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“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,” writes Brian Braiker in Newsweek.
Sites featured: Club Penguin, Whyville, Habbo, Imbee, Tweenland, Webkinz, Nicktropolis, and Disney Xtreme Digital. |
| Posts in category 'Play' |
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22 February 2007
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17 February 2007
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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 “the joy of building and the pride of creating things”, which is a description of an experience. The interview, which was conducted by Monocle editor-in-chief Tyler Brûlé and took place at the company’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. Watch interview |
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10 February 2007
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“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,” as reported on Reuters/Second Life.
(via Loic Le Meur) |
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9 February 2007
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“If you suspect that kids today are growing up too fast, next week’s American International Toy Fair at the Jacob K. Javits Convention Center may be all the proof you need,” writes Alexander Gelfand on Wired News.
The article features the following products:
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7 February 2007
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Leisa Reichelt (an Australian user experience consultant based in the UK) has published two audio interviews with Bill Moggridge, designer of the first laptop computer (the GRiD Compass, 1981), founder of the design firm IDEO, and author of the book “Designing Interactions“.
In part one of the interview (10:01), Moggridge talks about the process he went through to design/write the book (yes, there was a prototype involved!) as well as some thoughts on what factors are common where good interaction design is created. In the second part (05:48), Moggridge talks about designing games and what interactions can learn from games design. Part three (10:28) finally, deals with the ingredients of successful design teams - who is in them, how do they work together, where do they work, etc. (via Usability in the News) |
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5 February 2007
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1 February 2007
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This Monday (29 January 2007), Experientia partner Jan-Christoph Zoels gave the opening speech during an interaction design workshop week at the Higher Institute of Integrated Product Development, Antwerp, Belgium.
During his presentation, he started from the definition (by Rogers, Sharp and Preece) that interaction design is about “creating experiences that enhance and extend the way people work, communicate and interact.” He then described the four key areas that interaction design is focusing on — human-computer interaction and interfaces; technologically mediated human to human interaction; interaction between humans and devices in contained enviroments like museums, shops and offices; and responsive architectures and spaces — and showed a large number of examples to highlight how the field of interaction design is developing. A video of the lecture (30 min.) can be seen on Google Video. |
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30 January 2007
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“Nickelodeon, the popular children’s cable network, is pushing hard into the online world with Nicktropolis.com, a new Web site that will let its young users enter their own world of Internet activities,” writes Geraldine Fabrikant in The New York Times.
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27 January 2007
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Puppet theatre is a triple craft. It is about the crafting of the puppets and the set. It is about the skill of operating the string-suspended marionettes in a convincing and lifelike way. And it is about theatre, which means storytelling and continuous engaging interaction with the audience. It is, in short, about the making of magic.
A few months back I was a jury member of the EUROPRIX Top Talent Award, a contest for the best in European multimedia from young producers, and was delighted to see the puppet theatre reinvented in Tadam, an entry by students of Gobelins, a Paris school of visual communication. The young team responsible for Tadam (a French onomatopoeia used to express an excited announcement) have deeply understood the fascination of this magic and the three essential aspects it implies, and created an interactive and computer-supported experience that brings delightful freshness to the old art. The joy of crafting is present in just about everything the project contains: from the soldering of the theatre frame out of metal tubes, to the knitting of the red and gold theatre curtains, from the careful computer rendering of the puppet faces (based on the actual faces of the project members) to the hand-sown clothes of the digital marionettes, from the intricacies of computer coding to the hand-drawn storyboards, and from the electronics-in-a-wooden-box prototypes to the sweet toy instrument music. The marionettes are digital and only exist on a projected screen. Yet, they are operated like any other marionette: a skilled puppeteer holds a wooden cross that manipulates their arm, leg and head movements, and brings thrilling life to the inanimate forms. Finally, the direct interaction between the puppeteer and the digital marionette allows for a direct dynamic with the audience, which is essential to this type of storytelling. As a bonus, the making-off video is a splendid presentation of the project, conveying very well the pleasure the young team felt while working on their challenge. Technical description
Tadam, which was rightfully selected as a Europrix Top Talent Award 2006 winner in the category “Digital Video & Animations”, has a project website in French only. The Medias section also contains a shorter presentation video (which is however not as good as the “making-of” one, due to poor music and voice choices). |
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5 January 2007
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According to the Wall Street Journal, “two recent studies suggest that the oft-touted educational benefits of such toys are illusory, and child development experts caution that kiddie electronics, even those bought purely for fun, can have negative side effects such as inhibiting creativity and promoting short attention spans.”
