classical or acoustic
for those who see the action from the guitar.
outside” 2. The more a learning “copy” tool
is similar to the shape of the original
1. It is not always easy to look at a screen object, the easier it will be to get used to
in front of you and the fretboard at the the muscle movements to the reference
same time. activity (training bicycle wheels effect).
3. The guitar as an instrument has never
”Reducing the output areas of the changed over the decades, the technology
system, maximising the focus on a few that accompanies it has changed.
areas of interaction”. 4. I don’t want to ruin my fretboard by
sticking something on it.
1. Private teaching must be 1 to 1
and possibly in order to have a direct ”Making an experience as similar as
interaction between teacher and student. possible to a real beginner’s guitar.”
2. Public teaching with many instruments
at the same time is chaotic and does not 1. The metronome or preset backing
allow for homogeneous learning. The tracks are important when playing alone.
teacher can’t follow all the students. The perception of musical tempo changes
3. Learning an instrument has no age. when you play.
Only the time available and the passion 2. Middle school children have difficulties
change. with chords, both from the point of view
of coordination and physical structure.

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Despite this, many in the third year of
middle school manage to make chords
that require complex techniques.

“Educate following the user’s natural


learning and performance rhythms”.

Through the synthesis of these ten


different design principles, I have created
the five tracks on which my solution
wants to be based.

05: DESI GN METHOD 63


Persona Definition

By organising the various information


obtained with the insights and the data
of the various searches, I defined some
personas who could outline possible
customers for my solution. More than
determining a real user, I have tried to
outline the characteristics and personality
of my ideal target. This range of selected
personas frames the opportunity space
where I can apply my future concept.

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05: DESI GN METHOD 65
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05: DESI GN METHOD 67
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06: P HYSI C S OF M USI C
How physics becomes music through the guitar

The guitar has been around in one


form or another for centuries, but the
principals behind how it works can be
in use in musical instruments ever since
the first cave man pulled the string on his
bow and noticed a sound. All the stringed
instrument shares many characteristics.
For example, the overtones potentially
available on any stringed instrument
are the same but if you listen to a guitar
sound it seems so much different from a
violin. It depends on which overtones are
emphasised in a particular instrument,
due to the shape and materials in the
resonator (body), strings, how it’s played,
and other factors.

06: PHYSI CS OF MUSI C 71


The guitar string is set in motion when it harmonic is associated with a standing
is plucked by the guitar player. This is the wave pattern.
input to the system. All the guitar string
have a number of frequencies at which
they will naturally vibrate. These natural
frequencies are known as the harmonics
of the guitar string. The fundamental of
a note is when the guitar string vibrates
along its whole length in one motion
producing its lowest frequency for that
given string length.
As a general rule you can calculate the
The natural frequency at which an object wavelength λ of an harmonic “n” that we
vibrates at depends upon the tension of want to find, with:
the string, the linear density of the string
and the length of the string.

That been said, the frequency “f ” of an


harmonic “n” is:

Where “L” is the length of the vibrating


element, “T” is the string tension and “μ”
the linear density or mass per unit length
of the string.
Each of the natural frequencies or

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Where “v” is the speed of the wave. Not The frequency will be a function of the
the speed of the sound that we can hear harmonic “n”. This means that if we find
but the speed of the propagation in the the frequency of the fundamental (1st
string. harmonic) we just need to follow the rule.

Comparing the different equation we find


that:

If we consider that the tension is the same,


without bending, whamming or playing
vibrato, “v” remains constant. There are six strings on a guitar, each with
an open notes of E, A, D, G, B, and E.
Each with corresponding frequencies of
82 Hz, 110 Hz, 147 Hz, 196 Hz, 247 Hz,
330 Hz.

These frequencies represent the root tone


of each string.
We can sum up all the equation in:

06: PHYSI CS OF MUSI C 73


Table with the Hz values of the various notes on a fretboard

The technique of string-bending is


To verify the formulas, I used data taken the application of an another force
from an experiment carried out by Daryl perpendicular to the fretboard. This
Achilles on the calculation of the tension applied force causes a slight increase in
of the strings. I used this data because the vibrating length, which would act to
to gather some useful parameters in lower the pitch if not for the net increase
the formulas described above, I needed in string tension due to the extension
instruments that I don’t have. The table force acting along it.
below shows the parameters of four sets of
strings, divided into the various notes that
make up the guitar.
In addition to the classic use of the
guitar, there are advanced techniques that
manipulate the sound such as string-
bending, hammer-on or pull-off.

