First is the incorporation of gaming concepts into products that seemingly have nothing to do with gaming.
Second, the importance of designing products that are not only easy to use but a pleasure to use.
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First is the incorporation of gaming concepts into products that seemingly have nothing to do with gaming.
Second, the importance of designing products that are not only easy to use but a pleasure to use.
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a ‘tool’ through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media.
The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology.
Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Helen Thornham is Lecturer in Sociology and Media at City University, London, UK
It’s not a new concept, but the social web increases its prevalence. In the web-based collaboration software platform called Rypple, a simple act of thanking someone on a team and using a badge as a way to show your gratitude is a form of social currency. A platform called Badgeville promises to add virtual rewards to your digital media property through leaderboards and virtual “badges” that act as reinforcements to reward certain behaviors and encourage others.
As someone who has taken a deep dive in several social networks (he joined Twitter in 2007) and observes both the gaming and currency aspects of them, David Armano believes these dynamics will influence the business world as it becomes more connected.
In this “social reward” economy, here are a few things he suggests we may want to consider as we manage teams and work to build the brand(s) of our organizations.
The 21st century is a world in constant change. In A New Culture of Learning, Douglas Thomas and John Seely Brown pursue an understanding of how the forces of change, and emerging waves of interest associated with these forces, inspire and invite us to imagine a future of learning that is as powerful as it is optimistic. Their understanding of what constitutes “a new culture of learning” is based on several basic assumptions about the world and how learning occurs:
- The world is changing faster than ever and our skill sets have a shorter life
- Understanding play is critical to understanding learning
- The world is getting more connected that ever before – can that be a resource?
- In this connected world, mentorship takes on new importance and meaning
- Challenges we face are multi-faceted requiring systems thinking & socio-technical sensibilities
- Skills are important but so are mind sets and dispositions
- Innovation is more important than ever – but turns on our ability to cultivate imagination
- A new culture of learning needs to leverage social & technical infrastructures in new ways
- Play is the basis for cultivating imagination and innovation
By exploring play, innovation, and the cultivation of the imagination as cornerstones of learning, the authors create a vision of learning for the future that is achievable, scalable and one that grows along with the technology that fosters it and the people who engage with it. The result is a new form of culture in which knowledge is seen as fluid and evolving, the personal is both enhanced and refined in relation to the collective, and the ability to manage, negotiate and participate in the world is governed by the play of the imagination.
Typically, when we think of culture, we think of an existing, stable entity that changes and evolves over long periods of time. In A New Culture of Learning, Thomas and Brown explore a second sense of culture, one that responds to its surroundings organically. It not only adapts, it integrates change into its process as one of its environmental variables.
The book website contains some of the authors’ talks, including one by John Seely Brown on “Tinkering as a Mode of Knowledge Production”.
Here are the articles that are currently available for free:
interactions: authenticity, complexity, and design
by Jon Kolko
Frequently, designers find themselves reflecting on the nuances of what makes us human, including matters of cognitive psychology, social interaction, and the desire for emotional resonance. This issue of interactions unpacks all of these ideas, exploring the gestalt of interaction design’s influence.
The meaning of affinity and the importance of identity in the designed world
by Matthew Jordan
When a designer is thinking about ways to create experiences that deliver meaningful and lasting connections to users, it is helpful to consider the notion of our personal affinities and how they affect perception, adoption, and use in the designed world. In our cover story, Matthew Jordan explores the term “affinity,” leading us to consider new and useful ways of informing design thinking and ultimately help us design with more success.
Why “the conversation” isn’t necessarily a conversation
by Ben McAllister
Architects have long understood that the structures we inhabit can influence not only the way we feel, but also the way we behave. This turns out to be true in digital environments like social networks, too. Subtle differences in the underlying structures of these networks give rise to distinct patterns of behavior.
Hope for the best and prepare for the worst: interaction design and the tipping point
by Eli Blevis and Shunying Blevis
Typical interaction designers are not climate scientists, but interaction designers can make well-informed use of climate sciences and closely related sciences. Interaction design can make scientific information, interpretations, and perspectives available in an accessible and widely distributed form so that people’s consciousness is raised.