“A two-year, government-funded study by researchers at the University of Stirling in Scotland found that electronic toys marketed for their supposed educational benefits, such as the LeapFrog LeapPad, an interactive learning activity toy, and the Vtech V provided no obvious benefits to children. “In terms of basic literacy and number skills I don’t think they are more efficient than the more traditional approaches,| researcher Lydia Plowman told the Guardian. Although no Luddite (Ms. Plowman makes the rather perverse recommendation that parents give children their old cellphones so that they can learn to “model” adult behavior with technology).” At a Boston University conference on language development in November, researchers from Temple University’s Infant Laboratory and the Erikson Institute in Chicago described the results of their research on electronic books. The Fisher-Price toy company, which contributed funding for the study, was not pleased. “Parents who are talking about the content [of stories] with their child while reading traditional books are encouraging early literacy,” says researcher Julia Parish-Morris, “whereas parents and children reading electronic books together are having a severely truncated experience.” Electronic books encouraged a “slightly coercive parent-child interaction,” the study found, and were not as effective in promoting early literacy skills as traditional books.” (via Pasta and Vinegar) |
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20 December 2006
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Vodafone has just published the 17th issue of Receiver, its online magazine on the future of communications technologies, which is entirely devoted to gaming and playing.
“While the urge to play is a human universal, gaming cultures differ widely across different societies - that goes for the games people enjoy as well as how they enjoy them. You can play with interactive media alone or to socialise, to compete or to relax, at home or in the street. What is play and what’s in a game?” In “The space to play“, Matt Jones, director of user experience design for Nokia Design Multimedia, explores themes from his research into the universal human urge to play – and how it relates to the way we design our technology, our environments and our future. “Lucky Wander Boy – the microsurgeon winner” is the title of a story about a man who finds a purpose through and is ruined by his obsession with video games. It is written by D.B. Weiss, who is currently in the headlines for working on the script for a movie adaption of the “Halo” video game series. In “Gaming International“, Jim Rossignol, a British technology author specialising in video games, tells us about his experiences in Seoul and compares European and Asian approaches to gaming. “Mobile gaming – the troubled teenage years” is the title of a contribution by technology writer Stuart Dredge, in which he takes a look at the future of mobile gaming, focusing on how mobile games could move beyond the familiar hits like Tetris and Pac-Man to new concepts blending innovation and connectivity. In “Games in spite of themselves“, Auriea Harvey and Michaël Samyn of the Belgian design studio Tale of Tales discuss “The Endless Forest”, a multiplayer game in which everybody plays a deer. In “Playing by creating“, David Edery, the Worldwide Games Portfolio Planner for Xbox Live Arcade (Microsoft) tells us why we should be excited about user-generated content. “Playing the news“: games are the new news, argues Gonzalo Frasca, a video game theorist and developer, currently researching serious gaming at IT University of Copenhagen, and the co-founder of Powerful Robot Games, a studio known for its work on election video games as well as its newsgaming.com project. In “Three play effects – Eliza, Tale-Spin and SimCity“, Noah Wardrip-Fruin, a digital media creator and scholar whose current work focuses on digital fiction and play, looks at three different models of what we experience through play. Finally “Interaction as an aesthetic event“, is the title of the contribution by media theorist Lev Manovich, a Professor of Visual Arts at UCSD, in which he takes a look at the playful user interaction in recent cell phone models and other personal information technology. |
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2 December 2006
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30 November 2006
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Philips Design is entering Second Life, the imaginary, on-line community, “to gain feedback on innovation concepts, engage residents in co-creation and obtain a deeper understanding of potential opportunities in this virtual environment”.
