<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Putting people first &#187; Play</title>
	<atom:link href="http://www.experientia.com/blog/category/play/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.experientia.com/blog</link>
	<description>Daily insights on user experience, experience design and people-centred innovation</description>
	<lastBuildDate>Wed, 19 Jun 2013 22:27:31 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
		<item>
		<title>Plant Wars player patterns: visualization as scaffolding for ethnographic insight</title>
		<link>http://www.experientia.com/blog/plant-wars-player-patterns-visualization-as-scaffolding-for-ethnographic-insight/</link>
		<comments>http://www.experientia.com/blog/plant-wars-player-patterns-visualization-as-scaffolding-for-ethnographic-insight/#comments</comments>
		<pubDate>Tue, 23 Apr 2013 19:51:46 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=15124</guid>
		<description><![CDATA[<img width="100" height="150" src="http://www.experientia.com/blog/uploads/2013/04/roger-shant-visualization-100x150.jpg" class="attachment-thumbnail wp-post-image" alt="roger-shant-visualization" style="float:left; margin:0 15px 15px 0;" />The latest contribution to Ethnomining, the April 2013 Ethnographymatters edition on combining qualitative and quantitative data, edited by Nicolas Nova, is by Rachel Shadoan and Alicia Dudek who present an interesting case study, based on visualizations, involving an on-line role-playing game. &#8220;We embarked on a study to understand both how the Plant Wars players played [...]]]></description>
				<content:encoded><![CDATA[<img width="100" height="150" src="http://www.experientia.com/blog/uploads/2013/04/roger-shant-visualization-100x150.jpg" class="attachment-thumbnail wp-post-image" alt="roger-shant-visualization" style="float:left; margin:0 15px 15px 0;" /><p>The latest contribution to <a href="http://www.experientia.com/blog/ethnographymatters-on-combining-qualitative-and-quantitative-data-edition-by-nicolas-nova/">Ethnomining</a>, the April 2013 Ethnographymatters edition on combining qualitative and quantitative data, edited by Nicolas Nova, is by Rachel Shadoan and Alicia Dudek who present an interesting <strong><a href="http://ethnographymatters.net/2013/04/11/visualizing-plant-wars-player-patterns-to-aid-ethnography/">case study</a></strong>, based on visualizations, involving an on-line role-playing game.</p>
<blockquote><p>&#8220;We embarked on a study to understand both how the Plant Wars players played and why they played. Visualizing the data generated by the player’s in-game actions provided the map, answering the how and what questions. Interviewing the participants and participating in the game ourselves provided the key to that map, answering the why questions.&#8221;</p></blockquote>
<p><a href="http://twitter.com/RachelShadoan">Rachel Shadoan</a> likes to find answers to interesting questions, and build interesting things using those answers. Currently she is answering interesting questions in the Intel Labs using a combination of data visualization, data mining, and ethnographic techniques.</p>
<p><a href="http://twitter.com/aliciadudek">Alicia Dudek</a> is a design ethnographer and user experience consultant. Her passion is  finding unusual solutions to the usual problems. Currently, she is finding unusual solutions for Deloitte Digital, where she specializes in engaging stakeholders in research insights through participatory design workshops.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/plant-wars-player-patterns-visualization-as-scaffolding-for-ethnographic-insight/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>In a Fisher-Price lab, apps become child&#8217;s play</title>
		<link>http://www.experientia.com/blog/in-a-fisher-price-lab-apps-become-childs-play/</link>
		<comments>http://www.experientia.com/blog/in-a-fisher-price-lab-apps-become-childs-play/#comments</comments>
		<pubDate>Mon, 09 Jul 2012 08:53:39 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=13624</guid>
		<description><![CDATA[<img width="100" height="121" src="http://www.experientia.com/blog/uploads/2012/07/8-PROTO3.jpg" class="attachment-thumbnail wp-post-image" alt="8-PROTO3" style="float:left; margin:0 15px 15px 0;" />At a Fisher-Price lab, researchers watch children at play to come up with ideas for new products, including toys that incorporate apps on iPads and iPhones. At Fisher-Price, “we bring babies in with their moms and watch them at play with different types of apps, different types of products,” said Deborah Weber, senior manager of [...]]]></description>
				<content:encoded><![CDATA[<img width="100" height="121" src="http://www.experientia.com/blog/uploads/2012/07/8-PROTO3.jpg" class="attachment-thumbnail wp-post-image" alt="8-PROTO3" style="float:left; margin:0 15px 15px 0;" /><p>At a Fisher-Price lab, researchers watch children at play to come up with ideas for new products, including toys that incorporate apps on iPads and iPhones.</p>
<blockquote><p>At Fisher-Price, “we bring babies in with their moms and watch them at play with different types of apps, different types of products,” said Deborah Weber, senior manager of infant research. Her job, she said, is to “understand the ages and stages of babies — what they can and can’t do, what their interests are, and the growing needs of families today.”</p>
<p>[Fisher-Price calls this process] spelunking, which in its literal sense means to explore caves. But in the realm of toy making, it refers to the simple act of watching children play.</p>
<p>Spelunking has been around since the Fisher-Price PlayLab was formed in 1961, the same year that bricks made by a Danish company called Lego made their American debut. In its earlier days, the lab was filled with toys like a googly-eyed rotary phone known as the Chatter Phone, and the Corn Popper, a kind of mini-lottery machine on wheels.</p>
<p>Today, the lab, located at the Fisher-Price headquarters in East Aurora, N.Y., looks more like an Apple store. But instead of adults and teenagers, there are infants staring into computer screens, and parents and toddlers are passing iPads back and forth.</p></blockquote>
<p><strong><a href="http://www.nytimes.com/2012/07/08/technology/in-a-fisher-price-lab-apps-are-childs-play-prototype.html?_r=1">Read article</a></strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/in-a-fisher-price-lab-apps-become-childs-play/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Augmented sensing through smartphones</title>
		<link>http://www.experientia.com/blog/augmented-sensing-through-smartphones/</link>
		<comments>http://www.experientia.com/blog/augmented-sensing-through-smartphones/#comments</comments>
		<pubDate>Tue, 12 Jun 2012 14:15:10 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=13518</guid>
		<description><![CDATA[<img width="100" height="52" src="http://www.experientia.com/blog/uploads/2012/06/wahoo_heart_rate_sensor.jpg" class="attachment-thumbnail wp-post-image" alt="wahoo_heart_rate_sensor" style="float:left; margin:0 15px 15px 0;" />So how are we doing to augment our senses through digital technologies? Here are some of the products currently on the market that allow people to augment their sensing (and sense-making) through external sensors, with result summaries visualised on smartphones and the web: - Health and healthy living: AsthmaSense, DigiFit, FitBit, Up - Sleep: Lark [...]]]></description>
				<content:encoded><![CDATA[<img width="100" height="52" src="http://www.experientia.com/blog/uploads/2012/06/wahoo_heart_rate_sensor.jpg" class="attachment-thumbnail wp-post-image" alt="wahoo_heart_rate_sensor" style="float:left; margin:0 15px 15px 0;" /><p>So how are we doing to augment our senses through digital technologies?</p>
<p>Here are some of the products currently on the market that allow people to augment their sensing (and sense-making) through external sensors, with result summaries visualised on smartphones and the web:</p>
<p>- <strong>Health and healthy living</strong>: <a href="http://mobihealthnews.com/16797/isonea-begins-recruiting-for-pediatric-asthma-trial/">AsthmaSense</a>, <a href="http://new.digifit.com/overview/">DigiFit</a>, <a href="http://www.fitbit.com/product">FitBit</a>, <a href="http://jawbone.com/up">Up</a><br />
- <strong>Sleep</strong>: <a href="http://store.apple.com/us/product/H6334VC/A/lark-un-alarm-clock-and-sleep-sensor">Lark Sensor</a> (<a href="http://online.wsj.com/article/SB10001424052702304432304576371533959675682.html">WSJ article</a>), <a href="http://iphonemedicalapps.com/2010/01/13/wakemate-–-mobile-sensor-–-personal-actigraphy-for-a-better-nights-sleep/">WakeMate</a>, <a href="http://www.myzeo.com/sleep/">Zeo</a><br />
- <strong>Sports</strong>: <a href="http://www.apple.com/ipod/nike/">Nike+</a> (running), <a href="http://www.strava.com/">Strava</a> (cycling), <a href="http://www.wahoofitness.com/">Wahoo</a><br />
- <strong>Home energy</strong>: <a href="http://www.nest.com/">Nest Learning Thermostat</a><br />
- <strong>Plants</strong> (!): <a href="http://www.koubachi.com/">Koubachi</a></p>
<p>It feels like a lot more is to come.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/augmented-sensing-through-smartphones/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamification and UX: where users win or lose</title>
		<link>http://www.experientia.com/blog/gamification-and-ux-where-users-win-or-lose/</link>
		<comments>http://www.experientia.com/blog/gamification-and-ux-where-users-win-or-lose/#comments</comments>
		<pubDate>Tue, 01 May 2012 07:27:57 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=13248</guid>
		<description><![CDATA[<img width="100" height="150" src="http://www.experientia.com/blog/uploads/2012/05/games-100x150.jpg" class="attachment-thumbnail wp-post-image" alt="games" style="float:left; margin:0 15px 15px 0;" />In this long article, Peter Steen Høgenhaug explores how and when to use gamification to improve the user experience of websites and apps, and also when not to use it. Using game theories in areas not otherwise associated with games is often referred to as gamification. This term, however, has gotten a rather negative air [...]]]></description>
				<content:encoded><![CDATA[<img width="100" height="150" src="http://www.experientia.com/blog/uploads/2012/05/games-100x150.jpg" class="attachment-thumbnail wp-post-image" alt="games" style="float:left; margin:0 15px 15px 0;" /><p>In this long article, Peter Steen Høgenhaug explores how and when to use gamification to improve the user experience of websites and apps, and also when not to use it.</p>
<blockquote><p>Using game theories in areas not otherwise associated with games is often referred to as gamification. This term, however, has gotten a rather negative air recently, because people tend to use it for the wrong purposes. A common issue with gamification is that it is used in marketing with no other goal than to sell products. I don’t think gamification should be used this way — in the long run, it does nothing good for the company trying to sell. Instead, gamification should be used to improve the experience of buying and using a product.</p></blockquote>
<p><strong><a href="http://uxdesign.smashingmagazine.com/2012/04/26/gamification-ux-users-win-lose/">Read article</a></strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/gamification-and-ux-where-users-win-or-lose/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Digital product strategy, gamification, and the evolution of UX</title>
		<link>http://www.experientia.com/blog/digital-product-strategy-gamification-and-the-evolution-of-ux/</link>
		<comments>http://www.experientia.com/blog/digital-product-strategy-gamification-and-the-evolution-of-ux/#comments</comments>
		<pubDate>Thu, 03 Nov 2011 16:52:34 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=12372</guid>
		<description><![CDATA[Greg Laugero writes about two trends that have recently entered the realm of digital product development. 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. Read article]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.fastcodesign.com/multisite_files/codesign/imagecache/inline-large/post-inline/Red-Band-and-UP-App-1.jpg" target="_blank" rel="lightbox[12372]" title="Chess"><img src="http://www.experientia.com/blog/uploads/2011/11/chess.jpg" title="Chess" alt="Chess" height="98" width="100" /></a></div>
<div class="post-body">Greg Laugero writes about two trends that have recently entered the realm of digital product development. </p>
<p>First is the incorporation of gaming concepts into products that seemingly have nothing to do with gaming. </p>
<p>Second, the importance of designing products that are not only easy to use but a pleasure to use.</p>
<p><strong><a href="http://johnnyholland.org/2011/11/03/digital-product-strategy-gamification-and-the-evolution-of-ux/">Read article</a></strong></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/digital-product-strategy-gamification-and-the-evolution-of-ux/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Book: Ethnographies of the Videogame</title>
		<link>http://www.experientia.com/blog/book-ethnographies-of-the-videogame/</link>
		<comments>http://www.experientia.com/blog/book-ethnographies-of-the-videogame/#comments</comments>
		<pubDate>Mon, 27 Jun 2011 08:29:43 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=11730</guid>
		<description><![CDATA[Ethnographies of the Videogame: Gender, Narrative and Praxis by Helen Thornham, City University London, UK Ethnographies of the Videogame Ashgate, July 2011, 218 pages [Amazon UK link] 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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.ashgate.com/images/9780754679783.jpg" target="_blank" rel="lightbox[11730]" title="Ethnographies of the Videogame"><img src="http://www.experientia.com/blog/uploads/2011/06/ethnographies_videogame.jpg" title="Ethnographies of the Videogame" alt="Ethnographies of the Videogame" height="154" width="100" /></a></div>
<div class="post-body"><strong><a href="http://www.ashgate.com/default.aspx?page=637&#038;calcTitle=1&#038;title_id=9532&#038;edition_id=12764">Ethnographies of the Videogame: Gender, Narrative and Praxis</a></strong><br />
by Helen Thornham, City University London, UK<br />
Ethnographies of the Videogame<br />
Ashgate, July 2011, 218 pages<br />
[<a href="http://www.amazon.co.uk/Ethnographies-Videogame-Helen-Thornham/dp/0754679780/">Amazon UK link</a>]</p>
<p><strong>Ethnographies of the Videogame</strong> 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 &#8216;tool&#8217; through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media.</p>
<p>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.</p>
<p>Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives <em>Ethnographies of the Videogame</em> 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.</p>
<p><strong>Helen Thornham</strong> is Lecturer in Sociology and Media at City University, London, UK</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/book-ethnographies-of-the-videogame/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Serious play: the business of social currency</title>
		<link>http://www.experientia.com/blog/serious-play-the-business-of-social-currency/</link>
		<comments>http://www.experientia.com/blog/serious-play-the-business-of-social-currency/#comments</comments>
		<pubDate>Sat, 07 May 2011 21:12:59 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Identity]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=11412</guid>
		<description><![CDATA[Social currency is shared information that encourages further social encounters. It&#8217;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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://empireavenue.com/public/images/front_b/arrow-dude.png" target="_blank" rel="lightbox[11412]" title="Arrow dude"><img src="http://www.experientia.com/blog/uploads/2011/05/arrow-dude.jpg" title="Arrow dude" alt="Arrow dude" height="99" width="100" /></a></div>
<div class="post-body">Social currency is shared information that encourages further social encounters. </p>
<p>It&#8217;s not a new concept, but the social web increases its prevalence. In the web-based collaboration software platform called <a href="http://rypple.com/">Rypple</a>, 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 <a href="http://www.badgeville.com/">Badgeville</a> promises to add virtual rewards to your digital media property through leaderboards and virtual &#8220;badges&#8221; that act as reinforcements to reward certain behaviors and encourage others. </p>
<p>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. </p>
<p>In this &#8220;social reward&#8221; 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. </p>
<p><strong><a href="http://blogs.hbr.org/cs/2011/04/serious_play_the_business_of_s.html">Read article</a></strong> (<a href="http://darmano.typepad.com/logic_emotion/2011/05/play2.html">alternate link</a>)</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/serious-play-the-business-of-social-currency/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Book: A new culture of learning</title>
		<link>http://www.experientia.com/blog/book-a-new-culture-of-learning/</link>
		<comments>http://www.experientia.com/blog/book-a-new-culture-of-learning/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 04:13:19 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=11320</guid>
		<description><![CDATA[A New Culture of Learning: Cultivating the Imagination for a World of Constant Change by Douglas Thomas and John Seely Brown Publisher: CreateSpace &#8211; January, 2011) Paperback, 140 pages (Amazon link) The 21st century is a world in constant change. In A New Culture of Learning, Douglas Thomas and John Seely Brown pursue an understanding [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.brainpickings.org/wp-content/uploads/2011/01/newlearning.png" target="_blank" rel="lightbox[11320]" title="A New Culture of Learning"><img src="http://www.experientia.com/blog/uploads/2011/04/newlearning.jpg" title="A New Culture of Learning" alt="A New Culture of Learning" height="150" width="100" /></a></div>
<div class="post-body"><a href="http://www.newcultureoflearning.com/index.html">A New Culture of Learning: Cultivating the Imagination for a World of Constant Change</a><br />
by Douglas Thomas and John Seely Brown<br />
Publisher: CreateSpace &#8211; January, 2011)<br />
Paperback, 140 pages<br />
<em>(<a href="http://www.amazon.com/New-Culture-Learning-Cultivating-Imagination/dp/1456458884/">Amazon link</a>)</em></p>
<blockquote><p>The 21st century is a world in constant change. In <em>A New Culture of Learning</em>, <strong>Douglas Thomas</strong> and<strong> John Seely Brown</strong> 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 &#8220;a new culture of learning&#8221; is based on several basic assumptions about the world and how learning occurs:</p>
<ul>
<li>The <strong>world is changing faster </strong>than ever and <strong>our skill sets</strong> have a <strong>shorter life</strong></li>
<li>Understanding <strong>play</strong> is critical to understanding learning</li>
<li>The<strong> world is</strong> getting more <strong>connected</strong> that ever before – can that be a resource?</li>
<li>In this connected world, <strong>mentorship</strong> takes on new importance and meaning</li>
<li>Challenges we face are multi-faceted requiring <strong>systems thinking</strong> &amp; socio-technical sensibilities</li>
<li>Skills are important but so are <strong>mind sets</strong> and dispositions</li>
<li><strong>Innovation</strong> is more important than ever – but turns on our ability to cultivate imagination</li>