Gestural interfaces: a step backwards in usability
by Donald Norman and Jakob Nielsen
The new gestural and touch interfaces can be a pleasure to use and a pleasure to see. But the lack of consistency and inability to discover operations, coupled with the ease of accidentally triggering actions from which there is no recovery, threatens the viability of these systems. We urgently need to return to our basics, developing usability guidelines for these systems that are based upon solid principles of interaction design, not on the whims of the company-interface guidelines and arbitrary ideas of developers.
All look same? A comparison of experience design and service design
by Jodi Forlizzi
The comparison of experience design (or UX, as it has been labeled) and service design seems to be a topic of interest in the interaction design community. Can we and should we articulate differences among these fields? Can the methods and knowledge of one successfully transfer to another?
Relying on failures in design research
by Nicolas Nova
The investigation of accidents within a larger process can be inspiring from a design viewpoint. Surfacing people’s problematic reactions when confronted with invisible pieces of technologies highlights their mental model and eventually has implications for design.
Solving complex problems through design
by Steve Baty
What is it about design that makes it so well suited to solving complex problems? Why is design thinking such a promising avenue for business and government tackling seemingly intractable problems?
On academic knowledge production
by Jon Kolko
Now, as design enjoys the corporate credibility of “design thinking” and with the social problems confronting the world growing increasingly intractable, the need for bridging the gap between practitioners and academics is more important than ever.
“A key area of the problem lies in how we’re presented and interact with complex information diegetically, that is, interfaces that actually exist within the game world itself.” [...]
Technology seems to be finally overcoming the restrictions that have kept diegetic interfaces limited to gimmickry until now. While still in its infancy, the push to duplicate more of our natural interactions with our environment seems to be gaining momentum as evidenced by new products using non-traditional interaction models. Most of them, like the popular Nintendo Wii, have yet to deal with immersion in terms of interfaces. On the other hand, Microsoft’s, whose controller-free gaming technology Kinect is about to enter the market, has stated its intention to eliminate what it calls the “barrier” between the player and the game world.”
The company conducted 11,000 interviews in 25 countries, and spoke to 8,000 parents and 3,000 children aged 7-12. It is therefore, according to IKEA, the largest global research project ever conducted on parenting, children and the state of play around the world.
The Playreport lives on on Ikea’s Facebook page, which invites experts and parents around the globe to join in the conversation in order to increase awareness and discussion about the value of play for kids.
Download the international summary of the Playreport (pdf)
(Via Creativity Online)
Designing user experiences for children
By Heather Nam (Mediabarn)
Creating a great experience for Web site users should always take the users’ perspectives into consideration. While a user’s age can be a contributing factor in a design’s success for a particular user, demographic information should not trump design conventions. Then, why do UX designers struggle when creating Web sites for children?
Designing for senior citizens | Organizing your work schedule
By Janet M. Six
Every month in this column, the Ask UXmatters experts (this month: Steve Baty, Dana Chisnell, Pabini Gabriel-Petit, Caroline Jarrett, Janet Six and Daniel Szuc) answer readers’ questions about user experience matters. The questions this month:
- What fonts and colors are easiest for senior citizens to read online? Do you have any other tips for me? I am building an informational Web site for senior citizens.
- What are your favorite tools for organizing your work schedule? Do you organize such information on your computer, your phone, or on paper?
Playful user experiences
By Shira Gutgold
Rather than trying to motivate users to go down routes they have no personal motivation to follow or to use a new feature they’ve never seen before and are perhaps a little wary of trying out, why not tap into people’s existing motivations and use their natural inclinations to encourage them to interact with our products? The most evident natural motivation is play.
“My main interest here is to extract the design techniques as very simple design patterns or ‘gambits’* that can be applied in other design situations outside games themselves, where designers would like to influence user behaviour (along with the other Design with Intent techniques). So these are (at least at present) presented simply as provocations: a “What if…?” question plus an example. The intention is that the card deck version will simply have what you see here, while the online version will have much more detail, references, links and reader/user-contributed examples and comments.”
“As a user experience designer, I thought my job was to make things not suck. Until recently. As technology has evolved, human behavior has evolved along with it. Since behavior is the basis of user experience design, my job has evolved as well. Now, my job is to make things people love. At the 2009 IA Summit, Karl Fast articulated the value proposition of user experience design with sparkling clarity. “Engineers make things,” he said, “we make people love them.” And then he held up an iPhone as an example.