From the press release:
Philips Design has just signed a collaboration agreement with Rivers Run Read, the leading virtual world design agency in Europe, to establish a Philips Design presence within Second Life conceived as “a collaborative working space for the real and virtual worlds”. |
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17 November 2006
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Mike Spang, Kodak
Mike Spang has the long job title: “Business Research Director, Document Imaging, Corporate Business Research, Eastman Kodak Company”. He spoke about how Kodak went about creating a satisfying global corporate web experience. To put it in somewhat of a context, about five years ago Kodak had to rapidly reinvent itself as a digital camera company, and so the website had to also change from a portal for photography to a portal for digital imaging, with 80 percent of the web visitors being regular consumers. The website also had to provide people with an experience beyond just camera purchasing. As one can read in an article in Business Week that was just published, CEO Antonio M. Perez “aims to make Kodak do for photos what Apple does for music: help people to organise and manage their personal libraries of images. He’s developing a slew of new digital photo services for consumers that he expects to yield higher returns.” Spang described how Kodak through a clever use of user-centred design and a wide range of usability methods, was able to reinvent its web site, make it truly global and incorporate input from users worldwide. The techniques used included open ended site surveys, heuristic evaluation, focus groups, cognitive walkthroughs, card sorting, usability testing (in lab, remote, web-based), visitor satisfaction assessments, multivariate design testing, and web traffic analysis. Since there are more than 50 different national versions of the site, the research took place in the UK, Germany, France, China, South Korea and the United States. Download presentation (pdf, 2.8 mb, 44 slides) Emmi Kuussikko, Sulake Corporation Emmi Kuussikko is a research manager with particular responsibilities for market and user insight at the Sulake Corporation, an interactive entertainment company based in Finland. Sulake is responsible for Habbo Hotel. Habbo is one of the largest teen online communities in 29 different countries. It is a virtual world for young people, a massively multiplayer online game where teenagers create their own personalised virtual characters and interact with other characters in the community. It has 7 million unique users monthly, mainly in the 13 to 16 year old age range, and over 60 million characters have been created globally. Since it is the community that creates a truly unique gaming environment and a great deal of the changing content is created by the users themselves, they strongly feel they own the brand and the Sulake Corporation just manages it with them. Research in this online environment is of course also done online. The user base is very loyal and they are very eager to participate in surveys. So actual data collection is very fast. A survey can collect over 40,000 answers in just a few days. Here are some of the results from a recent survey done globally. Most teens spend more time on the internet (>90%) than TV (~60 %). Mobile usage is mainly used for text messages, followed by camera use and game playing. One third listen to music on the mobile phone, especially in the UK and Italy. Teens mostly use the web to stay in contact with their friends: IM and email. Then come games. The research provides also a more detailed insight into youth characteristics regarding life style and values:
Kuusikko’s presentation started to become really interesting when she presented user segments, and the spread of these segments by country. The user segmentation was based on a cluster-factor analysis. Trying to create maximum divergence between groups and minimum within, provided an accurate and reliable method for identifying groups with similar characteristics. The variables examined were personality, values, attitudes, subculture membership, areas of interest. Five user types were found: achievers, traditionals, creatives, rebels and loners. Sulake also uses a more selective community of 200 users to generate, co-create and test new ideas in a continuous and open dialogue. I hope to be able to add a download to Kuusikko’s presentation shortly. Mehmood Khan, Unilever Mehmood Khan is the eccentric thinker who is the Global Leader of Innovation Process Development at Unilever. Unilever’s mission is to “add vitality to life”. It manages 400 brands spanning 14 categories of home, personal care and foods products “that help people look good, feel good and get more out of life”. Khan has been with Unilever since 1982 and has worked in wide areas of the business: marketing, exports, procurement, business development and innovation. He has been pioneering new business for Unilever in places like Vietnam, Cambodia, Laos, Mongolia and North Korea, along with developing new portfolios in China and other countries in East Asia. In his presentation, entitled “A holistic approach to innovation”, Khan described the key features of Unilever innovation. According to Khan, innovation is about turning creativity in a successful enterprise. At Unilever innovation is customer-focused which allows the company to keep its brands connected to people’s lives. The innovation learnings and in particular the customer focus have also shaped the vitality brand strategy. Download presentation (pdf, 136 kb, 17 slides) |
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8 November 2006
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At Artissima, the international fair of contemporary art in Torino, visitors are able to use simple hand and arm gestures to browse a visual catalogue of recent art work exhibited at the Fondazione Sandretto Re Rebaudengo, an important museum in the city.
