infovore + experience   26

Notes, links, etc | The Smithsonian's design museum just got some...
"Its weird really. You’re standing there in front of something, perhaps its an ancient artefact, buried for thousands of years - perhaps its a mummy, partially unwrapped. A real human being, you can see their face from all those years ago, see how they lived, what they ate. History, right there… But whatev’s. Look! There’s a telly over there!" Yep.
museums  ux  experience  interaction  technology  denisewilton 
march 2015 by infovore
Pan » Blog Archive » Who Cares About TV Bins?
"We need to be armed not only with outrage at the intrusion but with the opinion that every financially motivated imposition is a missed opportunity to enhance the city we live in. Services on our streets are always in change, post boxes and pay phones are becoming antiquated, but there is a real and exciting potential for these spaces to become something else, something human, something exciting and most importantly, something for us." Cracking post from Ben about Renew's bins, some of what we learned in Hello Lamppost, and how people do - and could - engage with the cities they live in.
renew  hellolamppost  cities  infrastructure  smartcity  interaction  experience  panstudio  benbarker 
august 2013 by infovore
AskTog: Magic and Software Design
This is marvellous: Tog on magic and software, and what one can teach the other. The stuff about perceived time periods, and also on distraction, is particularly great. It's not just about the functionality: it's about how you present it; showmanship all the way down. (And: I like the reminder about the kinds of honesty that are important, in order that dissimulation still works0.
tog  design  magic  interaction  experience  software 
october 2012 by infovore
On Being A Senior Engineer
Excellent, thoughtful article from John Allspaw on what experience in software engineering really looks like. Valuable reading both for software engineers, and also for the people who work with them.
engineering  programming  software  development  maturity  seniority  experience 
october 2012 by infovore
Chris Heathcote: anti-mega: sand in the vaseline
"Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams - and, as Chris points out, when they do, it's for seams between all their own products.
saarinen  rfid  experience  chrisheathcote  seams  design 
january 2012 by infovore
HonestGamers - L.A. Noire review (Xbox 360)
"Unlike the movies that influence it, LA Noire takes place in a world where editing hasn't been invented yet." Really good writing from Tom Chick; this was perhaps my favourite quotation. I genuinely wonder how many people playing this game have never played a "proper" adventure game - be it an old Sierra point-and-click, or something from the Phoenix Wright/Hotel Dusk school. Chick's line about the matchbook is exactly the thing adventure gamers got fed up with in the *late nineteen-eighties*. We don't need the bad parts of Sierra coming back to haunt is.
games  lanoire  adventuregames  history  historiography  experience 
may 2011 by infovore
Gamasutra - News - DICE 2010: CMU's Schell On The Common Threads In Unexpected Successes
"Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
games  experience  systems  ubicomp  ubiplay 
february 2010 by infovore
gewgaw » Place Making
"While creepily capitalist in its language, the scholarship within it is sound – echoing theories that Jacobs, Alexander others presented decades ago. What’s more – it contains a lot of the same arguments for iterative design that you see in traditional game design tomes. (For a special treat – try replacing the phrases like “destination” and “retail” with “MMO” and “boxed-game”)"
games  architecture  experience  friends  place  spaces  cities 
july 2009 by infovore
chewing pixels » Gaming Made Me
"But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
simonparkin  games  writing  experience 
july 2009 by infovore
Review: The User Illusion
"“The User Illusion” is what Alan Kay and the PARC designers called “the simplified myth everyone builds to explain (and make guesses about) the system’s actions and what should be done next.” Nørretranders says the user illusion is “a good metaphor for consciousness. Our consciousness is our user illusion for ourselves and our world.” The world we experience is really an illusion; colors, sounds, smells, tastes, etc. are interpretation made by our brain." This sounds interesting, if a challenging read.
interaction  experience  psychology  behaviour  senses  consciousness  brain 
february 2009 by infovore
GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince
"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
games  storytelling  narrative  difficulty  experience  flow  princeofpersia  gamesetwatch 
january 2009 by infovore
Gamasutra - Persuasive Games: Windows and Mirror's Edge
"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
games  play  gamasutra  innovation  experience  mirrorsedge  ianbogost  seeing  looking 
december 2008 by infovore
Fullbright: The immersion model of meaning
"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
stevegaynor  games  immersion  systems  mechanics  openworld  narrative  experience  freedom  meaning 
november 2008 by infovore
Avant Game: These Games are Experience Grenades
"Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
education  learning  games  pain  pleasure  play  design  experience 
november 2008 by infovore
Selling an Experience
"Let’s no longer think in terms of selling them a game. Let’s instead think of selling them an experience." A nice article on the changing shape of game design, particularly when it comes to narrative and participatory hooks.
design  experience  games  narrative  participation  genre 
september 2008 by infovore
Kick It › Creating Products, Not Experiences
"...it’s my feeling that experiences can’t really be designed. You can only provide the resources for people to have an experience; then it’s the people (users) themselves who create the experience." Dan Saffer hits the nail on the head at his new studio's blog. Can't wait to see what comes out of Kicker.
products  experience  design  dansaffer  kicker  studio  experiencedesign  interaction 
september 2008 by infovore
Chris Heathcote: anti-mega: this is not my beautiful house
"Just as the words consumer and user are condesending to people, the word experience is condesending to the activity of people, or life. And it’s condescending to the people who work hard to create the products and services. Everyone seems to be an experience manager these days, but we should be proud of what we do." When Heathcote blogs, he blogs big. Great post.
management  design  hr  experience  userexperience  brand  strategy  service 
august 2008 by infovore
Takara Tomy's RPG Piggy Bank: level up by saving up - Engadget
You save money; you level up in the electronic game that's attached to the piggybank...
electronics  consumer  games  play  levelling  experience  saving 
june 2008 by infovore
russell davies: pre-experience design
"if we're trying to create great experiences, that we align the expectations to help the case we want to make."
design  experience  advertising  desire  psychology  behaviour 
may 2008 by infovore
adaptive path » blog » Peter Merholz » Our Forthcoming Book: Subject to Change: creating great products and services for an uncertain world
"The book addresses our philosophy in creating products and services, the importance of the right kinds of research, of making design an organizational competency, [and] of thinking of your offerings as part of a larger system..." Looks good!
adapativepath  servicedesign  design  services  products  experience  book  writing 
february 2008 by infovore
Irving Wladawsky-Berger: More on the Evolution towards the Knowledge Economy
"Nocera mentions Bezos’ belief that if you do something good for one customer, they will tell one hundred others. [...] Put it all together, and you begin to see what a truly empowered, truly knowledge-based global economy looks like."
amazon  service  experience  knowledgeeconomy 
january 2008 by infovore
Summary of my Playful IAs argument (Leapfroglog)
"Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery." Kars' whole talk is great, really.
games  play  interface  ui  interaction  design  ia  experience  discovery 
october 2007 by infovore
cityofsound: A birth, in 13 places
"I thought I would write a little about how the places and spaces that were familiar to us had begun to warp and twist in entirely new ways, and how I experienced new, unfamiliar places as a result of the birth."
architecture  design  birth  personal  writing  london  city  experience 
july 2007 by infovore
On the ground running: Lessons from experience design « Speedbird
Remarkable piece from Adam Greenfield on experience design. The second time I've seen the Saarinen quotation pop-up, too. A must-read.
design  experience  interaction  ux  product  service  article 
june 2007 by infovore
The Core of Fun - Raph Koster
All the slides from Raph's ETech Keynote
play  fun  games  interaction  design  experience 
march 2007 by infovore

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