This is a crucial change, the importance of which cannot be overstated.”
In his article, Lamantia draws heavily on the work by Nicole Lazzaro, a leading games researcher and design consultant.
“Emotion is one of the most powerful elements of an experience, and also the most difficult to design. Yet games regularly inspire intense emotions, drawing players into the experience they offer, and making these experiences enjoyable and memorable.
With the best games, these feelings endure long after we finish playing. Plainly, interaction designers who want to better understand how to inspire emotions could learn a lot from games.”
Below is a run-down of the 2008-2009 speakers (all videos are available online):
September 26, 2008 – Tristan Harris , Apture
New models for browsing (video)
October 3, 2008 – David Merrill, MIT Media Lab
Natural Interactions with Digital Content (video)
October 10, 2008 – Karrie Karahalios, Univ. of Illinois, Urbana Champaign
Visualizing Voice (video)
October 17, 2008 – Jesse James Garrett, Adaptive Path
Aurora: Envisioning the Future of the Web (video)
October 24, 2008 – Peter Pirolli, PARC
Information foraging theory (video)
October 31 , 2008 – Justine Cassell, Northwestern University
Building Theories: People’s Interaction with Computers (video)
November 7, 2008 – Merrie Morris, Microsoft Research
SearchTogether and CoSearch: New Tools for Enabling Collaborative Web Search (video)
November 14, 2008 – Gail Wight, Stanford Dept. of Art and Art History
Unreasonable Interactions (video)
November 21, 2008 – Sergi Jordà
Exploring the Synergy between Live Music Performance and Tabletop Tangible Interfaces: the Reactable (video)
December 5, 2008 – Jaroslaw Kapuscinski, Stanford Dept. of Music
Composing with Sounds and Images (video)
January 9, 2009 – Todd Mowry, CMU
Pario: the Next Step Beyond Audio and Video (video)
January 16, 2009 – Hayes Raffle, Nokia Research
Sculpting Behavior – Developing a tangible language for hands-on play and learning (video)
January 23, 2009 – Dan Saffer, Kicker Studio
Tap is the new click (video)
January 30, 2009 – Bobby Fishkin, ReframeIt
Social Annotation, Contextual Collaboration and Online Transparency (video)
February 6, 2009 – Bjoern Hartmann, Stanford HCI Group
Enlightened Trial and Error – Gaining Design Insight Through New Prototyping Tools (video)
February 13, 2009 – Vladlen Koltun, Stanford CS
Computer Graphics as a Telecommunication Medium (video)
February 20, 2009 – Michal Migurski & Tom Carden, Stamen Design
Not Invented Here: Online Mapping Unraveled (video)
February 27, 2009 – Sep Kamvar, Stanford University
We Feel Fine and I Want You To Want Me: Case Studies in Internet Sociology (video)
March 6, 2009 – Jeff Heer, Stanford HCI Group
A Brief History of Data Visualization (video)
March 13, 2009 – Barry Brown, UCSD
Experts at Play (video)
April 3, 2009 – John Lilly and Mike Beltzner, Mozilla Foundation
Firefox, Mozilla & Open Source — Software Design at Scale (video)
April 10, 2009 – Clara Shih, Salesforce.com
Social Enterprise Software Design (video)
April 17, 2009 – Alex Payne, Twitter
The Interaction Design of APIs (video)
April 24, 2009 – Jim Campbell, electronic artist
Far Away Up Close (video)
May 1, 2009 – Gary and Judy Olson, UC Irvine
What Still Matters about Distance? (video)
May 8, 2009 – Dan Siroker, Carrotsticks
How We Used Data to Win the Presidential Election (video)
May 15, 2009 – Scott Snibbe, Snibbe Interactive
Social Immersive Media (video)
May 22, 2009 – Will Wright, Maxis / Electronic Arts
Launching Creative Communities: Lessons from the Spore community experience (video)
May 29, 2009 – Robert Kraut, Carnegie Mellon
Designing Online Communities from Theory (video)
Archived lectures from CS547 can also be downloaded from iTunes.