<li>A new culture of learning needs to <strong>leverage social &#038; technical infrastructures</strong> in new ways</li>
<li><strong>Play</strong> is the basis for cultivating imagination and innovation</li>
</ul>
<p><strong>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. </strong>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.</p>
<p>Typically, when we think of culture, we think of an existing, stable entity that changes and evolves over long periods of time. In <em>A New Culture of Learning</em>, 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.</p></blockquote>
<p>The book website contains some of the authors&#8217; <a href="http://www.newcultureoflearning.com/videos.html">talks</a>, including one by John Seely Brown on &#8220;Tinkering as a Mode of Knowledge Production&#8221;.</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/book-a-new-culture-of-learning/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interactions magazine on human nuances</title>
		<link>http://www.experientia.com/blog/interactions-magazine-on-human-nuances/</link>
		<comments>http://www.experientia.com/blog/interactions-magazine-on-human-nuances/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 08:35:33 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Communications]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Mobile phone]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Prototype]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User research]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=10322</guid>
		<description><![CDATA[The current issue of Interactions Magazine is generally on the nuances of what makes us human, writes co-editor-in-chief Jon Kolko, and more in particular &#8220;about authenticity, complexity, and design-and the political, social, and human qualities of our work&#8221;. Here are the articles that are currently available for free: interactions: authenticity, complexity, and design by Jon [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://interactions.acm.org/i/covers/XVII-5_med.jpg" target="_blank" rel="lightbox[10322]" title="Interactions"><img src="http://www.experientia.com/blog/uploads/2010/09/interactions.jpg" title="Interactions" alt="Interactions" height="134" width="100" /></a></div>
<div class="post-body">The <a href="http://interactions.acm.org/content/XVII/5.php">current issue</a> of <a href="http://interactions.acm.org/">Interactions Magazine</a> is generally on the nuances of what makes us human, writes co-editor-in-chief <a href="http://interactions.acm.org/content/people/team.php?id=2">Jon Kolko</a>, and more in particular &#8220;about authenticity, complexity, and design-and the political, social, and human qualities of our work&#8221;.</p>
<p>Here are the articles that are currently <strong>available for free</strong>:</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1413">interactions: authenticity, complexity, and design</a></strong><br />
<em>by <a href="http://www.jonkolko.com/">Jon Kolko</a></em><br />
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&#8217;s influence. </p>
<p><strong><a href="http://interactions.acm.org/content/?p=1405">The meaning of affinity and the importance of identity in the designed world</a></strong><br />
<em>by Matthew Jordan</em><br />
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 &#8220;affinity,&#8221; leading us to consider new and useful ways of informing design thinking and ultimately help us design with more success. </p>
<p><strong><a href="http://interactions.acm.org/content/?p=1406">Why &#8220;the conversation&#8221; isn&#8217;t necessarily a conversation</a></strong><br />
<em>by <a href="http://chickenfriedeverything.com/">Ben McAllister</a></em><br />
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.</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1408">Hope for the best and prepare for the worst: interaction design and the tipping point</a></strong><br />
<em>by <a href="http://interactions.acm.org/content/people/team.php?id=10">Eli Blevis</a> and Shunying Blevis</em><br />
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.</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1401">Gestural interfaces: a step backwards in usability</a></strong><br />
<em>by <a href="http://interactions.acm.org/content/people/team.php?id=11">Donald Norman</a> and <a href="http://www.useit.com/">Jakob Nielsen</a></em><br />
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.</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1397">All look same? A comparison of experience design and service design</a></strong><br />
<em>by <a href="http://goodgestreet.com/">Jodi Forlizzi</a></em><br />
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?</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1394">Relying on failures in design research</a></strong><br />
<em>by <a href="http://www.liftlab.com/think/nova/">Nicolas Nova</a></em><br />
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.</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1398">Solving complex problems through design</a></strong><br />
<em>by <a href="http://meldstudios.com.au/team.html">Steve Baty</a></em><br />
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?</p>
<p><strong><a href="http://interactions.acm.org/content/?p=1414">On academic knowledge production</a></strong><br />
<em>by <a href="http://www.jonkolko.com/">Jon Kolko</a></em><br />
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. </div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/interactions-magazine-on-human-nuances/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Creating immersive experiences with diegetic interfaces</title>
		<link>http://www.experientia.com/blog/creating-immersive-experiences-with-diegetic-interfaces/</link>
		<comments>http://www.experientia.com/blog/creating-immersive-experiences-with-diegetic-interfaces/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 09:53:10 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=10276</guid>
		<description><![CDATA[Imon Deshmukh of Cooper thinks that interfaces can be more closely integrated with the environment in which they operate. In an article on the Cooper blog, he shares some of what he heas learned from the universe of video games and how it might be applicable to other kinds of designed experiences. &#8220;A key area [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.cooper.com/journal/images/2010/imon/58046.png" target="_blank" rel="lightbox[10276]" title="Diegetic interface"><img src="http://www.experientia.com/blog/uploads/2010/08/diegetic_interface.jpg" title="Diegetic interface" alt="Diegetic interface" height="80" width="100" /></a></div>
<div class="post-body">Imon Deshmukh of Cooper thinks that interfaces can be more closely integrated with the environment in which they operate. In an article on the Cooper blog, he shares some of what he heas learned from the universe of video games and how it might be applicable to other kinds of designed experiences.</p>
<blockquote><p>&#8220;A key area of the problem lies in how we’re presented and interact with complex information <a href="http://www.thewanderlust.net/blog/2010/03/29/user-interface-design-in-video-games/">diegetically</a>, that is, interfaces that actually exist within the game world itself.&#8221; [...]</p>
<p>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.&#8221;</p></blockquote>
<p><strong><a href="http://www.cooper.com/journal/2010/08/diagetic_interfaces.html">Read article</a></strong></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/creating-immersive-experiences-with-diegetic-interfaces/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IKEA&#8217;s Playreport</title>
		<link>http://www.experientia.com/blog/ikeas-playreport/</link>
		<comments>http://www.experientia.com/blog/ikeas-playreport/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 09:15:11 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User research]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=9964</guid>
		<description><![CDATA[Playreport is a global research project on children, families and play, initiated by IKEA. 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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://profile.ak.fbcdn.net/hprofile-ak-snc4/hs252.snc3/23271_108827519139880_899_n.jpg" target="_blank" rel="lightbox[9964]" title="Playreport"><img src="http://www.experientia.com/blog/uploads/2010/06/playreport.jpg" title="Playreport" alt="Playreport" width="100" height="122" border="0" /></a></div>
<div class="post-body"><a href="http://www.playreport.org/">Playreport</a> is a global research project on children, families and play, initiated by IKEA. </p>
<p>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.</p>
<p>The Playreport lives on on <a href="http://www.facebook.com/playreport">Ikea&#8217;s Facebook page</a>, 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. </p>
<p><a href="http://playreport.org/downloads/International_summary/Playreport_International_summary.pdf">Download the international summary of the Playreport</a> (pdf)</p>
<p><em>(Via <a href="http://creativity-online.com/work/ikea-play-report/20272">Creativity Online</a>)</em></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/ikeas-playreport/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>User experiences for children, for seniors and for play</title>
		<link>http://www.experientia.com/blog/user-experiences-for-children-for-seniors-and-for-play/</link>
		<comments>http://www.experientia.com/blog/user-experiences-for-children-for-seniors-and-for-play/#comments</comments>
		<pubDate>Mon, 17 May 2010 12:31:52 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Elderly]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=9704</guid>
		<description><![CDATA[UX Matters is another one of these great resources for the user experience community. Here three recent articles: 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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.uxmatters.com/images/circle-logo_newBg3.gif" target="_blank" rel="lightbox[9704]" title="UX Matters"><img src="http://www.experientia.com/blog/uploads/2009/06/ux_matters.jpg" title="UX Matters" alt="UX Matters" height="29" width="100" /></a></div>
<div class="post-body"><strong>UX Matters</strong> is another one of these great resources for the user experience community. Here three recent articles:</p>
<p><strong><a href="http://www.uxmatters.com/mt/archives/2010/05/designing-user-experiences-for-children.php">Designing user experiences for children</a></strong><br />
<em>By Heather Nam (Mediabarn)</em><br />
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?</p>
<p><strong><a href="http://www.uxmatters.com/mt/archives/2010/05/designing-for-senior-citizens-organizing-your-work-schedule.php">Designing for senior citizens | Organizing your work schedule</a></strong><br />
<em>By Janet M. Six</em><br />
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:<br />
- 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.<br />
- What are your favorite tools for organizing your work schedule? Do you organize such information on your computer, your phone, or on paper?</p>
<p><strong><a href="http://www.uxmatters.com/mt/archives/2010/05/playful-user-experiences.php">Playful user experiences</a></strong><br />
<em>By Shira Gutgold</em><br />
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.</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/user-experiences-for-children-for-seniors-and-for-play/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Eleven gambits for influencing user behaviour</title>
		<link>http://www.experientia.com/blog/eleven-gambits-for-influencing-user-behaviour/</link>
		<comments>http://www.experientia.com/blog/eleven-gambits-for-influencing-user-behaviour/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 10:54:30 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Sustainability]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=9329</guid>
		<description><![CDATA[In his blog, Dan Lockton, a Ph.D. researcher at Brunel University (UK), describes eleven behavioural change patterns &#8220;drawn from games or modelled on more playful forms of influencing behaviour.&#8221; &#8220;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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://danlockton.co.uk/research/images/playfulness1.jpg" target="_blank" rel="lightbox[9329]" title="Playfulness"><img src="http://www.experientia.com/blog/uploads/2010/03/playfulness.jpg" title="Playfulness" alt="Playfulness" height="116" width="100" /></a></div>
<div class="post-body">In his blog, <a href="http://architectures.danlockton.co.uk/">Dan Lockton</a>, a Ph.D. researcher at Brunel University (UK), describes eleven behavioural change patterns &#8220;drawn from games or modelled on more playful forms of influencing behaviour.&#8221;</p>
<blockquote><p>&#8220;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.&#8221;</p></blockquote>
<p><strong><a href="http://architectures.danlockton.co.uk/2010/03/22/learning-from-game-design-11-gambits-for-influencing-user-behaviour/">Read article</a></strong></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/eleven-gambits-for-influencing-user-behaviour/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The iPhone is not easy to use: a new direction for UX Design</title>
		<link>http://www.experientia.com/blog/the-iphone-is-not-easy-to-use-a-new-direction-for-ux-design/</link>
		<comments>http://www.experientia.com/blog/the-iphone-is-not-easy-to-use-a-new-direction-for-ux-design/#comments</comments>
		<pubDate>Mon, 24 Aug 2009 21:17:18 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Mobile phone]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=7700</guid>
		<description><![CDATA[Fred Beecher argues on Johnny Holland that &#8220;the iPhone is surprisingly difficult to use, but it sure is fun! And that is why it’s a game-changer.&#8221; &#8220;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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://johnnyholland.org/wp-content/uploads/uxiphone.png" target="_blank" rel="lightbox[7700]" title="Nothing to undo"><img src="http://www.experientia.com/blog/uploads/2009/08/nothingtoundo.jpg" title="Nothing to undo" alt="Nothing to undo" height="48" width="100" /></a></div>
<div class="post-body">Fred Beecher argues on Johnny Holland that &#8220;the iPhone is surprisingly difficult to use, but it sure is fun! And <em>that</em> is why it’s a game-changer.&#8221;</p>
<blockquote><p>&#8220;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 <em>love them</em>.” And then he held up an iPhone as an example.</p>
<p>This is a <em>crucial</em> change, the importance of which cannot be overstated.&#8221;</p></blockquote>
<p><strong><a href="http://johnnyholland.org/magazine/2009/08/the-iphone-is-not-easy-to-use-a-peek-into-the-future-of-experience-design/">Read full story</a> </strong></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/the-iphone-is-not-easy-to-use-a-new-direction-for-ux-design/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Learning from games: a language for designing emotion</title>
		<link>http://www.experientia.com/blog/learning-from-games-a-language-for-designing-emotion/</link>
		<comments>http://www.experientia.com/blog/learning-from-games-a-language-for-designing-emotion/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 16:43:42 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=7571</guid>
		<description><![CDATA[Joe Lamantia, an Amsterdam based experience architect, discussed the role of emotion in game design. In his article, Lamantia draws heavily on the work by Nicole Lazzaro, a leading games researcher and design consultant. &#8220;Emotion is one of the most powerful elements of an experience, and also the most difficult to design. Yet games regularly [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/08/gaming.png" target="_blank" rel="lightbox[7571]" title="Gaming"><img src="http://www.experientia.com/blog/uploads/2009/08/gaming.jpg" title="Gaming" alt="Gaming" height="160" width="100" /></a></div>
<div class="post-body"><a href="http://www.joelamantia.com/">Joe Lamantia</a>, an Amsterdam based experience architect, discussed the role of emotion in game design.</p>
<p>In his article, Lamantia draws heavily on the work by Nicole Lazzaro, a leading games researcher and design consultant.</p>
<blockquote><p>&#8220;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.</p>
<p>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.&#8221;</p></blockquote>
<p><strong><a href="http://johnnyholland.org/magazine/2009/08/we-could-learn-a-lot-from-games-a-language-for-designing-emotion/">Read full story</a></strong></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/learning-from-games-a-language-for-designing-emotion/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Stanford seminars on people, computers and design</title>
		<link>http://www.experientia.com/blog/stanford-seminars-on-people-computers-and-design/</link>
		<comments>http://www.experientia.com/blog/stanford-seminars-on-people-computers-and-design/#comments</comments>
		<pubDate>Tue, 28 Jul 2009 10:46:11 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Presence]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User research]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=7532</guid>
		<description><![CDATA[&#8220;CS547. Human-Computer Interaction Seminar (Seminar on People, Computers, and Design)&#8221; is a course of the Stanford HCI Group, coordinated by Terry Winograd, on topics related to human-computer interaction design. Below is a run-down of the 2008-2009 speakers (all videos are available online): September 26, 2008 &#8211; Tristan Harris , Apture New models for browsing (video) [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/07/stanford_hci.png" target="_blank" rel="lightbox[7532]" title="Stanford HCI"><img src="http://www.experientia.com/blog/uploads/2009/07/stanford_hci.jpg" title="Stanford HCI" alt="Stanford HCI" height="99" width="100" /></a></div>
<div class="post-body">&#8220;<a href="http://hci.stanford.edu/seminar/">CS547. Human-Computer Interaction Seminar (Seminar on People, Computers, and Design)</a>&#8221; is a course of the <a href="http://hci.stanford.edu/">Stanford HCI Group</a>, coordinated by <a href="http://hci.stanford.edu/winograd/">Terry Winograd</a>, on topics related to human-computer interaction design.</p>
<p>Below is a run-down of the <a href="http://hci.stanford.edu/seminar/abstracts/08-09/index.html">2008-2009 speakers</a> (all videos are available online):</p>
<p>September 26, 2008 &#8211; <a href="http://www.crunchbase.com/person/tristan-harris">Tristan Harris</a> , Apture<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/080926-harris.html">New models for browsing</a> (<a href="http://cobb.stanford.edu/courses/cs547/080926/080926-cs547-300.wmv">video</a>)</p>
<p>October 3, 2008 &#8211; <a href="http://web.media.mit.edu/~dmerrill/">David Merrill</a>, MIT Media Lab<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081003-merrill.html">Natural Interactions with Digital Content</a> (<a href="http://cobb.stanford.edu/courses/cs547/081003/081003-cs547-300.wmv">video</a>)</p>
<p>October 10, 2008 &#8211; <a href="http://social.cs.uiuc.edu/people/kkarahal.html">Karrie Karahalios</a>, Univ. of Illinois, Urbana Champaign<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081010-karahalios.html">Visualizing Voice</a> (<a href="http://cobb.stanford.edu/courses/cs547/081010/081010-cs547-300.wmv">video</a>)</p>