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Data obtained from the experiment of Daryl Achilles

06: PHYSI CS OF MUSI C 75


This acts to raise the pitch. Assuming the in tune. If the frequency is a little too high
distance from the string to the fretboard is or low relative to a standard frequency, the
small so that length increases in this plane tuner will show the note as being a little
are negligible, the fundamental frequency sharp or flat.
of a bent string in terms of the extension
force (Fe) and the bend angle (θ) is then: Generally these tuners work with a single
string, but polyphonic tuners have been
developed in recent years.

Source and further information: (https://www.ncbi.nlm.nih.


gov/pmc/articles/PMC4108333/)

Guitar Tuners

While researching the origin of guitar


sound in the world of physics, I analysed
the structure of the tuners and how they
Polytune 3 by TC Electronic
could recognise the frequencies.

A guitar tuner identifies the frequency Polyphonic tuners are a relatively new
of an incoming signal and records it in development in the guitar world. Whereas
relation to these fixed standards. If the stand guitar tuners allow the user to tune
signal frequency matches the standard a guitar one string a time, a polyphonic
exactly, the tuner reflects that the note is tuner allows the player to strum the open

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strings and see the individual tuning of transmitted through the electric impulse
every string at the same time. Note that and above all without the need to actually
with the exception of the drop tunings hear the guitar. Thanks to a bright screen
already mentioned, Poly mode can’t be set and the mute control, you can tune the
to work with non‑standard tunings such as guitar even in total silence. In addition,
DADGAD or open chords. These tuners the pedal system is the most precise one
are made by TC Electronic and adopted for tuning.
by Korg.
The tuners currently on the market and
the most popular can be divided into
three types.

FT-1 by Fender

The second category is characterised by


clip-on tuners positioned on the headstock
Pedal Tuner by D’Addario of the guitar. In this case the sound is
analysed by the vibration produced by
the body of the instrument itself and is
The first concerns pedal tuners with excellent in case it is necessary to tune in
chromatic output, generally used by those noisy environments or at the same time as
who have an electric guitar. The signal is other instruments.

06: PHYSI CS OF MUSI C 77


Guitar Tuners

Drawing inspiration from the microphone


example of tuner, with the help of MatLab
software and a script work made by
Professor Pancaldi, we have recreated a
system of analysis of the sounds made by
a guitar.
Through a condenser microphone I
recorded a series of notes and a series of
chords. Unlike the single notes which
TM-60 by Korg
are described by a single wavelength, the
chords are composed of several notes which
overlapping generate the recognisable
The last section is the one defined by sound of the chord itself.
the tuners with microphone, which
generally also have a jack input for electric The notes recorded for this section
guitars. This solution is the cheapest of represented the components of the chords
the three and is ideal for a beginner. In played later, so as to have direct feedback
addition, these tuning functions are easily with the same method of recording and
implemented in a telephone. In fact, analysis.
there are many applications that use the
microphone to tune their instruments.
They sin in precision for their ease in
capturing unnecessary frequencies, as the
microphone has not been optimised to
capture the spectrum of guitar waves. They
also implement a metronome function.

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MATLAB Script

Drawing inspiration from the microphone example of tuner, with the help of MatLab software
and a script work made by Professor Pancaldi, we have recreated a system of analysis of the
sounds made by a guitar.
Through a condenser microphone I recorded a series of notes and a series of chords. Unlike
the single notes which are described by a single wavelength, the chords are composed of
several notes which overlapping generate the recognisable sound of the chord itself.
The notes recorded for this section represented the components of the chords played later, so
as to have direct feedback with the same method of recording and analysis.

Script Note

In this first part the script search for the audio tracks in a designated path.

The signal captured in the audio is analysed. We can see the STFT and the spectrogram.
The Short-time Fourier Transform (STFT) is a Fourier related transform used to define the
sinusoidal frequency and phase content of local sections of our track as it changes over time.

06: PHYSI CS OF MUSI C 79


We divide the signal in shorter fragments of equal length and apply the Fourier transform on
each piece. This reveal the Fourier spectrum.
From this data we can visualise the spectrum of frequencies of all the signal through the
spectrogram with the Signal Processing Toolbox plugin. The data are displayed as the audio
varies in time, since each vertical segment is one of the previous values we found with STFT.

The spectrogram of B, D and G note

The PSD is the spectral density of a continuous signal over all time. It describes how power
a signal or time series is distributed over frequency.

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PSD of B, D and G note

The last data acquired is the cepstrum. The cepstrum is related with the Fourier Analysis as
it describes the periodic structures within frequency spectra.