“It wasn’t so long ago that the idea of a college romance playing out online—for better or for worse—would have been deemed weird, nerdy, or just plain pathetic. As the thinking went, if you had to go to the Web to find a mate, or break up with one, it must have meant you weren’t capable of attracting anyone in the real world. But then MySpace came along, and Facebook took over—and today, courtship has become a flurry of status messages, e-mail flirtation, and, not so uncommonly, breakups that play out publicly for all 400 of your not-so-closest friends.”
Other stories in this series:
To play Spark, the players move counters representing different characters around the board, with each space along the way describing a certain situation. By considering the potential outcomes for the particular character and situation, a lot of genuinely creative and even ‘out of the box’ ideas are generated. These are used to enrich insight generation during the workshops. The game has proved so successful that there is talk of developing versions for other regions (at the moment it is targeted specifically at Europe) and also using it in other sectors within Philips.
- Read full story
- Download backgrounder (pdf)
Related info:
Philips Research meanwhile has created SimplicityLabs as a testing ground for upcoming technologies and applications. It is a place where users can see, evaluate and contribute to new interaction concepts. It allows the company to get user feedback early on, and to improve their applications to suit user needs, well before they hit the market.
(via uselog)
Over 350 leading thinkers from business, government, consulting and academia from around the globe share their thoughts, experiences, dreams, visions, hopes, concerns, and passions around The Future of Innovation, providing you with insights into tomorrow’s innovation agenda so that you can start acting on it now.
The content is currently only available online and is growing day by day, but eventually a book will be published by Gower in November 2009
A quick scan brought up the following articles (but there is much more):
- Christiane Drews (Virgin Atlantic Airways): The future of innovation … using design thinking interdisciplinary
- Tomás Garcia (Buenaidea): The future of innovation … the innovation university
- Josephine Green (Philips Design): Innovation – for what and by whom?
- Juha Kaario (Nokia Research Center): The future of innovation is serious fun
- Mehmood Khan (Unilever): The future of innovation is about collaboration and co-creation
- Jeremy Myerson (Royal College Of Art)The future of innovation will be people-centred
- Elke den Ouden (Philips Applied Technologies): The future of innovation: created by connected individuals
- Lekshmy Parameswaran (Fuelfor): The future of innovation begins with a story
- B. Joseph Pine II (Strategic Horizons): The future of innovation resides in experiences
- Jaideep Prabhu (University Of Cambridge: The future of innovation in emerging markets
- Marko Torkkeli (Lappeenranta University Of Technology): The future of innovation in emerging markets
“After more than a decade of research that included lengthy observations and interviews focused on gambling machines, Schull is publishing her conclusions on how closely guarded, proprietary mathematical algorithms and immersive, interactive technology are used to keep people gambling until they — in the industry jargon — ‘play to extinction.’”
“I see Las Vegas as a kind of laboratory where experiments are going on between people and machines,” says Schull, a cultural anthropologist whose book on gambling, “Machine Zone: Technology Design and Gambling Addiction in Las Vegas,” is scheduled to be published by the Princeton University Press in 2010.
Kars Alfrink: Play in social and tangible interactions
Many of the interactions seen in tangible and social computing are essentially playful. Play can take on many forms, but they all involve people exploring a conceptual space of possibilities. When designing these “embodied” interactions, it is therefore helpful to have a good understanding of play – this session aims to do just that. We’ll compare the role of interaction designers to that of game designers, who concern themselves primarily with the creation of rule-sets.
Dave Malouf – Foundations of Interaction Design: Bringing design critique to interaction design
Foundation and critique are two core elements that separate design from other ways of thinking and practicing creation of ideas and solutions. Foundations are the core elements that we manipulate within our craft. Critique is the way we judge the results of that craft. For critique to be effective though it requires foundation. It is only through our understanding of what it is that makes up our craft, that we can bring consistency and consensus to design criticism. This 25min. presentation is meant to offer the beginnings of a discussion around what could be the foundations of interaction design, how they impact aesthetics of interaction and how they can be used for design critique within an interaction design practice.