<p>October 17, 2008 &#8211; <a href="http://adaptivepath.com/aboutus/jjg.php">Jesse James Garrett</a>, Adaptive Path<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081017-garrett.html">Aurora: Envisioning the Future of the Web</a> (<a href="http://cobb.stanford.edu/courses/cs547/081017/081017-cs547-300.wmv">video</a>)</p>
<p>October 24, 2008 &#8211; <a href="http://web.mac.com/peter.pirolli/Professional/About_Me.html">Peter Pirolli</a>, PARC<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081024-pirolli.html">Information foraging theory</a> (<a href="http://cobb.stanford.edu/courses/cs547/081024/081024-cs547-300.wmv">video</a>)</p>
<p>October 31 , 2008 &#8211; <a href="http://www.soc.northwestern.edu/justine/">Justine Cassell</a>, Northwestern University<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081031-cassell.html">Building Theories: People&#8217;s Interaction with Computers</a> (<a href="http://cobb.stanford.edu/courses/cs547/081031/081031-cs547-300.wmv">video</a>)</p>
<p>November 7, 2008 &#8211; <a href="http://research.microsoft.com/~merrie/">Merrie Morris</a>, Microsoft Research<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081107-morris.html">SearchTogether and CoSearch: New Tools for Enabling Collaborative Web Search</a> (<a href="http://cobb.stanford.edu/courses/cs547/081107/081107-cs547-300.wmv">video</a>)</p>
<p>November 14, 2008 &#8211; <a href="http://171.67.22.26/~gailw/">Gail Wight</a>, Stanford Dept. of Art and Art History<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081114-wight.html">Unreasonable Interactions</a> (<a href="http://cobb.stanford.edu/courses/cs547/081114/081114-cs547-300.wmv">video</a>)</p>
<p>November 21, 2008 &#8211; <a href="http://reactable.iua.upf.edu/">Sergi Jordà</a><br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081121-jorda.html">Exploring the Synergy between Live Music Performance and Tabletop Tangible Interfaces: the Reactable</a> (<a href="http://cobb.stanford.edu/courses/cs547/081121/081121-cs547-300.wmv">video</a>)</p>
<p>December 5, 2008 &#8211; <a href="http://www.jaroslawkapuscinski.com/">Jaroslaw Kapuscinski</a>, Stanford Dept. of Music<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/081128-kapuscinski.html">Composing with Sounds and Images</a> (<a href="http://cobb.stanford.edu/courses/cs547/081205/081205-cs547-300.wmv">video</a>)</p>
<p>January 9, 2009 &#8211; <a href="http://www.cs.cmu.edu/~tcm/">Todd Mowry</a>, CMU<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090109-mowry.html">Pario: the Next Step Beyond Audio and Video</a> (<a href="http://cobb.stanford.edu/courses/cs547/090109/090109-cs547-300.wmv">video</a>)</p>
<p>January 16, 2009 &#8211; <a href="http://www.hayesraffle.com/">Hayes Raffle</a>, Nokia Research<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090116-raffle.html">Sculpting Behavior &#8211; Developing a tangible language for hands-on play and learning</a> (<a href="http://cobb.stanford.edu/courses/cs547/090116/090116-cs547-300.wmv">video</a>)</p>
<p>January 23, 2009 &#8211; <a href="http://www.odannyboy.com/">Dan Saffer</a>, Kicker Studio<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090123-saffer.html">Tap is the new click</a> (<a href="http://cobb.stanford.edu/courses/cs547/090123/090123-cs547-300.wmv">video</a>)</p>
<p>January 30, 2009 &#8211; <a href="http://reframeit.com/about/bobby_fishkin">Bobby Fishkin</a>, ReframeIt<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090130-fishkin.html">Social Annotation, Contextual Collaboration and Online Transparency</a> (<a href="http://cobb.stanford.edu/courses/cs547/090130/090130-cs547-300.wmv">video</a>)</p>
<p>February 6, 2009 &#8211; <a href="http://bjoern.org/">Bjoern Hartmann</a>, Stanford HCI Group<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090206-hartmann.html">Enlightened Trial and Error &#8211; Gaining Design Insight Through New Prototyping Tools</a> (<a href="http://cobb.stanford.edu/courses/cs547/090206/090206-cs547-300.wmv">video</a>)</p>
<p>February 13, 2009 &#8211; <a href="http://vw.stanford.edu/~vladlen/">Vladlen Koltun</a>, Stanford CS<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090213-koltun.html">Computer Graphics as a Telecommunication Medium</a> (<a href="http://cobb.stanford.edu/courses/cs547/090213/090213-cs547-300.wmv">video</a>)</p>
<p>February 20, 2009 &#8211; <a href="http://stamen.com/studio/mike">Michal Migurski</a> &#038; <a href="http://stamen.com/studio/tom">Tom Carden</a>, Stamen Design<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090220-migurski.html">Not Invented Here: Online Mapping Unraveled</a> (<a href="http://cobb.stanford.edu/courses/cs547/090213/090213-cs547-300.wmv">video</a>)</p>
<p>February 27, 2009 &#8211; <a href="http://www.kamvar.org/">Sep Kamvar</a>, Stanford University<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090227-kamvar.html">We Feel Fine and I Want You To Want Me: Case Studies in Internet Sociology</a> (<a href="http://cobb.stanford.edu/courses/cs547/090227/090227-cs547-300.wmv">video</a>)</p>
<p>March 6, 2009 &#8211; <a href="http://jheer.org/">Jeff Heer</a>, Stanford HCI Group<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090306-heer.html">A Brief History of Data Visualization</a> (<a href="http://cobb.stanford.edu/courses/cs547/090306/090306-cs547-300.wmv">video</a>)</p>
<p>March 13, 2009 &#8211; <a href="http://communication.ucsd.edu/barry/BarryBrown.html">Barry Brown</a>, UCSD<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090313-brown.html">Experts at Play</a> (<a href="http://cobb.stanford.edu/courses/cs547/090313/090313-cs547-300.wmv">video</a>)</p>
<p>April 3, 2009 &#8211; <a href="http://john.jubjubs.net/">John Lilly</a> and <a href="http://beltzner.ca/mike/">Mike Beltzner</a>, Mozilla Foundation<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090403-lilly.html">Firefox, Mozilla &#038; Open Source &#8212; Software Design at Scale</a> (<a href="http://cobb.stanford.edu/courses/cs547/090403/090403-cs547-300.wmv">video</a>)</p>
<p>April 10, 2009 &#8211; <a href="http://www.facebook.com/thefacebookera">Clara Shih</a>, Salesforce.com<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090410-shih.html">Social Enterprise Software Design</a> (<a href="http://cobb.stanford.edu/courses/cs547/090410/090410-cs547-300.wmv">video</a>)</p>
<p>April 17, 2009 &#8211; <a href="http://www.al3x.net/about.html">Alex Payne</a>, Twitter<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090417-payne.html">The Interaction Design of APIs</a> (<a href="http://cobb.stanford.edu/courses/cs547/090417/090417-cs547-300.wmv">video</a>)</p>
<p>April 24, 2009 &#8211; <a href="http://www.jimcampbell.tv/">Jim Campbell</a>, electronic artist<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090424-campbell.html">Far Away Up Close</a> (<a href="http://cobb.stanford.edu/courses/cs547/090424/090424-cs547-300.wmv">video</a>)</p>
<p>May 1, 2009 &#8211; Gary and Judy Olson, UC Irvine<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090501-olson.html">What Still Matters about Distance?</a> (<a href="http://cobb.stanford.edu/courses/cs547/090501/090501-cs547-300.wmv">video</a>)</p>
<p>May 8, 2009 &#8211; <a href="http://www.siroker.com/">Dan Siroker</a>, Carrotsticks<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090508-siroker.html">How We Used Data to Win the Presidential Election</a> (<a href="http://cobb.stanford.edu/courses/cs547/090508/090508-cs547-300.wmv">video</a>)</p>
<p>May 15, 2009 &#8211; <a href="http://snibbe.com/">Scott Snibbe</a>, Snibbe Interactive<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090515-snibbe.html">Social Immersive Media</a> (<a href="http://cobb.stanford.edu/courses/cs547/090515/090515-cs547-300.wmv">video</a>)</p>
<p>May 22, 2009 &#8211; <a href="http://en.wikipedia.org/wiki/Will_Wright_(game_designer)">Will Wright</a>, Maxis / Electronic Arts<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090522-wright.html">Launching Creative Communities: Lessons from the Spore community experience</a> (<a href="http://cobb.stanford.edu/courses/cs547/090522/090522-cs547-300.wmv">video</a>)</p>
<p>May 29, 2009 &#8211; <a href="http://www.cs.cmu.edu/~kraut">Robert Kraut</a>, Carnegie Mellon<br />
<a href="http://hci.stanford.edu/seminar/abstracts/08-09/090529-kraut.html">Designing Online Communities from Theory</a> (<a href="http://cobb.stanford.edu/courses/cs547/090529/090529-cs547-300.wmv">video</a>)</p>
<p>Archived lectures from CS547 can also be <a href="http://deimos3.apple.com/WebObjects/Core.woa/Browse/itunes.stanford.edu.1340670789.01340457763">downloaded from iTunes</a>.</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/stanford-seminars-on-people-computers-and-design/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>How the digital world is changing the rules of modern courtship</title>
		<link>http://www.experientia.com/blog/how-the-digital-world-is-changing-the-rules-of-modern-courtship/</link>
		<comments>http://www.experientia.com/blog/how-the-digital-world-is-changing-the-rules-of-modern-courtship/#comments</comments>
		<pubDate>Thu, 23 Jul 2009 06:16:44 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=7489</guid>
		<description><![CDATA[As part of a feature series on Facebook (see below), Newsweek explores how the digital world is changing the rules of modern courtship: &#8220;It wasn&#8217;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, [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/07/newsweek.png" target="_blank" rel="lightbox[7489]" title="Newsweek"><img src="http://www.experientia.com/blog/uploads/2009/07/newsweek.jpg" title="Newsweek" alt="Newsweek" height="57" width="100" /></a></div>
<div class="post-body">As part of a feature series on Facebook (see below), Newsweek explores how the digital world is changing the rules of modern courtship:</p>
<blockquote><p>&#8220;It wasn&#8217;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&#8217;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.&#8221;</p></blockquote>
<p><strong><a href="http://www.newsweek.com/id/207762">Read full story</a></strong></p>
<p>Other stories in this series:</p>
<ul>
<li><a href="http://www.newsweek.com/id/207843">Facebook at Age Five</a><br />
The social networking site now boasts 250 million users, but has yet to make a single dollar in profit. Five years after its inception, a look at whether it can last another five.</li>
<li><a href="http://www.newsweek.com/id/207953">The Salacious Story Behind Facebook</a><br />
What the company doesn&#8217;t want you to know about its ignominious start.</li>
<li><a href="http://www.newsweek.com/id/207897">The Father of Social Networking</a><br />
With Facebook, 25 year-old Mark Zuckerberg, turned a dorm-room diversion into a cultural phenomenon. His next goal? To finally turn the company profitable.</li>
<li><a href="http://www.newsweek.com/id/94719#?l=1747276056&#038;t=30219385001">Face-to-Facebook</a> (video)<br />
Newsweek talks to Facebook users (and a few self-proclaimed addicts) about how the social networking site fits into their lives.</li>
</ul>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/how-the-digital-world-is-changing-the-rules-of-modern-courtship/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Playful innovation and simplicity by Philips</title>
		<link>http://www.experientia.com/blog/playful-innovation-and-simplicity-by-philips/</link>
		<comments>http://www.experientia.com/blog/playful-innovation-and-simplicity-by-philips/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 14:54:11 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Creativity]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User research]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=7378</guid>
		<description><![CDATA[In an exploration into how games can add value to the innovation process, Philips Design has created ‘Spark’, a board game that stimulates creativity and innovative thinking. 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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/07/spark.png" target="_blank" rel="lightbox[7378]" title="Spark"><img src="http://www.experientia.com/blog/uploads/2009/07/spark.jpg" title="Spark" alt="Spark" height="130" width="100" /></a></div>
<div class="post-body">In an exploration into how games can add value to the innovation process, <strong>Philips Design</strong> has created ‘Spark’, a board game that stimulates creativity and innovative thinking.</p>
<blockquote><p>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 &#8216;out of the box&#8217; 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.</p></blockquote>
<p>- <strong><a href="http://www.design.philips.com/about/design/designnews/newvaluebydesign/july2009/playful_innovation.page">Read full story</a></strong><br />
- <strong><a href="http://www.design.philips.com/philips/shared/assets/design_assets/pdf/nvbD/july2009/playful_innovation.pdf">Download backgrounder</a></strong> (pdf)</p>
<p>Related info:</p>
<ul>
<li><a href="http://www.design.philips.com/philips/sites/philipsdesign/about/design/designnews/newvaluebydesign/july2009/afewwordswith.page">Video interview with Birgitta ten Napel</a>, Director Market Driven Innovation at Philips Consumer Lifestyle, on how &#8216;Spark&#8217; adds value to the innovation process</li>
<li><a href="http://www.design.philips.com/about/design/designnews/newvaluebydesign/july2009/playing_with_the_future.page">Essay by Slava Koslov</a>, Senior Consultant Strategic Futures at Philips Design, on how serious games can generate new ideas and future scenarios</li>
</ul>
<p><strong>Philips Research</strong> meanwhile has created <strong><a href="http://www.simplicitylabs.net/">SimplicityLabs</a></strong> 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.</p>
<p><em>(via <a href="http://www.uselog.com/2009/07/online-concept-evaluation-in-philips.html">uselog</a>)</em></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/playful-innovation-and-simplicity-by-philips/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The future of innovation is &#8230; together</title>
		<link>http://www.experientia.com/blog/the-future-of-innovation-is-together/</link>
		<comments>http://www.experientia.com/blog/the-future-of-innovation-is-together/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 08:20:44 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Co-creation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Emerging markets]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Foresight]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=7303</guid>
		<description><![CDATA[&#160; David Simoes-Brown alerts us on UK&#8217;s Nesta Connect about an excellent new collaborative book about The Future of Innovation where hundred of authors give their views. 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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img">&nbsp;</div>
<div class="post-body">David Simoes-Brown alerts us on UK&#8217;s <a href="http://blogs.nesta.org.uk/connect/2009/07/the-future-of-innovation-is-together-.html">Nesta Connect</a> about an excellent new collaborative book about <strong><a href="http://thefutureofinnovation.org/">The Future of Innovation</a></strong> where hundred of authors give their views. </p>
<p>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.</p>
<p>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</p>
<p>A quick scan brought up the following articles (but there is much more):<br />
- Christiane Drews (Virgin Atlantic Airways): <a href="http://thefutureofinnovation.org/contributions/view/671/the_future_of_innovation_using_design_thinking_interdisciplinary">The future of innovation &#8230; using design thinking interdisciplinary</a><br />
- Tomás Garcia (Buenaidea): <a href="http://thefutureofinnovation.org/contributions/view/643/the_future_of_innovation_the_innovation_university">The future of innovation &#8230; the innovation university</a><br />
- Josephine Green (Philips Design): <a href="http://thefutureofinnovation.org/contributions/view/719/innovation_for_what_and_by_whom">Innovation &#8211; for what and by whom?</a><br />
- Juha Kaario (Nokia Research Center): <a href="http://thefutureofinnovation.org/contributions/view/545/the_future_of_innovation_is_serious_fun">The future of innovation is serious fun</a><br />
- Mehmood Khan (Unilever): <a href="http://thefutureofinnovation.org/contributions/view/587/the_future_of_innovation_is_about_collaboration_and_co_creation">The future of innovation is about collaboration and co-creation</a><br />
- Jeremy Myerson (Royal College Of Art)<a href="http://thefutureofinnovation.org/contributions/view/681/the_future_of_innovation_will_be_people_centred">The future of innovation will be people-centred</a><br />
- Elke den Ouden (Philips Applied Technologies): <a href="http://thefutureofinnovation.org/contributions/view/784/the_future_of_innovation_created_by_connected_individuals">The future of innovation: created by connected individuals</a><br />
- Lekshmy Parameswaran (Fuelfor): <a href="http://thefutureofinnovation.org/contributions/view/559/the_future_of_innovation_begins_with_a_story">The future of innovation begins with a story</a><br />
- B. Joseph Pine II (Strategic Horizons): <a href="http://thefutureofinnovation.org/contributions/view/683/the_future_of_innovation_resides_in_experiences">The future of innovation resides in experiences</a><br />
- Jaideep Prabhu (University Of Cambridge: <a href="http://thefutureofinnovation.org/contributions/view/818/the_future_of_innovation_in_emerging_markets_1">The future of innovation in emerging markets</a><br />
- Marko Torkkeli (Lappeenranta University Of Technology): <a href="http://thefutureofinnovation.org/contributions/view/580/the_future_of_innovation_in_emerging_markets">The future of innovation in emerging markets</a></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/the-future-of-innovation-is-together/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Glued to the machine and going for broke</title>
		<link>http://www.experientia.com/blog/glued-to-the-machine-and-going-for-broke/</link>
		<comments>http://www.experientia.com/blog/glued-to-the-machine-and-going-for-broke/#comments</comments>
		<pubDate>Fri, 29 May 2009 13:14:25 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=6874</guid>
		<description><![CDATA[Natasha Schull, assistant professor in the MIT Program in Science, Technology, and Society, says Vegas gambling machines designed to get people to &#8216;play to extinction&#8217;. &#8220;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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/05/going_for_broke.png" target="_blank" rel="lightbox[6874]" title="Going for broke"><img src="http://www.experientia.com/blog/uploads/2009/05/going_for_broke.jpg" title="Going for broke" alt="Going for broke" height="77" width="100" /></a></div>
<div class="post-body"><a href="http://scripts.mit.edu/~schull/nds/">Natasha Schull</a>, assistant professor in the MIT <a href="http://web.mit.edu/sts/">Program in Science, Technology, and Society</a>, says Vegas gambling machines designed to get people to &#8216;play to extinction&#8217;.</p>
<blockquote><p>&#8220;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 &#8212; in the industry jargon &#8212; &#8216;play to extinction.&#8217;&#8221;</p>
<p>&#8220;I see Las Vegas as a kind of laboratory where experiments are going on between people and machines,&#8221; says Schull, a cultural anthropologist whose book on gambling, &#8220;Machine Zone: Technology Design and Gambling Addiction in Las Vegas,&#8221; is scheduled to be published by the Princeton University Press in 2010.</p></blockquote>