06: PHYSI CS OF MUSI C 81


Cepstrum of B, D and G note

As a last input we have inserted the possibility to print the name of the note in relation to
the values in Hz of the various notes with their reference harmonics.

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06: PHYSI CS OF MUSI C 83
Script Chord

The chord analysis script works similarly to the single note script, given the nature of the
chord itself. There are two parameters that are added to this script.

A low-pass filter (LPF) is a filter that passes signals with a frequency lower than a selected cutoff
frequency and attenuates signals with frequencies higher than the cutoff frequency. The exact frequency
response of the filter depends on the filter design. In this case we have a frequency filter from 2000 Hz
to 2500 Hz.

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Script Chord Considerations than that defined by the chord. The latter
requires more detailed work in sound
In this section of the script we found it analysis.
difficult to set the parameter to identify Furthermore, in this experiment I did
the plotting of the sound. In the item not consider that at a single frequency
“number_detected_frequencies” the multiple positions on the fretboard can
number of frequencies that made up the correspond, thus requiring a descriptive
chord had to be entered. In the case under one to effectively identify which note was
consideration, we had identified the G played. With the guitar it is simple because
chord made up of the notes G, B, D, G, B, for each identified frequency there is only
G and the C chord made up of the notes one string played.
E, C, E, G, C, E. In the case of the chord, the situation is
Considering the number of natural further complicated, as there are several
frequencies the value had to be “3” for the methods for reproducing the same sound.
first chord and “4” for the second chord. In that case, the only possible explanation
By entering this number the results were is that of the position of the hand on the
incorrect, and in some cases notes appeared fretboard.
that were not present in the chord. To enhance the system is necessary a more
Using the number of frequencies refined or more advanced techniques for sound
taken individually and considering the recognition. For example, the Alexa algorithm
harmonics as single notes, we tried the created by Amazon is able to understand our
value “6”. Again notes appeared that requests and respond to us. Everything can
were not present in the chord. Being the be enclosed in a small device or even in a
harmonics named with the same letter, telephone, as the computing capacity is not
probably the script instead of writing only contained in the hardware but in a server
3 or 4 defined values, inserted other values connected in the cloud that can be accessed
to reach “6”. remotely. This architecture can be integrated
Considering the results obtained by this together with an elaborate sound recognition
script, I understood that the analysis of algorithm to be developed in the future.
the single note is much more effective

06: PHYSI CS OF MUSI C 85


07 : CON C EP T
Pick it Up! Learn guitar while enjoying

Through the “define” process I explored


the possible opportunity areas in which to
apply my concept. From the physical point
of view of the object itself, I decided to
innovate and enhance the solution adopted
by Fret Zealot and FretX, improving their
weaknesses and adapting the solution to
the Design Principles that I found. I chose
to use these systems as a starting point
because they define an excellent interface
and user experience for my target, without
having to design a musical instrument
specifically for learning.
The reference user is a beginner or
enthusiast who has just started playing
the guitar or who has learned the guitar in
the adolescent phase at school and wants
to resume and deepen his knowledge. The
main need is to help the user to learn the
basic knowledge of the guitar by topic,
both self-taught and accompanied by a
master.

07: CON CEPT 87


System layout supermarket. The same glue will also be
used to attach the power supply to the
The system will be based, as in the case guitar headstock.
of the solutions already mentioned, on a Unlike Fret Zealot, the affected frets will
portion of LEDs attached to the neck of only be the first six. This is because the
the guitar with a glue attach/detach that focus of the concept is on chords and
facilitates positioning and removal of songs for beginners, and most of the
the device without the need for remove chords used in the most popular songs do
the strings or ruin the neck of the guitar. not go beyond the sixth fret. The device
Moreover, the section attached will be will be bundled by an application that will
only the section of the band that exits the provide the theoretical contents and the
strings on top and to the bottom. This various interactions, as well as acting as
type of glue is patented and marketed a bluetooth hub for communication with
by 3M, and is used on products such as the led strips and as a microphone.
Scotch™ Restickables, available in every

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N OME CA PI TOLO 89
The device is positioned under the strings, without having to
remove them

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The glue sections are at the top and bottom of the strips, as
well as the bottom of the power supply

07: CON CEPT 91


Branding and naming

The system is called “Pick it Up”, a word


pun between the plectrum or pick (the
instrument for playing the guitar) and
the phrase itself which takes up the idea
of constant use of the product. The basic
idea is to involve the user more through
naming. The use of a catchy phrase,
especially with an implicit link like that
of a pun, enhances the guitarist’s memory
and makes him aware of having to train.
Finally the logo in the shape of a plectrum
contains all the thought behind the
philosophy of use of the product.