Jon Kolko – Design synthesis
Interaction design research activities produce an enormous quantity of raw data, which must be systematically and rigorously analyzed in order to extract meaning and insight. Unfortunately, these methods of analysis are poorly documented and rarely taught. As a result, raw design research data is inappropriately positioned as insight, and the value of research activities is marginalized. Interaction design synthesis methods can be taught, and when selectively applied, visual, diagrammatic synthesis techniques can be completed relatively quickly. This talk will introduce various methods of Synthesis as ways to translate research into meaningful insights.
Aza Raskin – Designing in the open
Marc Rettig – How to change complicated stuff
In the midst of a global conversation about change, many designers are pondering their own impact in the world. How does our experience in software interfaces, web sites, and physical products prepare us to address the profound issues humanity is facing? These issues involve many complex systems, systems too big to fit into the scope of any single company or institution. Design methods are potent at large scale and scope, but what does it take to be effective as a practitioner, as a team, as a company? What is it like to actually achieve a meaningful, sustainable, positive difference in life?
Jared Spool and Friends – Hiring the next generation of Interaction Designers
Luke Wroblewski – Parti and the design sandwich
In architecture, parti refers to the underlying concept of a building. Will it be a public structure that provides safety or a commercial building focused on customer up-selling? Design principles are the guiding light for any parti. They articulate the fundamental goals that all decisions can be measured against and thereby keep the pieces of a project moving toward an integrated whole. But design principles are not enough. Every design consideration has a set of opportunities and limitations that can either add to or detract from the parti. This combination of design principles at the top and design considerations at the bottom allows interaction designers to fill in the middle with meaningful structures that enable people and organizations to interact, communicate, and get things done. In this talk, Luke Wroblewski will illustrate how the World’s most accessed Web page, yahoo.com, was redesigned with a parti and the design sandwich.
(see also earlier post with links to videos of presentations by Dan Saffer, Robert Fabricant and John Thackara).
“Microsoft was using a shallow pool as the “attract mode”, and the screen image looks and behaves like water, in a graphical way. Touch the surface with your finger, and it sends out realistic-looking ripples. But you can also put your whole arm across the surface, like a barrier, so there are ripples on one side and not on the other. Or you can use a book, or other object. It doesn’t require skin.
In fact, although the Surface is touch-driven, it doesn’t actually use touch at all. It uses infra-red photography. It can “see” things that are still above the surface of the 30-inch screen, so if you touch it, it knows which side you’re sitting. And although it does a brilliant impression of being pressure sensitive, it isn’t: it just works on the fact that your finger contact area increases as you press harder.”
Canesta, Inc. is the inventor of revolutionary, low-cost electronic perception technology that enables ordinary electronic devices in consumer, security, industrial, medical, automotive, factory automation, gaming, military, and many other applications to perceive and react to objects or individuals in real time.
In Fall 2008, Canesta approached Kicker Studio to create a demonstration of their latest camera technology for the Consumer Electronics Show 2009 and at the TV of Tomorrow conference. The prototype was to be of an entertainment center controlled by gestures alone, and powered, of course, by a Canesta camera.
This highly attractive project is well reported in a case study full of photos and videos. It is a recommended read.
This device we make in our own image changes everything
Renowned computational biologist and educational innovator James Bower believes the Internet, rather than representing some new stage in human development, has simply caught up with the ways people actually function. The Internet is allowing an old form of learning, he says, and we have to figure out how to get out of the way and allow it to do that.
Related content:
Advertising in virtual communities (podcast)
Jim Bower shares his insights on the evolution of advertising and branding within virtual communities.Why is Whyville a hit?
Journalist Linda Knapp explains the success Jim Bower’s safe, virtual community for kids.
Audience is now the force behind media
Award-winning journalist Eric Roston talks about the profound shift technology has created by putting the power for organizing media in the hands of the audience rather than the entrepreneurs who previously controlled it. While he believes there are still opportunities for publishers and content purveyors, these manifestations of social media and online journalism also created a new set of demands.
Related content:
The death of the newspaper (Crosscurrents podcast)
Podcast by Zoe Corneli documents some success stories amidst the breakdown of traditional newspaper journalism.This Modern World (Salon cartoon)
Parodies the beleaguered news industry’s flailing attempts to respond to the barrage of democratized online alternatives.Newspaper Death Watch
Paul Gillin’s blog tracks developments in the volatile world of journalism, contrasting newspaper closures with the development of their online counterparts.