<p><strong><a href="http://web.mit.edu/newsoffice/2009/vegas-tt0520.html">Read full story</a></strong></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/glued-to-the-machine-and-going-for-broke/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Most Interaction09 conference videos now online</title>
		<link>http://www.experientia.com/blog/most-interaction09-conference-videos-now-online/</link>
		<comments>http://www.experientia.com/blog/most-interaction09-conference-videos-now-online/#comments</comments>
		<pubDate>Wed, 06 May 2009 12:52:32 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Conference]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=6648</guid>
		<description><![CDATA[Most of the videos of the Interaction09 conference, that took place this February in Vancouver, Canada, are now available online (see also here). Here is a personal selection: 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, [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://s3files.core77.com/blog/images/Interaction-09B.jpg" target="_blank" rel="lightbox[6648]" title="Francoise Bourdonnec"><img src="http://www.experientia.com/blog/uploads/2009/04/interaction09.jpg" title="Francoise Bourdonnec" alt="Francoise Bourdonnec" height="61" width="100" /></a></div>
<div class="post-body">Most of the videos of the <a href="http://interaction09.ixda.org/index.php">Interaction09</a> conference, that took place this February in Vancouver, Canada, are now <a href="http://vimeo.com/user1128734/videos/sort:date">available online</a> (see also <a href="http://library.ixda.org/">here</a>). Here is a personal selection:</p>
<p><strong><a href="http://vimeo.com/4420970">Kars Alfrink: Play in social and tangible interactions</a></strong><br />
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 &#8211; 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. </p>
<p><strong><a href="http://vimeo.com/4500315">Dave Malouf &#8211; Foundations of Interaction Design: Bringing design critique to interaction design</a></strong><br />
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.</p>
<p><strong><a href="http://vimeo.com/3945848">Jon Kolko &#8211; Design synthesis</a></strong><br />
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.</p>
<p><strong><a href="http://vimeo.com/4421007">Aza Raskin &#8211; Designing in the open</a></strong></p>
<p><strong><a href="http://vimeo.com/3870559">Marc Rettig &#8211; How to change complicated stuff</a></strong><br />
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?</p>
<p><strong><a href="http://vimeo.com/4420723">Jared Spool and Friends &#8211; Hiring the next generation of Interaction Designers</a></strong></p>
<p><strong><a href="http://vimeo.com/4420806">Luke Wroblewski &#8211; Parti and the design sandwich</a></strong><br />
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.</p>
<p>(see also <a href="http://www.experientia.com/blog/videos-of-presentations-by-dan-saffer-robert-fabricant-and-john-thackara/">earlier post</a> with links to videos of presentations by Dan Saffer, Robert Fabricant and John Thackara).</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/most-interaction09-conference-videos-now-online/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Scratching the Surface</title>
		<link>http://www.experientia.com/blog/scratching-the-surface/</link>
		<comments>http://www.experientia.com/blog/scratching-the-surface/#comments</comments>
		<pubDate>Fri, 20 Mar 2009 15:43:01 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=6244</guid>
		<description><![CDATA[Jack Schofield of The Guardian has published a nice short story about the user experience of interacting with the Microsoft surface: &#8220;Microsoft was using a shallow pool as the &#8220;attract mode&#8221;, 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 [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2009/3/20/1237511221025/MS_Surface_UK_launch_x460.jpg" target="_blank" rel="lightbox[6244]" title="Microsoft Surface"><img src="http://www.experientia.com/blog/uploads/2009/03/surface_interface.jpg" title="Microsoft Surface" alt="Microsoft Surface" height="122" width="100" /></a></div>
<div class="post-body">Jack Schofield of The Guardian has published a nice short story about the user experience of interacting with the Microsoft surface:</p>
<blockquote><p>&#8220;Microsoft was using a shallow pool as the &#8220;attract mode&#8221;, 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&#8217;t require skin.</p>
<p>In fact, although the Surface is touch-driven, it doesn&#8217;t actually use touch at all. It uses infra-red photography. It can &#8220;see&#8221; things that are still above the surface of the 30-inch screen, so if you touch it, it knows which side you&#8217;re sitting. And although it does a brilliant impression of being pressure sensitive, it isn&#8217;t: it just works on the fact that your finger contact area increases as you press harder.&#8221;</p></blockquote>
<p><strong><a href="http://www.guardian.co.uk/technology/blog/2009/mar/19/microsoft-surface">Read full story</a></strong> </div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/scratching-the-surface/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Case study: gestural entertainment center for Canesta</title>
		<link>http://www.experientia.com/blog/case-study-gestural-entertainment-center-for-canesta/</link>
		<comments>http://www.experientia.com/blog/case-study-gestural-entertainment-center-for-canesta/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 17:33:41 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Prototype]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=6126</guid>
		<description><![CDATA[Jennifer Bove, a former Interaction-Ivrea student, sent me a link to a case study on a gestural entertainment center that she and a team at Kicker Studio developed for camera maker Canesta: Canesta, Inc. is the inventor of revolutionary, low-cost electronic perception technology that enables ordinary electronic devices in consumer, security, industrial, medical, automotive, factory [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.kickerstudio.com/casestudies/canesta/canesta_glamour_thumb.jpg" target="_blank" rel="lightbox[6126]" title="Canesta"><img src="http://www.experientia.com/blog/uploads/2009/03/canesta.jpg" title="Canesta" alt="Canesta" height="113" width="100" /></a></div>
<div class="post-body">Jennifer Bove, a former Interaction-Ivrea student, sent me a link to a <strong><a href="http://www.kickerstudio.com/blog/2009/03/case-study-gestural-entertainment-center-for-canesta/">case study</a></strong> on a gestural entertainment center that she and a team at Kicker Studio developed for camera maker Canesta:</p>
<blockquote><p><a href="http://www.canesta.com/">Canesta, Inc.</a> 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.</p>
<p>In Fall 2008, Canesta approached <a href="http://www.kickerstudio.com/">Kicker Studio</a> 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.</p></blockquote>
<p>This highly attractive project is well reported in a case study full of photos and videos. It is a recommended read.</p></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/case-study-gestural-entertainment-center-for-canesta/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Nokia&#8217;s IdeasProject on virtual communities and the power of the audience</title>
		<link>http://www.experientia.com/blog/nokias-ideasproject-on-virtual-communities-and-the-power-of-the-audience/</link>
		<comments>http://www.experientia.com/blog/nokias-ideasproject-on-virtual-communities-and-the-power-of-the-audience/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 20:29:43 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=6086</guid>
		<description><![CDATA[Two new interviews on Nokia&#8217;s IdeasProject: 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, [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.ideasproject.com/images/new_logo_ideas_project.gif" target="_blank" rel="lightbox[6086]" title="IdeasProject"><img src="http://www.experientia.com/blog/uploads/2009/01/ideasproject.jpg" title="IdeasProject" alt="IdeasProject" height="57" width="100" /></a></div>
<div class="post-body">Two new interviews on Nokia&#8217;s <a href="http://www.ideasproject.com/">IdeasProject</a>:</p>
<p><strong><a href="http://ideasproject.com/content.webui?id=2370">This device we make in our own image changes everything</a></strong><br />
Renowned computational biologist and educational innovator <a href="http://ideasproject.com/people.webui?id=2365">James Bower</a> 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.</p>
<blockquote><p>Related content:</p>
<p><a href="http://ideasproject.com/content.webui?id=2371">Advertising in virtual communities (podcast)</a><br />
Jim Bower shares his insights on the evolution of advertising and branding within virtual communities.</p>
<p><a href="http://ideasproject.com/content.webui?id=2374">Why is Whyville a hit?</a><br />
Journalist Linda Knapp explains the success Jim Bower&#8217;s safe, virtual community for kids.</p></blockquote>
<p><strong><a href="http://ideasproject.com/content.webui?id=2368">Audience is now the force behind media</a></strong><br />
Award-winning journalist <a href="http://ideasproject.com/people.webui?id=2366">Eric Roston</a> 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 <a href="http://ideasproject.com/technology.webui?id=2376">online journalism</a> also created a new set of demands.</p>
<blockquote><p>Related content:</p>
<p><a href="http://ideasproject.com/content.webui?id=2379">The death of the newspaper (Crosscurrents podcast)</a><br />
Podcast by Zoe Corneli documents some success stories amidst the breakdown of traditional newspaper journalism.</p>
<p><a href="http://ideasproject.com/content.webui?id=2378">This Modern World (Salon cartoon)</a><br />
Parodies the beleaguered news industry&#8217;s flailing attempts to respond to the barrage of democratized online alternatives.</p>
<p><a href="http://ideasproject.com/content.webui?id=2377">Newspaper Death Watch</a><br />
Paul Gillin&#8217;s blog tracks developments in the volatile world of journalism, contrasting newspaper closures with the development of their online counterparts.</p></blockquote>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/nokias-ideasproject-on-virtual-communities-and-the-power-of-the-audience/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The KashKlash game at LIFT09</title>
		<link>http://www.experientia.com/blog/the-kashklash-game-at-lift/</link>
		<comments>http://www.experientia.com/blog/the-kashklash-game-at-lift/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 14:40:36 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Conference]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Experientia]]></category>
		<category><![CDATA[Foresight]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Prototype]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5940</guid>
		<description><![CDATA[We just came back from the LIFT conference and have lots to blog about. Our LIFT experience started off with the KashKlash game, an action-packed workshop that explored alternative methods of exchange [and I helped prepare]. The focus was on a possible future ecosystem &#8211; in a new world where today’s aging, less useful and [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2009/03/sterling_kashklash.jpg" target="_blank" rel="lightbox[5940]" title="Bruce Sterling"><img src="http://www.experientia.com/blog/uploads/2009/03/sterling_kashklash_small.jpg" title="Bruce Sterling" alt="Bruce Sterling" height="172" width="100" /></a></div>
<div class="post-body">We just came back from the <a href="http://liftconference.com/lift09/pre-event-homepage">LIFT conference</a> and have lots to blog about. Our LIFT experience started off with the <a href="http://liftconference.com/kashklash-exchanging-future">KashKlash game</a>, an action-packed workshop that explored alternative methods of exchange [and I helped prepare]. </p>
<blockquote><p>The focus was on a possible future ecosystem &#8211; in a new world where today’s aging, less useful and even dangerous financial systems are replaced by (or mixed with) more disruptive innovations and exchanges. Imagine yourself deprived of all of today’s financial resources. Maybe you’re a refugee or stateless. Yet you still have your handset and laptop and Internet and a broadband cellphone connection….</p>
<p>This is one of the provocations posed on <a href="http://www.kashklash.net/">KashKlash</a>, an open forum and web project focusing on alternative economies in a post-money future. What will such a world look like? How will the concept of value be measured? What concepts will shape the formal and informal economies? Bright thinkers from around the world came together online to discuss, debate and ideate in this innovative and exciting project.</p>
<p>KashKlash is a collaborative project between Heather Moore of Vodafone, Experientia and a group of independent visionaries. The project started with four bright and innovative provocateurs, Nicolas Nova, Joshua Klein, Bruce Sterling, and Régine Debatty, and as the debate gathered steam, contributions, comments, flickr photos and twitter streams rolled in from more than 50 additional participants to shape and envision possible futures.</p></blockquote>
<p>Here is how Bruce Sterling, the game master par excellence, introduced the game:</p>
<blockquote><p>&#8220;This is the KashKlash game. It is a game of development, design, construction, building. What you are trying to do is dominate the world with your group&#8217;s theory of how the world should be. </p>
<p>So you are going to use these devices to construct a model of your civilisation. Unfortunately you have to bid for them, and you also have to communicate among one another, to get your hands on these delightful building materials.</p>
<p>Now you each have different advantages and deficits. </p>
<p>This is the high-tech group here. They have more money than anybody else and instead of the normal chopsticks, straw, clay and cheap string, they have exciting high-tech girders.</p>
<p>The rather emergent slumdogs group over there repesents tomorrow&#8217;s emerging economy. There are more of them than anybody else. But they have a lesser income and lesser communication than anybody else.</p>
<p>This group here, the Communists, have a relatively modest income in cash, but they have an open means of communication and solidarity. They have more communication and less cash. </p>
<p>And this group here which represents the marketeers has modest communication skills but a booming and sometimes crashing economy. </p>
<p>So each turn you are going to get some money and communication tokens that you can use to bid for things and to build things. So you can buy these materials with your tokens.</p>
<p>Now I am the auctioneer. I am the invisible hand of the market.&#8221;</p></blockquote>
<p>The game was won by the Pragmatic Communities, who &#8211; pragmatically &#8211; joined forces with the High-tech Progressives.</p>
<p>You can watch the video of the KashKlash workshop (and of many other <a href="http://liftconference.com/lift09/workshops">workshops</a>) on the <a href="http://www.klewel.com/">Klewel website</a>. On Flickr you can see about <a href="http://www.flickr.com/photos/23545390@N05/sets/72157614537796483/">75 photos</a> of the workshop.</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/the-kashklash-game-at-lift/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Playful augmented objects</title>
		<link>http://www.experientia.com/blog/playful-augmented-objects/</link>
		<comments>http://www.experientia.com/blog/playful-augmented-objects/#comments</comments>
		<pubDate>Fri, 13 Feb 2009 16:12:02 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Prototype]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5809</guid>
		<description><![CDATA[Touch is a research project, led by Timo Arnall, that investigates Near Field Communication (NFC), a technology that enables connections between mobile phones and physical things. The project aims to develop applications and services that enable people to interact with everyday objects and situations through their mobile devices. The project, which brings together an inter-disciplinary [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.nearfield.org/wp-content/themes/touch/images/touch_logo3.gif" target="_blank" rel="lightbox[5809]" title="Touch"><img src="http://www.experientia.com/blog/uploads/2009/02/touch.jpg" title="Touch" alt="Touch" height="100" width="100" /></a></div>
<div class="post-body"><a href="http://www.nearfield.org/">Touch</a> is a research project, led by <a href="http://www.nearfield.org/people">Timo Arnall</a>, that investigates Near Field Communication (NFC), a technology that enables connections between mobile phones and physical things. The project aims to develop applications and services that enable people to interact with everyday objects and situations through their mobile devices.</p>
<p>The project, which brings together an inter-disciplinary team involved in social and cultural enquiry, interaction/industrial design, rapid prototyping, software, testing and exhibitions, runs until 2009 and is based in the <a href="http://www.aho.no/en/AHO/Institutter/Industridesign/">Interaction Design department</a> of the <a href="http://www.aho.no/">Oslo School of Architecture and Design</a> in Norway. It is funded by the <a href="http://www.forskningsradet.no/">Norwegian Research Council</a>. </p>
<p>Last week Interaction Design students at the Oslo School of Architecture &#038; Design participated in a Touch workshop where the <a href="http://www.nearfield.org/2009/02/playful-augmented-products">brief</a> was to design a playful, exploratory or characterful RFID interface. The emphasis of this workshop was on exploring the relationship between digital interaction through RFID and the material properties of physical objects. </p>
<p>Timo Arnall just posted about three recent <a href="http://www.nearfield.org/2009/02/touch-or-sight-smell-taste">Touch projects</a> that suggest different senses as metaphors for physical RFID interaction.</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/playful-augmented-objects/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Experience design for interactive products</title>
		<link>http://www.experientia.com/blog/experience-design-for-interactive-products/</link>
		<comments>http://www.experientia.com/blog/experience-design-for-interactive-products/#comments</comments>
		<pubDate>Sat, 17 Jan 2009 12:08:50 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Gender]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Prototype]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=5539</guid>
		<description><![CDATA[Experience design for interactive products: designing technology augmented urban playgrounds for girls (pdf) is the long title of an interesting paper by Aadjan van der Helm, Walter Aprile and David Keyson of Delft University of Technology. Recent technological developments have made it possible to apply experience design also in the field of highly interactive product [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://flow.doorsofperception.com/images/conf_img/day1_15112002/image/aprile.jpg" target="_blank" rel="lightbox[5539]" title="Walter Aprile"><img src="http://www.experientia.com/blog/uploads/2009/01/walter_aprile.jpg" title="Walter Aprile" alt="Walter Aprile" height="156" width="100" /></a></div>
<div class="post-body"><a href="http://www.psychnology.org/File/PNJ6(2)/PSYCHNOLOGY_JOURNAL_6_2_VANDERHELM.pdf"><strong>Experience design for interactive products: designing technology augmented urban playgrounds for girls</strong></a> (pdf) is the long title of an interesting paper by Aadjan van der Helm, Walter Aprile and David Keyson of Delft University of Technology.</p>