The technology is based on sophisticated gesture recognition, while the end-result for the visitor is a radically simple content navigation system in which the images are projected on a large screen, and interaction is performed via nothing but a flat luminous surface. The project was developed by Jan-Christoph Zoels, Yaniv Steiner and Ofer Luft of Experientia, the Turin-based international experience design consultancy. A prototype of the gesture-based interface was previously used to navigate Google Earth and to guide club dancing during a music rave. The various interfaces are all based on the smartRetina™ technology, which provides the designer with a programmable “eye”, allowing him to easily design new experiences and interactions which do not require a tangible interface. |
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6 November 2006
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23 October 2006
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Peter Morville found an interesting whitepaper by MIT’s Henry Jenkins about media education, entitled “Confronting the Challenges of Participatory Culture” (pdf, 354 kb, 70 pages), on the website of the MacArthur Foundation’s Digital Learning Initiative (see also here).
Here is what Morville wrote about it:
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21 October 2006
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The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialise and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations.
The Digital Learning Initiative is exploring the hypothesis that digital media tools now enable new forms of knowledge production, social networking, communication and play. Through the use of such tools, young people are engaged in an exploration of language, games, social interaction and self-directed education that can be used to support learning. They are different as a result of this use of digital media, and these differences are reflected in their sense of self, in how they express their independence and creativity, and in their ability to learn, exercise judgment and think systemically. The Digital Learning Initiative acknowledges the emerging vernacular of young people who are “growing up digital” and embraces the writing, thinking, and design tools of the digital age. It is seeking to answer questions such as: Are young people fundamentally different because of their exposure to technology? What environments and experiences capture their interest and contribute to their learning? What are the implications for education? It includes ethnography, the development of media literacy, and the connection between games and learning. |
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6 October 2006
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“Some 60 schools and universities have set up shop inside Second Life — most in the past year,” writes Gregory M. Lamb in USA Today. “They join a population that includes real-world business people, politicians, entertainers, and more than 800,000 other ‘residents’ of the virtual world.”
“For the first time this fall, a Harvard University class is meeting on its own ‘Berkman Island’ within Second Life (SL). ‘Avatars,’ visual images that represent the students and teachers, gather in an ‘outdoor’ amphitheater, head inside a virtual replica of Harvard Law School’s Austin Hall, and travel to complete assignments all over the digital world.” “Some 90 Harvard law and extension school students taking the course, called ‘CyberOne: Law in the Court of Public Opinion,’ can receive real college credit. But anyone on Earth with a computer connection can also take the course for free. Students are participating from as far away as South Korea and China.” |
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2 October 2006
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Futurelab is a not-for-profit organisation in the UK, passionate about transforming the way people learn. Tapping into the huge potential offered by digital and other technologies, it is “developing innovative learning resources and practices that support new approaches to education for the 21st century.”
Three reports and two projects offer some valuable recent insight, but the website contains much more: The report Social Software and Learning explores the relationship between the emergence of social software and the personalisation of education. It suggests that there is a changing view of what education is for, with an emphasis on the need for young people to develop the skills necessary for today’s evolving global knowledge economy. Alongside this development is the rapid growth of social software, characterised as software that supports group interaction, and by combining these two trends there is significant potential to see a new approach to education. Learner Voice is the title of a report on giving more of a voice to the learner. “Despite the vast number of changes in the education system in recent years, learners are seldom consulted and remain largely unheard in the change process. If education is to become more personalised, then the views of learners must be heard. This handbook draws on examples, case studies and research to provide learners and educators with information and ideas for promoting the voices of learners.” Teaching with Games was a year-long project supported by Electronic Arts, Microsoft and Take-Two, as well as the Interactive Software Federation of Europe (ISFE), investigating the place of mainstream commercial computer games in the classroom. The project aimed to provide practical and informed evidence of the implications and potential of the use of these games in school, and an informed strategy for future educational development requirements, based upon collaborative discussions between industry and the education community. A report, outlining the context, objectives, methods, findings and key messages arising from the Teaching with Games project, is now available. Enquiring Minds is a three-year research and development project investigating how children can shape their own learning, by changing the emphasis from what they learn to how they learn. Run by Futurelab and funded by Microsoft through its Partners in Learning initiative, the project is essentially trying to put into practice the theories of fully personalised learning. Create-A-Scape is a new website that provides free resources to enable teachers and pupils to create digitally-enhanced, personalised learning experiences, using HP’s Mediascape authoring toolkit. Finally, an article on the BBC website today reports on a Futurelab survey that shows that video games could have a serious role to play in the classroom. The survey, which covered 1,000 teachers and more than 2,300 primary and secondary school students in the UK, found 59% of teachers would consider using off-the-shelf games in the classroom while 62% of students wanted to use games at school. |
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