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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 “ideal product”–a video projector design specifically for gamers.
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| Posts in category 'Play' |
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2 August 2007
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27 July 2007
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The BBC reports on how social scientists are starting to use game worlds as laboratories to study human interaction.
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25 July 2007
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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’s also some good links and great commentary.
(via Ireland’s Centre for Design Innovation) |
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28 June 2007
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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’s director of R&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, 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 Second Life.
- Read more |
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27 April 2007
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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 design process by demonstrating the importance of understanding and focusing on the end user.
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. 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. The game was developed by three people associated with the Universitat Oberta de Catalunya (Open University of Catalonia, Spain). |
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3 April 2007
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One of the sections of Vodafone’s new website is called The Vodafone Journey.
The first item in the menu of this flash-based mini-site are Vodafone’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. 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. |
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12 March 2007
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10 March 2007
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22 February 2007
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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. |
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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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Experientia news
Experientia is proud to announce the official launch of Humin, a programme developed for Flemish ...
On 19 March the non-profit organisation Area, which supports families with disabled children, will ...
Experientia, in collaboration with the Vodafone User Experience team, is running two workshops on ...
Over 250 participants are expected to attend the first European regional conference of the ...
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