<blockquote><p>Recent technological developments have made it possible to apply experience design also in the field of highly interactive product design, an area where involvement of non-trivial technology traditionally made it impossible to implement quick design cycles. With the availability of modular sensor and actuator kits, designers are able to quickly build interactive  prototypes and realize more design cycles. In this paper we present a design process that includes experience design for the design of interactive products. The design process was developed for a master level course in product design. In addition, we discuss several cases from this course, applying the process to designing engaging interactive urban playgrounds.</p></blockquote>
<p>One of the authors, <a href="http://www.linkedin.com/in/walteraprile">Walter Aprile</a> (pictured), was a former Interaction-Ivrea faculty member at the Interaction Design Institute Ivrea.</p>
<p><em><a href="http://www.informationdesign.org/archives/2009/01/#004853">via InfoDesign</a></em></div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/experience-design-for-interactive-products/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Teens, video games and civics</title>
		<link>http://www.experientia.com/blog/teens-video-games-and-civics/</link>
		<comments>http://www.experientia.com/blog/teens-video-games-and-civics/#comments</comments>
		<pubDate>Wed, 08 Oct 2008 17:44:26 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Teens]]></category>
		<category><![CDATA[User research]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4878</guid>
		<description><![CDATA[]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/images/PEW_logo.gif" target="_blank" rel="lightbox[4878]" title="PEW_logo"><img style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" title=PEW_logo" src="http://www.experientia.com/blog/images_small/pew_logo.gif" border="0" alt="PEW_logo" width="100" height="60" /></a></div>
<div class="post-body">This US survey by <a href="http://www.pewinternet.org/">Pew Internet</a> with the support of the <a href="http://www.macfound.org/">MacArthur Foundation</a> finds that teens&#8217; gaming experiences are diverse and include significant social interaction and civic engagement.</p>
<p class="body">The main conclusions:</p>
<ul>
<li>Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories.</li>
<li>Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.</li>
<li>Another major finding is that game playing sometimes involves exposure to mature content, with almost a third of teens playing games that are listed as appropriate only for people older than they are.</li>
</ul>
<p class="body">- <strong><a href="http://www.pewinternet.org/PPF/r/263/report_display.asp">Read more</a></strong><br />
- <strong><a href="http://www.pewinternet.org/pdfs/PIP_Teens_Games_and_Civics_Report_FINAL.pdf">Download report</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/teens-video-games-and-civics/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Experientia’s Jan-Christoph Zoels at Picnic /3</title>
		<link>http://www.experientia.com/blog/experientia%e2%80%99s-jan-christoph-zoels-at-picnic-3/</link>
		<comments>http://www.experientia.com/blog/experientia%e2%80%99s-jan-christoph-zoels-at-picnic-3/#comments</comments>
		<pubDate>Sat, 27 Sep 2008 20:25:11 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Conference]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Experientia]]></category>
		<category><![CDATA[Jan-Christoph Zoels]]></category>
		<category><![CDATA[Mobile phone]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4804</guid>
		<description><![CDATA[Experientia&#8217;s senior partner Jan-Christoph Zoels was this week at the Picnic conference in Amsterdam, and has been providing regular reports. Here is his third one, covering the Thursday afternoon sessions: Making Love is Eskil Steenberg (Quel Solaar)&#8217;s take on a multi-player story adventure. Imagine seeing your favourite game inside a steam sauna. Beautifully rendered images [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://fast.mediamatic.nl/f/dxdx/image/266/21791-209-76.jpg" target="_blank" rel="lightbox[4804]" title="PICNIC"><img src="http://www.experientia.com/blog/uploads/2008/05/picnic2008.jpg" title="PICNIC" alt="PICNIC" height="36" width="100" /></a></div>
<div class="post-body"><em>Experientia&#8217;s senior partner <a href="http://www.experientia.com/jan-christoph-zoels/">Jan-Christoph Zoels</a> was this week at the <a href="http://www.picnicnetwork.org/">Picnic conference</a> in Amsterdam, and has been providing regular reports. Here is his third one, covering the Thursday afternoon sessions:</em></p>
<p class="body"><strong>Making Love</strong> is <a href="http://www.picnicnetwork.org/person/21833/en">Eskil Steenberg</a> (<a href="http://www.quelsolaar.com/">Quel Solaar</a>)&#8217;s take on a multi-player story adventure. Imagine seeing your favourite game inside a steam sauna. Beautifully rendered images provide an evocative and foggy background to players building and destructing their neighbourhoods. Social actions result in social pressures and player alliances. Do you want to be known for the destruction of a neighbourhood?</p>
<p class="body"><strong>What will the networked city feel to its users?</strong> <a href="http://speedbird.wordpress.com/">Adam Greenfield</a> started his exploration of the Long Here and the Big Now by questioning new modes of place-making where new conditions of choice and actions are no longer physical but reduced to screen-based interactions. Information visualisation add a new digital sense of time extension to our live experiences in providing historical awareness and multiple views &#8212; a new parallelism of time. How can information about cities and patterns of use be visualised in ways to enable local awareness, on demand access and collective actions? Adam challenged the audience to design cities responding to the behaviour of its residents and other users in real time in moving form browsing urbanism to act upon it.</p>
<p class="body"><strong>Tracking our world</strong> &#8211; A discussion brought together researchers exploring new ways to measure, visualise and make sense of changing environmental contexts to guide professional and governmental practices.</p>
<ul>
<li><a href="http://www.hpl.hp.com/about/bios/stanwilliams.html">Stan Williams</a>, director of the <a href="http://www.hpl.hp.com/research/quantum_systems.html">HP Information and Quantum Sytems Lab</a>, described his labs intention to measure CeNSE &#8211; the <strong>Central Nervous System for the Earth</strong> (<a href="http://money.cnn.com/2008/07/18/technology/kirkpatrick_nano.fortune/index.htm?postversion=2008071811">Fortune article</a> | <a href="http://blog.wired.com/sterling/2008/09/the-central-ner.html">Bruce Sterling blog post</a>) &#8211; via a variety of nanotechnology sensor systems. Imagine one trillion nanoscale sensors and actuators will need the equivalent of 1000 internets, creating huge demand for computing power but also providing energy efficiency.</li>
<li>Professor <a href="http://www.picnicnetwork.org/person/3511">Euro Beinat</a> showcased the effect of using people, their movement and activities as sensors in the <a href="http://currentcity.org/">CurrentCity.org</a> project. Their Amsterdam visualisation explored the human agglomeration and activities across the city using aggregated and anonymous mobile phone location data.</li>
<li><strong>Eco Map</strong> is a <a href="http://www.cisco.com/">Cisco</a> collaboration with three cities worldwide &#8211; Seoul, Amsterdam and San Francisco &#8211; to demonstrate the impact of real-time individual activities in aggregated views of our cities to foster individual and governmental actions. Explore the UV heat loss of your roof at night to inform insulation requirements or understand the solar capacity of the same roof and get installation advice. <a href="http://www.bizjournals.com/sanfrancisco/stories/2007/09/17/story5.html">Wolfgang Wagner</a>, Cisco, and <a href="http://www.justmeans.com/allthings/150/San-Francisco-Director-of-the-Environme.html">Jared Blumenfeld</a>, San Francisco, prototype how to use complex public data sets to inform individual desires for greener ways to live, work and play.</li>
</ul>
<p class="body"><a href="http://www.lunchoverip.com/">Bruno Giussani</a> introduced the <strong>four finalists</strong> of the <a href="http://www.picnicnetwork.org/page/18486/en">Picnic Challenge 08</a> to make a measurable impact on the reduction of carboemissions. Over 280 participants proposed their ideas competing for an award of 500,000 Euro funded by the Dutch Postcode Lottery.</p>
<p class="body">The four finalists were:</p>
<ul>
<li><a href="http://routerank.com/">RouteRank</a>, who designed a web tool to find best travel routes for time, distance and environmental impact in one single view;</li>
<li><a href="http://www.deckeryeadon.com/projects.html">Smart Screen</a> consists of a thermo-responsive, shape memory window screen to reflect sun rays and reduce air conditioning costs;</li>
<li><a href="http://www.verandasolar.com/">VerandaSolar</a> are easy mountable and affordable solar screens for self installation to reduce your energy bills, empowering millions of small scale users to make a larger impact;</li>
<li><a href="http://www.ecovativedesign.com/products.html">Greensulate</a>, the Picnic Challenge 08 winner, engineered an organic, structural insulation panel made from local agricultural by-products.</li>
</ul>
<p class="body">The <strong>Design as a Collaborative Process</strong> session brought together <a href="http://www.designinginteractions.com/bill">Bill Moggridge</a>, co-founder of <a href="http://www.ideo.com/">IDEO</a>, and <a href="http://younghee.com/">Younghee Jung</a>, senior design manager at Nokia, to document new creative and participatory design processes.</p>
<p class="body">Bill showcased The Rockefeller Foundation and IDEO initiative <a href="https://client.ideo.com/socialimpact/">Design for Social Impact</a>, the <a href="http://designersaccord.org/">Designers Accord</a> and Shinichi Takemura&#8217;s <a href="http://www.tangible-earth.com/en/">Tangible Earth</a> project. Each project guides its users to action &#8211;  from design processes and methods, to codes of professional conduct, to understanding the global impact of local actions in an empathic information visualisation. To discover anew why globes changed world views over the last five hundred years, check out the <a href="http://www.elp.or.jp/video/tangibleEarth/index.html">Tangible Earth Demo Movie</a>.</p>
<p class="body">Younghee spoke about the choices and burdens of living with intimate technology &#8211; showcasing the results of participants in Mumbai, Rio and Acara designing mobile phones. They showed how diverse subjective views of what technology could be, how not to patronise usage patterns and how emotional touchpoints and usage patterns are formed.</p>
<p class="body"><strong>What happens when we pay attention?</strong> &#8211; <a href="http://www.ethanzuckerman.com/blog">Ethan Zuckermann</a>, a co-founder of Global Voices, described in his talk <strong>Surprising Africa</strong> a range of social actions resulting in increased media attention. He challenged the audience to stop thinking about Africa in terms of aid, but to understand the changing political climate influenced by bloggers and citizen activists, the current infrastructure developments (community media, mobile banking, malls, etc), and the innovation capabilities of local research institutions.</p>
<p class="body"><em>For more Picnic reporting, check also <a href="http://www.lunchoverip.com/">Bruno Giussani</a>, <a href="http://internetactulive.blogspot.com/search/label/picnic08">Hubert Guillaud</a> (writing extensively and excellently in French), <a href="http://www.ethanzuckerman.com/blog/category/picnic08/">Ethan Zuckerman</a>, <a href="http://thenextweb.org/tag/picnic08/">Ernst-Jan Pfauth and Boris Veldhuijzen van Zanten</a> and <a href="http://www.smartmobs.com/2008/09/26/picnic-2008/">Smart Mobs</a>.</em></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/experientia%e2%80%99s-jan-christoph-zoels-at-picnic-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Philips exploring the more &#8220;intimate&#8221; sides of experience design</title>
		<link>http://www.experientia.com/blog/philips-exploring-the-more-intimate-sides-of-experience-design/</link>
		<comments>http://www.experientia.com/blog/philips-exploring-the-more-intimate-sides-of-experience-design/#comments</comments>
		<pubDate>Thu, 11 Sep 2008 11:08:35 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4673</guid>
		<description><![CDATA[Philips&#8217; new sex toy range, in other words. Here some excerpts from today&#8217;s press release: Philips launches new category of &#8216;Relationship Care&#8217; with intimate massagers for couples Royal Philips Electronics (NYSE:PHG, AEX:PHI) today announced the launch of a new category of ‘Relationship Care’ with the introduction in the UK of a range of products designed [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.newscenter.philips.com/shared/assets/newscenter/2008_pressreleases/Intimate_massager_2.jpg" target="_blank" rel="lightbox[4673]" title="Intimate massager"><img title="Intimate massager" src="http://www.experientia.com/blog/uploads/2008/09/massager.jpg" border="0" alt="Intimate massager" width="100" height="82" /></a></div>
<div class="post-body">Philips&#8217; new sex toy range, in other words. </p>
<p class="body">Here some excerpts from today&#8217;s press release:</p>
<blockquote><p class="body"><strong>Philips launches new category of &#8216;Relationship Care&#8217; with intimate massagers for couples</strong></p>
<p class="body">Royal Philips Electronics (NYSE:PHG, AEX:PHI) today announced the launch of a new category of ‘Relationship Care’ with the introduction in the UK of a range of products designed to enhance couples’ sexual well-being. These products will specifically target a new and previously unaddressed market of consumers in the 35-55 year age group who are open to using intimate accessories. Philips will sell its ‘Intimate Massager’ range in the UK through selected high street retailers i.e. Boots, Selfridges of London and Amazon.co.uk. [...]</p>
<p class="body">The category is being launched following extensive market research. In the UK, research showed that 35% of adults would consider using an intimate accessory with their partner if it were designed for couples rather than being meant for individual use. Furthermore, studies showed these adults would be more likely to try such products if they could buy them through more accessible and – what consumers perceive to be – less embarrassing retail channels.</p>
<p class="body">The first product launch from the Relationship Care category is a range of ‘Intimate Massagers’. These have been designed to be tasteful and stylish in their look and feel, creating an appealing product for consumers that can be sold by mainstream retailers. Philips’ Intimate Massagers are also the first non-penetrative stimulators designed for partners to use together.</p>
</blockquote>
<p class="body"><strong><a href="http://www.newscenter.philips.com/about/news/press/20080911_relationship_care.page">Read full press release</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/philips-exploring-the-more-intimate-sides-of-experience-design/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>How Club Penguin turned 750,000 British kids into penguins</title>
		<link>http://www.experientia.com/blog/how-club-penguin-turned-750000-british-kids-into-penguins/</link>
		<comments>http://www.experientia.com/blog/how-club-penguin-turned-750000-british-kids-into-penguins/#comments</comments>
		<pubDate>Mon, 28 Apr 2008 12:14:39 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4207</guid>
		<description><![CDATA[The (UK) Times reports on the successful networking site for tweens. The features of Club Penguin, one of the most successful virtual worlds aimed specifically at children, may defy logic &#8211; and gravity &#8211; but they represent the new frontier of children&#8217;s entertainment, where the whimsy and colour of traditional kids TV blends with computer [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://technology.timesonline.co.uk/multimedia/archive/00324/club_penguin_324820a.jpg" target="_blank" rel="lightbox[4207]" title="Digital youth"><img style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" title="Digital youth" src="http://www.experientia.com/blog/uploads/2008/04/club_penguin.jpg" border="0" alt="Digital youth" width="100" height="96" /></a></div>
<div class="post-body">The (UK) Times reports on the successful networking site for tweens.</p>
<blockquote><p class="body">The features of Club Penguin, one of the most successful virtual worlds aimed specifically at children, may defy logic &#8211; and gravity &#8211; but they represent the new frontier of children&#8217;s entertainment, where the whimsy and colour of traditional kids TV blends with computer game-style tasks, and the networking power of the internet.</p>
<p class="body">Some 750,000 British children aged between 6 and 14 are estimated to inhabit Club Penguin, the brainchild of two Canadian entrepreneurs who as parents became frustrated with the lack of the options for kids who wanted to play computer games but also meet friends online.</p>
</blockquote>
<p class="body"><strong><a href="http://technology.timesonline.co.uk/tol/news/tech_and_web/article3831738.ece">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/how-club-penguin-turned-750000-british-kids-into-penguins/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>New Linden Lab CEO announces user-centred vision for Second Life</title>
		<link>http://www.experientia.com/blog/new-linden-lab-ceo-announces-user-centred-vision-for-second-life/</link>
		<comments>http://www.experientia.com/blog/new-linden-lab-ceo-announces-user-centred-vision-for-second-life/#comments</comments>
		<pubDate>Sat, 26 Apr 2008 22:15:35 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User research]]></category>
		<category><![CDATA[UXnet]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/?p=4202</guid>
		<description><![CDATA[Earlier this week, Linden Lab, creator of the well-known virtual world Second Life, announced a new CEO: Mark Kingdon, currently CEO of digital marketing firm Organic. He will be taking over in mid-May. Technology Review assistant editor Erica Naone spoke with Kingdon earlier this week about his plans for Second Life. A lot of new [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.technologyreview.com/files/16888/kingdon_bg_x220.jpg" target="_blank" rel="lightbox[4202]" title="Mark Kingdon"><img style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" title="Mark Kingdon" src="http://www.experientia.com/blog/uploads/2008/04/kingdon.jpg" border="0" alt="Mark Kingdon" width="100" height="112" /></a></div>
<div class="post-body">Earlier this week, Linden Lab, creator of the well-known virtual world Second Life, announced a new CEO: Mark Kingdon, currently CEO of digital marketing firm Organic. He will be taking over in mid-May.</p>
<p class="body">Technology Review assistant editor Erica Naone spoke with Kingdon earlier this week about his plans for Second Life.</p>