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Application

The application will help the user to keep


trained day by day, even for a short period,
by encouraging him to take the guitar in his
hand, without becoming overwhelming or
insistent. The user will also be able to see
his progress bar with respect to the time
target that was imposed at the beginning
of the training in addition to the progress
of the friends he will decide to add.
In the case that the user wants to learn in
depth by himself, the topics of the “Learn”
section can be divided into six topics:

1. Guitar structure
2. Strings and notes
3. Chords
4. Switching chords
5. Strumming and rhythm
6. Chord scales

All these topics will be arranged in order


to adapt to the knowledge of the guitarist,
together with the system. This makes
whether he is a beginner or already knows
teaching free from a binary where the user
some theory, using an initial verification
might feel constrained.
system when first starting the application.
This subdivision by macro-thematic topics
makes a customisable path possible for
each user who decides to start the lessons

07: CON CEPT 93


The personalized notification that reminds you of your daily The theoretical lesson categories screen
workout

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Hand in hand with this series of theoretical be able to view the notes played directly
parts and as the user learns new techniques, on the fretboard. This function, with an
songs are unlocked in the ”Play” section. improvement in the note recognition script
Some will be unlocked automatically, or an external microphone optimised for
others need an in-game currency which frequency recognition, could in the future
is obtained by playing the songs already directly export the guitarist’s inputs to the
obtained correctly. fretboard, with a function similar to the
In this way users are pushed to advance Shazam application.
and progress with the various tracks to
reach their favorite song. In addition, the application of Pick It
Up will be compatible with the various
While playing these songs, the user can free courses that many content creators
choose one of three playback modes: have made available online, to reproduce
the virtual master’s guitar inputs on the
Play. Play the song following the standard fretboard.
rhythm
Slow Track. Decide to slow down the song
to better understand the notes/chords
Smart Play. Play the song at your own
pace

This last point is possible thanks to the use


of the phone’s microphone, which will
listen to the notes produced by the guitar
and, like the script analysed previously,
will forward the song to the next note as
soon as it is played correctly.

If a content creator shares the tab of a


song played by Youtube, Pick It Up will

07: CON CEPT 95


All available songs and songs to unlock with available points On the homepage you can see the progress of the theoretical
lessons and the weekly missions

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The three song playback function in landscape mode

07: CON CEPT 97


A special Pick It Up function will be Another possible idea to encourage the
dedicated to teachers who decide to use use of this instrument to learn the guitar
this device to help their students play is to sell the Pick It Up device together
the guitar. The master’s device will be with a guitar suitable for a beginner at a
able to communicate through the phone’s lower price.
bluetooth with the students’ guitars,
showing them the correct positioning of
the fingers directly on their fretboards.
This modality can be useful in case of
private distance lessons, in case the teacher
cannot interact directly with the pupil to
check his progression during a song.

Through the data collection system, the


teacher will be able to assign and verify
tasks to the student, and then evaluate
his progress based on the activities carried
out between one lesson and another.
All through a ”Tutor” panel within the
application itself.

Private or school teachers can purchase a


pack with multiple devices, in addition to
the Master device with which to control
and interact with the students’ guitars.
With the possibility of detaching and
attaching the device from the guitar, once
the course is completed, the student can
decide to return the device to his teacher
or keep it to continue learning new songs.

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Teacher and pupil interacting together through Pick
It Up

07: CON CEPT 99


The preview of the tutor screen where the teacher can check
the activities of his pupil

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N OME CA PI TOLO 101
TECHNICAL DRAWINGS
COMPONENTS OF THE DEVICE

07: CON CEPT 103


08: CON C LUSI ON
Future developments and changes to be applied

Pick it Up is not meant to be a substitute in the server can benefit to refine the data
for learning through a teacher or a music to be sent to the user after the request for
school. The real intent is to be able to sound analysis. The second thing from
enhance the teaching 1 to 1 or to overcome which he can get an advantage is the
the problems that arise in the case of a possibility of confronting himself with
distance training. acquaintances and friends to encourage
the periodic activity of the guitar, even
Making a fully functional product will challenging them in small tasks.
require future developments certainly
from the physical point of view and Another target that can benefit from Pick
the sound recognition algorithm. As it Up is left-handed people. Many users
previously mentioned, the development of this category find it difficult to relate to
of this section is possible thanks to the videos present online, which are already
progress in the field of microphones and mirrored and difficult for a right-handed
algorithms similar to those of Amazon user, and a system that shows data directly
Alexa or Shazam. This will require an in- on a single object from which to obtain
depth and more precise study for future feedback (the guitar with the device) can
developments. speed up the process of understanding the
placement of hands on the fretboard.
The birth of a community of users of this
system can lead to a double advantage for There are some insights on this that I
“Pick it Up”. First the data management noticed in my period of training with