<blockquote><p class="body"><strong>A lot of new users seem to have trouble getting to that place. They get confused by the controls, and aren&#8217;t sure what to do inside the world. Do you have any thoughts about how to make it easier to get started?</strong></p>
<p class="body">I&#8217;ve got a lot of background in the kind of user-centered design work that&#8217;s going to be important for Second Life, especially as you look at the first-hour experience. I haven&#8217;t come to any specific conclusions yet, but I think it starts with understanding what the resident needs in order to make a powerful experience, and looking at the kinds of people that you want to attract and bring in-world. The answers will emerge very clearly from that.</p>
<p class="body"><strong>How do you plan to get different types of users acclimated? For example, business users might just want to get in-world quickly to have a meeting, while other users might be looking for a more playful experience.</strong></p>
<p class="body">I think the first thing that I need to do &#8230; is really immerse myself in the different user bases and then think about if, by giving them additional tools, they can create that entry point for themselves, or if it&#8217;s something we need to encourage, or if it&#8217;s something that we need to create for them. I think the question is, how do you make that happen without becoming the primary content creator?</p>
</blockquote>
<p class="body"><strong><a href="http://www.technologyreview.com/Biztech/20678/">Read full interview</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/new-linden-lab-ceo-announces-user-centred-vision-for-second-life/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Designing the playful experience</title>
		<link>http://www.experientia.com/blog/designing-the-playful-experience/</link>
		<comments>http://www.experientia.com/blog/designing-the-playful-experience/#comments</comments>
		<pubDate>Mon, 17 Dec 2007 07:02:28 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/designing-the-playful-experience/</guid>
		<description><![CDATA[Jonathan Follett argues on UXmatters that playfulness is an often overlooked, under-appreciated, and rarely measured component of user experience, while the digital space is so conducive to play—exploration, imagination, and learning. &#8220;Playfulness, like usability, refers to a quality of user experience that can span many disciplines—information architecture, information design, interaction design, and graphic design. In [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/images/ux_matters.gif" onclick="window.open(this.href, '_blank', 'width=252,height=74,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" rel="lightbox[3832]" title="UXmatters"><img src="http://www.experientia.com/blog/images_small/ux_matters.gif" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" alt="UXmatters" title="UXmatters" border="0" height="29" width="100" /></a></div>
<div class="post-body">Jonathan Follett argues on UXmatters that playfulness is an often overlooked, under-appreciated, and rarely measured component of user experience, while the digital space is so conducive to play—exploration, imagination, and learning. </p>
<blockquote><p>&#8220;Playfulness, like usability, refers to a quality of user experience that can span many disciplines—information architecture, information design, interaction design, and graphic design. In our minds, however, many of us have relegated play to the realms of gaming or kids’ stuff and don’t consider play daily when designing. Though, in the digital space, satisfying the desire to play can be integral in determining the success or failure of a digital product or service. So it’s time for user experience designers to take play seriously. (And stop being so darn boring.)&#8221;</p></blockquote>
<p class="body"><strong><a href="http://www.uxmatters.com/MT/archives/000252.php">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/designing-the-playful-experience/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Getting serious</title>
		<link>http://www.experientia.com/blog/getting-serious/</link>
		<comments>http://www.experientia.com/blog/getting-serious/#comments</comments>
		<pubDate>Fri, 07 Dec 2007 06:44:53 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/getting-serious/</guid>
		<description><![CDATA[The Economist reports on how virtual worlds are being put to serious real-world uses—and are starting to encounter some real-world problems. &#8220;With the popularity of virtual worlds such as Second Life and games such as &#8220;World of Warcraft&#8221; and &#8220;Sims Online&#8221;, companies, academics, health-care providers and the military are evaluating virtual environments for use in [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/12/getting_serious.jpg" target="_blank" rel="lightbox[3770]" title="Getting serious"><img src="http://www.experientia.com/blog/uploads/2007/12/getting_serious_small.jpg" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" alt="Getting serious" title="Getting serious" border="0" height="125" width="100" /></a></div>
<div class="post-body">The Economist reports on how virtual worlds are being put to serious real-world uses—and are starting to encounter some real-world problems.</p>
<blockquote><p class="body">&#8220;With the popularity of virtual worlds such as Second Life and games such as &#8220;World of Warcraft&#8221; and &#8220;Sims Online&#8221;, companies, academics, health-care providers and the military are evaluating virtual environments for use in training, management and collaboration. Superficially, such uses look a lot like playing a video game. “The thing that distinguishes them from games is the outcome,” says David Wortley, the director of Coventry University&#8217;s Serious Games Institute. Rather than catering to virtual thrill-seekers, the aim is to find new ways for people to learn or work together. [...]</p>
<p class="body">As with any novel technology, virtual worlds bring new opportunities and new problems. The embrace of virtual worlds by companies for mundane uses on the one hand, and by scam artists to get up to no good on the other, points not to the shortcomings of such environments—but to their increasing maturity and potential.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://www.economist.com/science/tq/displaystory.cfm?story_id=10202591">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/getting-serious/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ethnographic research highlights educational value of MMO games</title>
		<link>http://www.experientia.com/blog/ethnographic-research-highlights-educational-value-of-mmo-games/</link>
		<comments>http://www.experientia.com/blog/ethnographic-research-highlights-educational-value-of-mmo-games/#comments</comments>
		<pubDate>Sat, 17 Nov 2007 13:59:30 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/ethnographic-research-highlights-educational-value-of-mmo-games/</guid>
		<description><![CDATA[At the first keynote of Toronto&#8217;s Future Play 2007 conference for game educators and developers, Dr. Constance Steinkuehler, assistant professor in the Educational Communication &#038; Technology program for the University of Wisconsin-Madison, argued that MMOs and online worlds are good &#8220;push technologies&#8221; for education, rather than threats to it. Her presentation (audio file) was titled [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://website.education.wisc.edu/steinkuehler/images/Jezabelle_p1.gif" target="_blank" rel="lightbox[3677]" title="Jezabelle"><img src="http://www.experientia.com/blog/uploads/2007/11/jezabelle.jpg" title="Jezabelle" alt="Jezabelle" height="147" width="100" /></a></div>
<div class="post-body">At the first keynote of Toronto&#8217;s <a href="http://www.futureplay.org/">Future Play 2007</a> conference for game educators and developers, Dr. <a href="http://www.constances.org/">Constance Steinkuehler</a>, assistant professor in the <a href="http://www.education.wisc.edu/ci/ect/?folder=home&#038;section=people">Educational Communication &#038; Technology program</a> for the University of Wisconsin-Madison, argued that MMOs and online worlds are good &#8220;push technologies&#8221; for education, rather than threats to it.</p>
<p class="body">Her <a href="http://people.auc.ca/brodbeck/constance.mp3">presentation</a> (audio file) was titled &#8220;Massively Multiplayer Online Games as an Educational Ethnology: An Outline for Research,&#8221; a deceptively straightforward <a href="http://www.futureplay.org/speakers.php#Constance_Steinkuehler">talk</a> about Steinkuehler&#8217;s [ethnographic] research findings on what constitutes gameplay in MMOs and virtual worlds, and how that research might be applied to education programs.</p>
<p class="body"><strong><a href="http://www.gamasutra.com/php-bin/news_index.php?story=16264">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/ethnographic-research-highlights-educational-value-of-mmo-games/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
<enclosure url="http://people.auc.ca/brodbeck/constance.mp3" length="22923934" type="audio/mpeg" />
		</item>
		<item>
		<title>Serious Games Institute shows off applications for the real world</title>
		<link>http://www.experientia.com/blog/serious-games-institute-shows-off-applications-for-the-real-world/</link>
		<comments>http://www.experientia.com/blog/serious-games-institute-shows-off-applications-for-the-real-world/#comments</comments>
		<pubDate>Sun, 21 Oct 2007 13:21:59 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/serious-games-institute-shows-off-applications-for-the-real-world/</guid>
		<description><![CDATA[The Serious Games Institute in Coventry, England, says that it is one of the first places dedicated to helping businesses enhance their own operations by harnessing virtual worlds for things like training, communication and emergency planning. &#8220;Much has been made of the potential of Second Life as an environment for entertainment, marketing or even terrorist [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/10/sgi.png" target="_blank" rel="lightbox[3611]" title="Serious Games Institute"><img src="http://www.experientia.com/blog/uploads/2007/10/sgi.jpg" title="Serious Games Institute" alt="Serious Games Institute" height="41" width="100" /></a></div>
<div class="post-body"><strong>The Serious Games Institute in Coventry, England, says that it is one of the first places dedicated to helping businesses enhance their own operations by harnessing virtual worlds for things like training, communication and emergency planning.</strong></p>
<blockquote>
<p class="body">&#8220;Much has been made of the potential of Second Life as an environment for entertainment, marketing or even terrorist financing. But the <a href="http://www.seriousgamesinstitute.co.uk/">Serious Games Institute</a>, a center for the development of &#8220;serious&#8221; applications of video game technologies and virtual worlds for businesses, security agencies and other users, says that it is one of the first places dedicated to helping businesses enhance their own operations by harnessing virtual worlds for things like training, communication and emergency planning.</p>
<p class="body">The institute, which is affiliated with Coventry University and funded in part by a regional economic development agency, has a handful of tenants set to take up residence in November. It plans to operate as an &#8220;incubator,&#8221; helping these companies grow, as well as serving as a hub for networking and research. [...]</p>
<p class="body">Coventry, in the former industrial heartland of England, may seem like an unlikely location for an institute devoted to cutting-edge technologies. The spire of Coventry Cathedral, which rises above the landscape of postindustrial office parks, survived a German bombing raid in 1940. Car factories, which used to be the area&#8217;s economic backbone, survived a few decades longer, but have now mostly been shut.</p>
<p class="body">But Wortley said the automotive industry also left a legacy of industrial design, which is now being put to use at the institute.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://www.iht.com/articles/2007/10/21/business/virtual22.php">Read full story</a></strong> (International Herald Tribune)</p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/serious-games-institute-shows-off-applications-for-the-real-world/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The LIFT08 conference programme is out</title>
		<link>http://www.experientia.com/blog/the-lift08-conference-programme-is-out/</link>
		<comments>http://www.experientia.com/blog/the-lift08-conference-programme-is-out/#comments</comments>
		<pubDate>Wed, 17 Oct 2007 05:48:08 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Asia]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Emerging markets]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Foresight]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[UXnet]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/the-lift08-conference-programme-is-out/</guid>
		<description><![CDATA[Bruno Giussani reports on the press conference announcing the LIFT08 conference programme (backgrounder): The conference LIFT08 will take place for the third time in Geneva, Switzerland, on 6-8 February 2008. The main structure of the programme has been presented tonight in a trendy bar downtown Geneva by organizer Laurent Haug and editorial producer Nicolas Nova. [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/10/lift08.jpg" target="_blank" rel="lightbox[3587]" title="LIFT08"><img src="http://www.experientia.com/blog/uploads/2007/10/lift08_small.jpg" width="100" height="61" border="0" title="LIFT08" style="margin-top: 0px; margin-right: 10px; margin-bottom: 5px; margin-left: 0px" alt="LIFT08" /></a></div>
<div class="post-body">Bruno Giussani <a href="http://www.lunchoverip.com/2007/10/lift08-programs.html">reports</a> on the press conference announcing the <a href="http://www.liftconference.com/lift08-program-page">LIFT08 conference programme</a> (backgrounder):<br />
<blockquote>
<p class="body">The conference <strong>LIFT08</strong> will take place <strong>for the third time in Geneva, Switzerland, on 6-8 February 2008</strong>. The main structure of the programme has been presented tonight in a trendy bar downtown Geneva by organizer Laurent Haug and editorial producer Nicolas Nova.</p>
<p class="body">And again, like last year, they seem to have got a knack of <strong>seeking out many new voices and speakers that haven&#8217;t made the rounds yet </strong>&#8211; but have interesting things to say. The programme is structured in thematic &#8220;tracks&#8221;, four per day on Thursday 7 and Friday 8. On Wednesday, a pre-conference will present a series of focused workshops. Thursday evening will feature the now-traditional <a href="http://en.wikipedia.org/wiki/Fondue">fondue</a> for 500+ people. Alongside the main conference there will be a &#8220;blogcamp&#8221;-like space for unplanned discussions and presentations, as well as an &#8220;off&#8221; space dedicated to design, art and games.</p>
<p>Here a quick rundown of the main tracks:
<ul>
<li><strong>Internet in society</strong> &#8212; With <a href="http://zengestrom.com/">Jyri Engestrom</a> (he just sold microblogging platform Jaiku to Google), <a href="http://www.liftconference.com/2007/people/participant/352">Jonathan Cabiria</a> (on virtual environments and social inclusions) and others</li>
<li><strong>User experience</strong> &#8212; With two tech anthropologists, <a href="http://www.younghee.com/">Younghee Jung</a> (Nokia, Tokyo) and <a href="http://www.intel.com/technology/techresearch/people/bios/bell_g.htm">Genevieve Bell</a> (Intel, Seattle) and UC&#8217;s <a href="http://www.ics.uci.edu/~jpd/">Paul Dourish</a>.</li>
<li><strong>Stories</strong> &#8212; With serial entrepreneur <a href="http://www.armeniapedia.org/index.php?title=Rafi_Haladjian">Rafi Haladjian</a> and others.</li>
<li><strong>A glimpse of Asia</strong> &#8212; With <a href="http://www.liftconference.com/person/marc-laperrouza">Marc Laperrouza</a>, a specialist of new tech in China, <a href="http://www.liftconference.com/person/heewon">Heewon Kim</a>, a Korean researcher on teens and social networks, and others.</li>
<li><strong>New Frontiers</strong> &#8212; With &#8220;cyborg&#8221; <a href="http://www.kevinwarwick.com/">Kevin Warwick</a>, <a href="http://bluebrain.epfl.ch/page18900.html">Henry Markram</a> who&#8217;s trying to simulate the functioning of brain cells, and Holm Friebe talking about new forms of cooperation and collaborative work.</li>
<li><strong>Gaming</strong> &#8212; With <a href="http://www.liftconference.com/person/hunicke">Robin Hunicke</a> (who worked on games for the Nintendo Wii) on gaming trends, and others.</li>
<li><strong>Web and entreprises</strong> &#8212; With <a href="http://www.liftconference.com/person/dsadigh">David Sadigh</a> and <a href="http://www.liftconference.com/person/davidmarcus">David Marcus</a> on how the web is reshuffling work practices.</li>
<li><strong>Foresight</strong> &#8212; With future researchers <a href="http://www.liftconference.com/person/scott-smith">Scott Smith</a> (Changeist) and <a href="http://www.liftconference.com/person/william-cockayne">William Cockayne</a> (Stanford) and Nokia designer Francesco Cara.</li>
</ul>
<p class="body">Haug also announced that <strong>LIFT is exporting itself to Asia</strong>: after a successful <a href="http://www.liftconference.com/kansa-amida">small launch event</a> a few weeks ago in Seoul, South Korea, they&#8217;re now planning a full LIFTAsia in September 2008, again in Seoul.</p>
</blockquote>
<p class="body">I am very pleased to notice that Genevieve Bell, Paul Dourish and Francesco Cara are amongst the speakers.</p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/the-lift08-conference-programme-is-out/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Second thoughts on Second Life</title>
		<link>http://www.experientia.com/blog/second-thoughts-on-second-life/</link>
		<comments>http://www.experientia.com/blog/second-thoughts-on-second-life/#comments</comments>
		<pubDate>Wed, 08 Aug 2007 13:59:15 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Foresight]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Mark Vanderbeeken]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Presence]]></category>
		<category><![CDATA[Prototype]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User research]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/second-thoughts-on-second-life/</guid>
		<description><![CDATA[Lately a lot of people seem to have had second thoughts on Second Life. A wave of articles was published recently on how marketers are not getting the returns they were expecting, how deserted it is, how it is all about sex and pranks, how it has become a virtual nanny state, and even how [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/second_life.jpg" target="_blank" rel="lightbox[3218]" title="Second Life"><img src="http://www.experientia.com/blog/uploads/2007/02/second_life_small.jpg" title="Second Life" alt="Second Life" width="100" height="131" border="0" /></a></div>
<div class="post-body">Lately a lot of people seem to have had second thoughts on Second Life. </p>
<p class="body">A wave of articles was published recently on how marketers are <a href="http://www.latimes.com/business/la-fi-secondlife14jul14,1,3135510.story">not getting the returns</a> they were expecting, how <a href="http://www.wired.com/techbiz/media/magazine/15-08/ff_sheep">deserted</a> it is, how it is all about <a href="http://members.forbes.com/forbes/2007/0702/048.html">sex and pranks</a>, how it has become a <a href="http://www.spiked-online.com/index.php?/site/article/3706/">virtual nanny state</a>, and even how <a href="http://www.techcrunch.com/2007/07/30/are-terrorists-using-second-life-to-plan-attacks/">terrorists are using it to plan attacks</a>.</p>
<p class="body">Leaving aside for now the discussion to what extent this is just <a href="http://gigaom.com/2007/07/12/debunking-5-business-myths-about-second-life/">negative hype</a>, it does make sense to see Second Life as an <strong>experimental environment</strong> where we can prototype new interaction and communication paradigms. Experimenting in these virtual worlds can also help us understand and imagine a future where a <a href="http://news.bbc.co.uk/2/hi/technology/6929201.stm">mix of real and virtual worlds</a> will become increasingly prevalent.</p>
<p class="body">I can see four good reasons for businesses, institutions and experience designers to be present in Second Life.</p>
<p class="body"><strong>1. Prototyping of new participatory communication paradigms often involving very targeted and selected communities</strong><br />
A lot of lectures take place in Second Life. In fact, more than 300 universities, including Harvard and Duke, <a href="http://www.usatoday.com/news/education/2007-08-01-second-life_N.htm?csp=34">use Second Life as an educational tool</a>. Some educators conduct entire distance-learning courses there; others supplement classes. Also big companies such as IBM and Intel use these graphics-rich sites to conduct meetings among far-flung employees and to show customers graphical representations of ideas and products. IBM went even as far to take the unusual step of <a href="http://www.washingtonpost.com/wp-dyn/content/article/2007/07/26/AR2007072601673.html">establishing official guidelines</a> for its more than 5,000 employees who inhabit &#8220;Second Life&#8221; and other online universes. <a href="http://www.newscenter.philips.com/About/News/Section-13674/article-15577.html">Philips Design</a> uses Second Life “to gain feedback on innovation concepts, engage residents in co-creation and obtain a deeper understanding of potential opportunities in this virtual environment”. And the Italian bank <a href="http://job.bnl.it/welcome_t01.asp?Page=2363">BNL</a> and <a href="http://video.msn.com/v/us/fv/fv.htm??g=2c06f36b-2de7-4caa-b7ac-82d8f28bdc92&#038;f=34&#038;fg=rss">others</a> are using virtual worlds to create communities to recruit some of their future employees, especially for more creative or technical job openings. Even something simple as chat is an entirely different experience on Second Life, with the other person&#8217;s presence is no longer communicated through an MSN-style presence icon with a small photograph or drawing but instead through a full three-dimensional moving avatar.</p>
<p class="body"><strong>2. Prototyping of new interaction paradigms</strong><br />
Researchers at MIT are building <a href="http://www.wired.com/gadgets/miscellaneous/news/2007/07/wiimote">realistic training simulators</a> in Second Life, often controlled through a Wiimote. Some are even creating simulations for companies, such as a medical-devices firm, a global-energy company focused on power-plant training, and a pest-control firm &#8212; all looking to reduce training costs. In the words of one researcher, &#8220;the ability to easily integrate a wide range of psychomotor activities with simulations running on standard computer platforms will change the ways people interact with computers.&#8221;</p>
<p class="body"><strong>3. Experimentation in an unconventional digital environment</strong><br />
These virtual worlds may be primitive still, but if we think of it, we are already living in an enriched world where our interactions with companies and banks, institutions and universities, cities and public services, are no longer just based on a physical communication paradigm. Instead they have become highly mediated by technologies. This will continue to grow. Our interactions will not only become more mobile but also more involving, more three-dimensional, and more experiential. <a href="http://www.theregister.co.uk/2007/08/01/second_life_to_dwarf_web_in_ten_years/">Virtual worlds will be important</a>, no matter what. There will be new types of interfaces &#8211; as already alluded to <a href="http://www.ted.com/index.php/talks/view/id/65">here</a> and <a href="http://www.microsoft.com/surface/">here</a> and <a href="http://www.core77.com/blog/object_culture/the_citywall_a_collaborative_social_space_in_helsinki_finland_6985.asp">here</a> &#8211; and new types of feedback, and it makes sense for forward looking companies to explore these new ways of reaching out to and involving their customers.</p>
<p class="body"><strong>4. Virtual laboratories to understand human behaviour</strong><br />
Also <a href="http://news.bbc.co.uk/2/hi/technology/6917924.stm">researchers</a> are exploring Second Life and other virtual worlds. A recent article in the journal Science addresses how researchers are getting insights into real life by studying what people do in virtual worlds, suggesting that  virtual worlds could help scientists studying ideas of government and even concepts of self, while other researchers are looking at how behaviour peculiar to online worlds differs from that in real life. Also our colleagues from Adaptive Path are <a href="http://www.adaptivepath.com/blog/2007/02/16/our-second-life-begins/">involved</a> in this type of research.</p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/second-thoughts-on-second-life/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>&#8216;Game School&#8217; aims to engage and educate</title>
		<link>http://www.experientia.com/blog/game-school-aims-to-engage-and-educate/</link>
		<comments>http://www.experientia.com/blog/game-school-aims-to-engage-and-educate/#comments</comments>
		<pubDate>Mon, 06 Aug 2007 08:34:10 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Creativity]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/game-school-aims-to-engage-and-educate/</guid>
		<description><![CDATA[Soon New York City will be home to a new 6-12th grade public school that will use game design and game-inspired methods to teach critical 21st century skills and literacies. Opening in fall 2009, the school is being created by the Gamelab Institute of Play (blog), a New York City-based not-for-profit organization that leverages games [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/08/game_school.jpg" target="_blank" rel="lightbox[3192]" title="The Game School"><img src="http://www.experientia.com/blog/uploads/2007/08/game_school.jpg" title="The Game School" alt="The Game School" width="100" height="84" border="0" /></a></div>
<div class="post-body">Soon New York City will be home to a new 6-12th grade public school that will use game design and game-inspired methods to teach critical 21st century skills and literacies. </p>
<p class="body">Opening in fall 2009, the school is being created by the <a href="http://www.instituteofplay.com/"><strong>Gamelab Institute of Play</strong></a> (<a href="http://locomogis.wordpress.com/">blog</a>), a New York City-based not-for-profit organization that leverages games and play as transformative contexts for learning and creativity, in collaboration with <a href="http://www.newvisions.org/">New Visions for Public Schools</a>, a not-for-profit organization that works in partnership with the New York City Department of Education to improve academic achievement in the City&#8217;s public schools.</p>
<p class="body">The John D. and Catherine T. MacArthur Foundation recently awarded a grant of $1.1 million to help with planning and development.</p>
<p class="body">According to a <a href="http://www.wired.com/culture/education/news/2007/07/game_school">Wired news story</a>, the planners &#8220;are looking at how games naturally engage players and teach them new skills, and hope to apply those principles to create kids who not only ace their SATs, but are also well suited for the 21st century.&#8221;</p>
<blockquote><p class="body">&#8220;Games offer a context for problem-solving with immediate feedback, and often involve social interaction that can reinforce lessons learned. Combine that process with the skills that modern games encourage &#8212; like computer literacy and navigating through complex information networks &#8212; and you have the basis for a brand new pedagogy. [...]</p>
<p class="body">The meaning of &#8216;knowing&#8217; today has shifted from being able to remember and repeat information to being able to find and use it.&#8221;</p>
</blockquote>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/game-school-aims-to-engage-and-educate/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>TI working with end-users to design their perfect product</title>
		<link>http://www.experientia.com/blog/ti-working-with-end-users-to-design-their-perfect-product/</link>
		<comments>http://www.experientia.com/blog/ti-working-with-end-users-to-design-their-perfect-product/#comments</comments>
		<pubDate>Thu, 02 Aug 2007 06:09:29 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Americas]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Co-creation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/ti-working-with-end-users-to-design-their-perfect-product/</guid>
		<description><![CDATA[Bryan Hynecek of Ignition reports on Core77 how his company teamed up with the Texas Instruments DLP Products Group and students from The Guildhall at Southern Methodist University, putting together a program that would enable video gaming experts the chance to design their &#8220;ideal product&#8221;&#8211;a video projector design specifically for gamers. &#8220;Companies are investing more [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/08/dlr_projector.jpg" target="_blank" rel="lightbox[3154]" title="video projector for gamers"><img src="http://www.experientia.com/blog/uploads/2007/08/dlr_projector_small.jpg" title="video projector for gamers" alt="video projector for gamers" width="100" height="96" border="0" /></a></div>
<div class="post-body">Bryan Hynecek of <a href="http://ignition.com/">Ignition</a> reports on Core77 how his company teamed up with the <a href="http://www.dlp.com/">Texas Instruments DLP Products Group</a> and students from <a href="http://guildhall.smu.edu/">The Guildhall</a> at Southern Methodist University, putting together a program that would enable video gaming experts the chance to design their &#8220;ideal product&#8221;&#8211;a video projector design specifically for gamers.</p>
<blockquote><p class="body">&#8220;Companies are investing more into understanding their customers and trying to anticipate the perfect product. As designers we have seen or participated in focus groups, surveys, questionnaires, beta programs, and various forms of <strong>ethnographic research</strong> and observation in order to understand what consumers really want. More recently some organizations have begun to use <strong>co-creation</strong> sessions. These are participatory gatherings where designers and researchers sit with a panel of target users and, through story telling and with the help of &#8220;toolkits&#8221; (a collection of objects that may represent features, functions, or forms), try to elicit features that consumers might want but never knew how to explain. Although co-creation is still a far cry from users designing their own products, it is the closest we can get to translating user wants and needs. But what is the next level? Can we get even closer? [...]</p>
<p class="body">According to the designers involved in this exercise, it was an eye opening exercise, confirming to the designers what they had already suspected: that to a significant degree, consumers or end users really do know what they want or need in a product&#8211;even what they aspire to. But it is the job of the designer to tease it out of them, like a therapist helping a patient unlock their inner feelings. Sitting down with the students, evaluating their concepts, explaining the system architecture problems, the back-end of mechanical design—all through a combination of explaining and educating—thesee were the steps in helping them to refine their raw content into the idealized end product they desired.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://www.core77.com/reactor/08.07_userdesigned.asp">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/ti-working-with-end-users-to-design-their-perfect-product/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Social scientists studying human interaction in online worlds</title>
		<link>http://www.experientia.com/blog/social-scientists-studying-human-interaction-in-online-worlds/</link>
		<comments>http://www.experientia.com/blog/social-scientists-studying-human-interaction-in-online-worlds/#comments</comments>
		<pubDate>Fri, 27 Jul 2007 14:50:23 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User research]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/social-scientists-studying-human-interaction-in-online-worlds/</guid>
		<description><![CDATA[The BBC reports on how social scientists are starting to use game worlds as laboratories to study human interaction. &#8220;Researchers are getting insights into real life by studying what people do in virtual worlds, reveals a review in the journal Science. It suggests virtual worlds could help scientists studying ideas of government and even concepts [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/07/virtual_world.jpg" target="_blank" rel="lightbox[3126]" title="Virtual world"><img src="http://www.experientia.com/blog/uploads/2007/07/virtual_world_small.jpg" title="Virtual world" alt="Virtual world" width="100" height="148" border="0" /></a></div>
<div class="post-body">The BBC reports on how social scientists are starting to use game worlds as laboratories to study human interaction.</p>
<blockquote><p class="body">&#8220;Researchers are getting insights into real life by studying what people do in virtual worlds, reveals a <a href="http://www.sciencemag.org/cgi/content/short/317/5837/472">review in the journal Science</a>.</p>
<p class="body">It suggests virtual worlds could help scientists studying ideas of government and even concepts of self. Others are looking at behaviours peculiar to online worlds and how they differ from real life.</p>
<p class="body">Online worlds offer great potential to social scientists because they overcome some of the problems these researchers encounter when gathering subjects in the real world, Dr <a href="http://www.nsf.gov/staff/staff_bio.jsp?lan=wbainbri&#038;org=NSF">William Bainbridge</a>, head of Human-Centred Computing at the US <a href="http://www.nsf.gov/">National Science Foundation</a>, wrote in the journal.</p>
<p class="body">For instance, he wrote, social scientists often face problems finding subjects fast enough or securing funds to carry out the research.</p>
<p class="body">The popularity of online worlds such as <a href="http://secondlife.com/">Second Life</a> and <a href="http://www.wow-europe.com/en/index.xml">World of Warcraft</a> meant there was a ready pool of subjects that could be recruited over long periods of time for little cost, he said.</p>
<p class="body">The game worlds also gather huge amounts of data about what players do that could easily be analysed by social scientists, wrote Dr Bainbridge.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://news.bbc.co.uk/2/hi/technology/6917924.stm">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/social-scientists-studying-human-interaction-in-online-worlds/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Using design games</title>
		<link>http://www.experientia.com/blog/using-design-games/</link>
		<comments>http://www.experientia.com/blog/using-design-games/#comments</comments>
		<pubDate>Wed, 25 Jul 2007 07:37:04 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Europe]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/using-design-games/</guid>
		<description><![CDATA[Jess McMullin and others (Luke Hohmann, Serious Games, LEGO, Pat Kane) are using games and play within product, software, service and even policy development. In this article on boxesandarrows McMullin describes why we use games, core game principles, how to apply games, and how to sell design games to your organisation or client. There&#8217;s also [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/07/papercups.jpg" target="_blank" rel="lightbox[3105]" title="The Secret Life of Cars"><img src="http://www.experientia.com/blog/uploads/2007/07/papercups_small.jpg" title="The Secret Life of Cars" alt="The Secret Life of Cars" width="100" height="150" border="0" /></a></div>
<div class="post-body"><a href="http://www.boxesandarrows.com/person/1-jessmcmullin">Jess McMullin</a> and others (<a href="http://www.innovationgames.com/">Luke Hohmann</a>, <a href="http://seriousgames.org/index2.html">Serious Games</a>, <a href="http://www.seriousplay.com/">LEGO</a>, <a href="http://www.theplayethic.com/">Pat Kane</a>) are using games and play within product, software, service and even policy development. </p>
<p class="body">In <a href="http://www.boxesandarrows.com/view/using-design-games"><strong>this article on boxesandarrows</strong></a> McMullin describes why we use games, core game principles, how to apply games, and how to sell design games to your organisation or client. There&#8217;s also some good links and great commentary.</p>
<blockquote><p class="body">&#8220;One tool that I started to use in 2002 is design games: game-like activities that help my team gain insight, understanding, and clarity while avoiding dry and often unproductive meetings.</p>
<p class="body">I&#8217;m a passionate proponent of ethnographic field studies and other ways of gaining human-centered insight. At the end of the day, that work needs to dovetail with organizational realities and requirements—and understanding business vision and drivers is where we often use design games.&#8221;</p>
</blockquote>
<p class="body"><em>(via Ireland&#8217;s <a href="http://www.designinnovation.ie/blog/?p=100">Centre for Design Innovation</a>)</em></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/using-design-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Yaniv Steiner launches Wikipedia in Second Life</title>
		<link>http://www.experientia.com/blog/wikipedia-in-second-life/</link>
		<comments>http://www.experientia.com/blog/wikipedia-in-second-life/#comments</comments>
		<pubDate>Thu, 28 Jun 2007 07:39:03 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experientia]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/wikipedia-in-second-life/</guid>
		<description><![CDATA[Say a term or a word, and the ring will search it in wikipedia, getting the information directly to your second life ear. Yaniv Steiner, Experientia&#8217;s director of R&#038;D, has been working (together with some of our other collaborators) on Feedamass, a new application that can take information from Wikipedia, Google Definitions, and what not, [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/06/feedamass.jpg" target="_blank" rel="lightbox[2923]" title="Brunel University"><img src="http://www.experientia.com/blog/uploads/2007/06/feedamass_small.jpg" title="Brunel University" alt="Brunel University" width="100" height="87" border="0" /></a></div>
<div class="post-body"><em><strong>Say a term or a word, and the ring will search it in wikipedia, getting the information directly to your second life ear.</strong></em></p>