08: CON CLUSI ON 105


the guitar. I have been able to verify
in person that the positioning of the
guitar itself in our environment is very
important. Having it at hand makes its
use more immediate. Having purchased a
guitar holder has increased my training
frequency a lot. This example is also
taken up in behavioural change activities,
in which the more the number of actions
to be carried out is reduced before starting
a specific activity, the more the latter is
led to do it without thinking about it or
stepping back. A clear example can be seen
in going for a run. Once you put on your
running shoes, you can’t go back.

The best way to start a new habit is to


create very simple, embarrassingly small
goals. Like the 1% Rule, once you have
started and you only have to continue
with a small action, this becomes easily
repeatable without even realising that we
are doing it, until it becomes a routine.
The habits are about constancy. The
greatest effort comes from ourselves, from
the little actions we take to begin a new
habit. Because big changes start with
small steps.

106 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


BIBLIOGRA P HY & R EF ER EN C ES

Bibliography

Wendel Stephen, Designing for Behavior Change: Applying Psychology and Behavioral Economics,
O’Rilley Media, 2013, pp. 394

Kumar Vijai, 101 Design Methods: A Structured Approach for Driving Innovation in Your
Organization, John Wiley & Sons Inc, 2012, pp. 326

Bucher Amy, Engaged: Designing for Behavior Change, Rosenfeld, 2020, pp. 320

Berger Jonah, Contagious: Why Things Catch on, Simon&Schuster, 2016, pp. 227

Goodric Mick, The Advancing Guitarist, Hal Leonard Books, 2015, pp. 120

Steve L. Kent, The Ultimate History of Video Games: From Pong to Pokemon and Beyond - The
Story Behind the Craze That Touched Our Lives and Changed the World, Three Rivers Pr, 2002,
pp.608

Seth Godin, The Dip: The extraordinary benefits of knowing when to quit (and when to stick),
Piatkus, 2007, pp.96

Yu-kai Chou, Actionable Gamification: Beyond Points, Badges and Leaderboards, CreateSpace

B I B LI OGR A PHY & R EFER EN CES 109


Independent Publishing Platform, 2015, pp.511

Tristan Donovan, It’s All a Game: The History of Board Games from Monopoly to Settlers of
Catan, Thomas Dunne Books, 2017, pp. 292

James Clear, Atomic Habits, Random House Business, 2018, pp. 320

Websites

https://yukaichou.com/
Yu-kai Chou website, Gamification pioneer and creator of the Octalysis Framework.

https://www.historychannel.it/
Italian thematic channel that offers broadcasts, TV series and documentaries on medieval
and modern history and biographies of important personalities.
https://medium.com/
Open platform where readers find dynamic thinking, and where expert and undiscovered
voices can share their writing on any topic.

https://www.museumofplay.org/
Highly interactive, collections-based museum devoted to the history and exploration of play.

https://techcrunch.com/
Website with reports on the business of technology, startups, venture capital funding, and
Silicon Valley.

https://www.gamedesigning.org/
Tutorial, articles and beginners guide for game design addicted

https://review42.com/

110 G A M IF I C ATIO N AND BEH AVIO U R CH AN GE I N LEA R N I N G GUI TA R


Comprehensive, unbiased reviews and ratings of software, services, and products.

https://it.yamaha.com/
Official website of Yamaha Corporation

https://www.lego.com/it-it/seriousplay
Official website of the LEGO® SERIOUS PLAY® Method

https://goodvertising.site/the-fun-theory/
Blog and book, but equally a movement to unlock the world-bettering power of brands.

https://www.fender.com/play
Official website of Fender complete app for learning to play acoustic and electric guitar, bass
and ukulele.

https://www.indiegogo.com/
Website with crowdfund innovations in tech and design, before they go mainstream and
support entrepreneurs that are working to bring their dreams to life.

https://www.fretzealot.com/
Website of the state-of-the-art paper thin LED addition to a guitar for innovative learning

http://fisicaondemusica.unimore.it/
Website of the university of Modena and Reggio Emilia dedicated to the physical characteristics
of sound and musical instruments.

http://www.bsharp.org/physics/guitar
A physics website tutorial based on stuff we see in everyday life.

B I B LI OGR A PHY & R EFER EN CES 111

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