<p class="body"><a href="http://www.nastypixel.com/">Yaniv Steiner</a>, Experientia&#8217;s director of R&#038;D, has been working (together with some of our other collaborators) on <strong>Feedamass</strong>, a new application that can take information from <a href="http://www.wikipedia.org/">Wikipedia</a>, <a href="http://www.google.com/help/features.html#definitions">Google Definitions</a>, and what not, and send it in a clear text format to almost anything. In other words, you ask a question and Feedamass answers it immediately, e.g. as a text message on your mobile phone. Now it has been implemented in <a href="http://secondlife.com/">Second Life</a>.</p>
<blockquote><p class="body">Feedamass, the &#8220;know-it-all&#8221; sidekick that fetches information to nearly any device, is also eligible to function on virtual spaces as well. Second Life, for instance. Its services might be needed not just in the real world, but habitantes of online communities, and their aliases, might also find it useful to have answers &#8220;whispered in their ears&#8221;.</p>
<p class="body">From word definitions to encyclopedic entries, from &#8220;what&#8217;s &#8216;Gesundheit&#8217; in spanish&#8221; to &#8220;how to change my avatar’s hair-style&#8221;, Simulated characters will surely encounter the necessity to know stuff. And just as people employ Feedamass to retrieve content as SMS to their mobile-phones, as an example, web entities might also like to send out for data, without leaving the screen.</p>
<p class="body">Feedamass can manifest itself on different interfaces. It can be part of a toolbar, or a HUD (Head Up Display), just like it is able to take the form of a chatting contact on an IM application, or an E-mail address to where queries are sent.</p>
</blockquote>
<p class="body">- <strong><a href="http://www.nastypixel.com/prototype/?p=241">Read more</a></strong><br />
- <strong><a href="http://www.nastypixel.com/prototype/?p=267">View video</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/wikipedia-in-second-life/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>User-centered design game</title>
		<link>http://www.experientia.com/blog/user-centered-design-game/</link>
		<comments>http://www.experientia.com/blog/user-centered-design-game/#comments</comments>
		<pubDate>Fri, 27 Apr 2007 14:33:31 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Europe]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/user-centered-design-game/</guid>
		<description><![CDATA[The UCD game allows human-computer interaction practitioners to demonstrate the key user-centered design (UCD) process and methods to those who are unfamiliar with UCD. The game teaches how to incorporate user-centered design into every step in the software development process. Overall, the purpose of this game is to promote a better understanding of a good [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/04/ucd_game.gif" target="_blank" rel="lightbox[2683]" title="User-Centered Design Game"><img src="http://www.experientia.com/blog/uploads/2007/04/ucd_game.jpg" title="User-Centered Design Game" alt="User-Centered Design Game" width="100" height="100" border="0" /></a></div>
<div class="post-body">The <strong><a href="http://www.ucdgame.org/">UCD game</a></strong> allows human-computer interaction practitioners to demonstrate the key user-centered design (UCD) process and methods to those who are unfamiliar with UCD. The game teaches how to incorporate user-centered design into every step in the software development process. Overall, the purpose of this game is to promote a better understanding of a good design process by demonstrating the importance of understanding and focusing on the end user.</p>
<p class="body">The target audience for this game is those unfamiliar with UCD, yet whose work relates to the definition, creation, and update of a product or service. In other words, everyone involved in the software development process.</p>
<p class="body">The UCD game is structured in 4 sections mimicking a standard user-centered design project: defining the users, analyzing the users’ characteristics, designing and evaluating the designed artifact. The last station – evaluating the process – requires the participants to look back on the three previous stations and reflect their design process.</p>
<p class="body">The game was developed by three people associated with the Universitat Oberta de Catalunya (Open University of Catalonia, Spain).</p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/user-centered-design-game/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Vodafone journey</title>
		<link>http://www.experientia.com/blog/the-vodafone-journey/</link>
		<comments>http://www.experientia.com/blog/the-vodafone-journey/#comments</comments>
		<pubDate>Tue, 03 Apr 2007 11:07:11 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Africa]]></category>
		<category><![CDATA[Australia]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Mobile phone]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/the-vodafone-journey/</guid>
		<description><![CDATA[One of the sections of Vodafone&#8217;s new website is called The Vodafone Journey. The first item in the menu of this flash-based mini-site are Vodafone&#8217;s customers. Ten stories explain how Vodafone has changed the way people work and play. The stories are quite promotional, but they nevertheless clearly emphasise the people-centred approach of the company. [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/04/vodafone_journey.jpg" target="_blank" rel="lightbox[2579]" title="The Vodafone Journey"><img src="http://www.experientia.com/blog/uploads/2007/04/vodafone_journey_small.jpg" title="The Vodafone Journey" alt="The Vodafone Journey" width="100" height="103" border="0" /></a></div>
<div class="post-body">One of the sections of Vodafone&#8217;s <a href="http://www.vodafone.com/">new website</a> is called <strong><a href="http://www.vodafone.com/flash/journey/main_navigation.swf">The Vodafone Journey</a></strong>.</p>
<p class="body">The first item in the menu of this flash-based mini-site are Vodafone&#8217;s customers. Ten stories explain how Vodafone has changed the way people work and play. The stories are quite promotional, but they nevertheless clearly emphasise the people-centred approach of the company.</p>
<p class="body">Nice too is that the people featured are from New Zealand, Germany, Australia, Greece, Tanzania, Ireland, Spain, Egypt, UK and Italy, and that everyone speaks their own language.</p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/the-vodafone-journey/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Next step for games: social networking [San Jose Mercury News]</title>
		<link>http://www.experientia.com/blog/next-step-for-games-social-networking/</link>
		<comments>http://www.experientia.com/blog/next-step-for-games-social-networking/#comments</comments>
		<pubDate>Mon, 12 Mar 2007 10:56:34 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/next-step-for-games-social-networking/</guid>
		<description><![CDATA[&#8220;Running throughout last week&#8217;s Game Developers Conference was the theme that the industry wants to help create better social experiences for gamers,&#8221; writes Dean Takahashi in the Mercury News. &#8220;Developers are trying to mimic popular sites like MySpace, which enable members to express themselves in their own Web sites and create social networks with friends.&#8221; [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/03/playstation_network.png" target="_blank" rel="lightbox[2456]" title="Playstation@Network"><img src="http://www.experientia.com/blog/uploads/2007/03/playstation_network.jpg" title="Playstation@Network" alt="Playstation@Network" width="100" height="36" border="0" /></a></div>
<div class="post-body">&#8220;Running throughout last week&#8217;s Game Developers Conference was the theme that the industry wants to help create better social experiences for gamers,&#8221; writes Dean Takahashi in the Mercury News. &#8220;Developers are trying to mimic popular sites like MySpace, which enable members to express themselves in their own Web sites and create social networks with friends.&#8221;</p>
<blockquote><p class="body">&#8220;While I&#8217;m not sure any one company has this figured out, all the chatter clearly shows that everyone thinks there is a gold mine for those who can combine games and social networks. [...]</p>
<p class="body">This is happening because people in modern society are suffering from the &#8220;lost village&#8221; syndrome, says Trip Hawkins, the CEO of cell phone game maker Digital Chocolate and founder of Electronic Arts.</p>
<p class="body">Hawkins&#8217; theory: We&#8217;re all basket cases because we no longer live in closely-knit villages. People reside among strangers in big cities far from families, work away from home, and don&#8217;t know their neighbors. To him, we&#8217;re all desperately using technology to restore or extend our social networks so we won&#8217;t be isolated anymore.&#8221;</p>
</blockquote>
<p class="body">In conclusion: &#8220;Game consoles have penetrated only about half the homes in the country. Maybe social networking will get everybody involved.&#8221; Remains to be seen, I might add.</p>
<p class="body"><strong><a href="http://www.mercurynews.com/ci_5416925">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/next-step-for-games-social-networking/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Experiencing love in games [BBC]</title>
		<link>http://www.experientia.com/blog/experiencing-love-in-games/</link>
		<comments>http://www.experientia.com/blog/experiencing-love-in-games/#comments</comments>
		<pubDate>Sat, 10 Mar 2007 19:53:34 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Experience design]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/experiencing-love-in-games/</guid>
		<description><![CDATA[Veteran designer Peter Molyneux has said that he wants to put love into his next game, Fable 2, reports technology editor Darren Waters on the BBC News website. &#8220;This is my bold claim &#8211; I need you to experience something in Fable that you as gamers have never experienced before,&#8221; he declared. Gamers will be [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/03/molyneux.jpg" target="_blank" rel="lightbox[2450]" title="Peter Molyneux"><img src="http://www.experientia.com/blog/uploads/2007/03/molyneux_small.jpg" title="Peter Molyneux" alt="Peter Molyneux" width="100" height="116" border="0" /></a></div>
<div class="post-body">Veteran designer Peter Molyneux has said that he wants to put love into his next game, Fable 2, reports technology editor Darren Waters on the BBC News website.</p>
<blockquote><p class="body">&#8220;This is my bold claim &#8211; I need you to experience something in Fable that you as gamers have never experienced before,&#8221; he declared.</p>
<p class="body">Gamers will be able to start a family and watch their child grow over time.</p>
<p class="body">Emotional reactions to gaming, such as love, fear and even empathy, remain the holy grail for many developers.</p>
<p class="body">&#8220;Everybody is talking about emotion, story, engagement and narrative,&#8221; Mr Molyneux said. &#8220;We have tried to approach it in a different way. We are going to explore love.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://news.bbc.co.uk/2/hi/technology/6434471.stm">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/experiencing-love-in-games/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Social networking for 9-year olds [Newsweek]</title>
		<link>http://www.experientia.com/blog/social-networking-for-nine-year-olds/</link>
		<comments>http://www.experientia.com/blog/social-networking-for-nine-year-olds/#comments</comments>
		<pubDate>Thu, 22 Feb 2007 06:47:55 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Participation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/social-networking-for-nine-year-olds/</guid>
		<description><![CDATA[&#8220;Club Penguin is a leader among a tidal wave of new community Web sites designed specifically for tweens and even younger kids: think of it as MySpace in braces,&#8221; writes Brian Braiker in Newsweek. &#8220;At Club Penguin, which launched in October 2005 and had 4 million unique visitors in January, according to comScore Media Metrix, [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/myfirst.jpg" target="_blank" rel="lightbox[2356]" title="MyFirst MySpace"><img src="http://www.experientia.com/blog/uploads/2007/02/myfirst_small.jpg" title="MyFirst MySpace" alt="MyFirst MySpace" width="100" height="66" border="0" /></a></div>
<div class="post-body">&#8220;Club Penguin is a leader among a tidal wave of new community Web sites designed specifically for tweens and even younger kids: think of it as MySpace in braces,&#8221; writes Brian Braiker in Newsweek.</p>
<blockquote><p class="body">&#8220;At Club Penguin, which launched in October 2005 and had 4 million unique visitors in January, according to comScore Media Metrix, your 8- to 14-year-old can waddle through a virtual world as a flightless waterfowl, interacting with other penguins of her choice. Registration is free, but if junior wants to decorate her penguin’s igloo or use other advanced features on the site, you’ll need to pay a $5.95 monthly membership. And Club Penguin is just the tip of the iceberg.</p>
<p class="body">A new site designed for the skinned-knee demographic seems to pop up nearly every day. Their potential market is huge: there are some 28.5 million kids between the ages of 8 and 14 in the United States, according to emarketer.com. A 2006 Los Angeles Times/Bloomberg survey found that an equal 38 percent of both male and female teens aged 12 to 14 use MySpace (even though the site&#8217;s age cutoff is 14) or some other social-networking site.&#8221;</p>
</blockquote>
<p class="body"><strong>Sites featured</strong>: <a href="http://www.clubpenguin.com/">Club Penguin</a>, <a href="http://www.whyville.net/">Whyville</a>, <a href="http://www.habbo.com/">Habbo</a>, <a href="https://www.imbee.com/">Imbee</a>, <a href="http://www.tweenland.com/">Tweenland</a>, <a href="http://www.webkinz.com/">Webkinz</a>, <a href="http://www.nick.com/nicktropolis/">Nicktropolis</a>, and <a href="http://disney.go.com/dxd/">Disney Xtreme Digital</a>.</p>
<p class="body"><strong><a href="http://www.msnbc.msn.com/id/17266131/site/newsweek/">Read full story</a></strong></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/social-networking-for-nine-year-olds/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Monocle interview with Lego CEO</title>
		<link>http://www.experientia.com/blog/monocle-interview-with-lego-ceo/</link>
		<comments>http://www.experientia.com/blog/monocle-interview-with-lego-ceo/#comments</comments>
		<pubDate>Sat, 17 Feb 2007 17:09:02 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Co-creation]]></category>
		<category><![CDATA[Creativity]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Ethnography]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/monocle-interview-with-lego-ceo/</guid>
		<description><![CDATA[The newly launched Monocle magazine features a video interview with Lego CEO Jørgen Vig Knudstorp on its home page. In the interview, Knudstorp starts of by explaining how they became a user-centred toy company by involving their users to an extreme degree. He also states the core brand value as &#8220;the joy of building and [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/knudstorp.jpg" target="_blank" rel="lightbox[2322]" title="Jørgen Vig Knudstorp"><img src="http://www.experientia.com/blog/uploads/2007/02/knudstorp_small.jpg" title="Jørgen Vig Knudstorp" alt="Jørgen Vig Knudstorp" width="100" height="129" border="0" /></a></div>
<div class="post-body">The newly launched <a href="http://www.monocle.com/">Monocle</a> magazine features a video interview with Lego CEO Jørgen Vig Knudstorp on its home page.</p>
<p class="body">In the interview, Knudstorp starts of by explaining how they became a user-centred toy company by involving their users to an extreme degree. He also states the core brand value as &#8220;the joy of building and the pride of creating things&#8221;, which is a description of an experience.</p>
<p class="body">The interview, which was conducted by Monocle editor-in-chief Tyler Brûlé and took place at the company&#8217;s innovation centre in Billund, Denmark, then goes in to an interesting discussion on the changing nature of play. Knudstorp describes some insights from an anthropological survey the company did recently, in particular about interactivity, community and what children expect from a brand.</p>
<p class="body"><strong><a href="http://www.monocle.com/business/index.php">Watch interview</a></strong><br />
<em>(Note that the actual video file seems to be huge and the streaming is not exactly smooth. I couldn&#8217;t get beyond the first half: it simply stalled. Unfortunately a download is not possible.)</em></p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/monocle-interview-with-lego-ceo/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Europe takes lead in Second Life [Reuters]</title>
		<link>http://www.experientia.com/blog/europe-takes-lead-in-second-life/</link>
		<comments>http://www.experientia.com/blog/europe-takes-lead-in-second-life/#comments</comments>
		<pubDate>Sat, 10 Feb 2007 21:05:33 +0000</pubDate>
		<dc:creator>Experientia</dc:creator>
				<category><![CDATA[Europe]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Social change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual world]]></category>

		<guid isPermaLink="false">http://www.experientia.com/blog/europe-takes-lead-in-second-life/</guid>
		<description><![CDATA[&#8220;Europeans make up the largest block of Second Life residents with more than 54 percent of active users in January ahead of North America’s 34.5 percent, according to new Linden Lab data,&#8221; as reported on Reuters/Second Life. &#8220;U.S. residents made up only 31.2 percent of active Second Life users in the month. France has the [...]]]></description>
				<content:encoded><![CDATA[<div class="post-cont">
<div class="post-img"><a href="http://www.experientia.com/blog/uploads/2007/02/reuters_second_life.jpg" target="_blank" rel="lightbox[2256]" title="Reuters Second Life"><img src="http://www.experientia.com/blog/uploads/2007/02/reuters_second_life_small.jpg" title="Reuters Second Life" alt="Reuters Second Life" width="100" height="55" border="0" /></a></div>
<div class="post-body">&#8220;Europeans make up the largest block of Second Life residents with more than 54 percent of active users in January ahead of North America’s 34.5 percent, according to new Linden Lab data,&#8221; as reported on Reuters/Second Life.</p>
<blockquote><p class="body">&#8220;U.S. residents made up only 31.2 percent of active Second Life users in the month. France has the second-highest number of users after the virtual world became a battleground for the country’s presidential election.</p>
<p class="body">Although French residents had long been a part of Second Life, thousands more joined Second Life in January as demonstrators picketed the virtual offices of Jean Marie Le Pen’s far-right National Front party. Socialist candidate Ségolène Royal also established a Second Life presence.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://secondlife.reuters.com/stories/2007/02/09/europe-takes-lead-in-second-life-users/">Read full story</a></strong></p>
<p class="body">(via <a href="http://www.loiclemeur.com/english/2007/02/europe_takes_le.html">Loic Le Meur</a>)</p>
</div>
</div>
<div class="clear"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.experientia.com/blog/europe-takes-lead-in-second-life/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
