infovore + psychology   19

Ugh fields - Less Wrong
"A problem with the human mind - your human mind - is that it's a horrific kludge that will fail when you most need it not to. The Ugh Field failure mode is one of those really annoying failures. The idea is simple: if a person receives constant negative conditioning via unhappy thoughts whenever their mind goes into a certain zone of thought, they will begin to develop a psychological flinch mechanism around the thought. The "Unhappy Thing" - the source of negative thoughts - is typically some part of your model of the world that relates to bad things being likely to happen to you."
psychology  mind  stupidlizardbrain 
july 2011 by infovore
GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 « Double Buffered
Ben Zeigler's notes on Bunge's Jaime Griesemer's talk at GDC, all about balancing. Sample quotation: "It can be tricky to balance, because designers can misinterpret competence (getting good at a weapon) with the weapon being balanced. We CANNOT use our intuition at this stage because it will lie to us. Changes will have to be done in larger batches, and we need to avoid bias effects." Really, the whole thing is jampacked with interesting stuff (not all of which I agree with, but most of it is very good indeed).
bungie  games  design  balance  gdc  gdc2010  psychology 
march 2010 by infovore
The Master and His Emissary| Book review | Books | The Guardian
"McGilchrist's suggestion is that the encouragement of precise, categorical thinking at the expense of background vision and experience – an encouragement which, from Plato's time on, has flourished to such impressive effect in European thought – has now reached a point where it is seriously distorting both our lives and our thought. Our whole idea of what counts as scientific or professional has shifted towards literal precision – towards elevating quantity over quality and theory over experience – in a way that would have astonished even the 17th-century founders of modern science, though they were already far advanced on that path." Sharp review of what sounds like a fascinating book; I particularly liked this quotation.
books  brain  psychology  reviews  guardian  science 
january 2010 by infovore
Anger: Managing the amygdala hijack « Life at the Bar
"The amygdala is the “fight or flight” and emotional memory part of the brain. Its job is to protect by comparing incoming data with emotional memories. An amygdala hijack occurs when we respond out of measure with the actual threat because it has triggered a much more significant emotional threat." Wow, there's actually science behind that feeling. Useful to give it a name, too.
amygdala  psychology  brain  happiness  anger  calm 
june 2009 by infovore
Tom Service on Susan Greenfield's missed notes | Music | guardian.co.uk
"There was an implicit value judgement in Greenfield's talk between the "purely sensory experiences" of raves or today's computer games, and the cognitive activities of reading a book or listening to a symphony, which, because they make us "see one thing in terms of another thing", involve a more mature mental engagement. For Greenfield, the Beethoven was a higher experience because it offered an "escape from the moment", where a rave was about losing yourself to the "thrill of the moment". I think that's a flimsy distinction, since both are about submitting to the sensory power of music. I'd like to see the difference in brain activity between somebody "escaping" life's mundanities and another person "thrilling" to the implacable now of the beat."
guardian  music  psychology  susangreenfield  throwawaycomment  games  cognition 
june 2009 by infovore
russell davies: fair play
"...kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
games  play  children  toys  psychology  rules  fairness 
february 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
Games Without Frontiers: Why We Need More Torture in Videogames
"Psychologists know that torture causes, among other horrid things, lasting mental-health problems. But 24's frantically violent fairy tales are typical of what passes for mass-cultural debate about torture. We're not encouraged to think about what happens next, so we don't. It is a massive failure of the public imagination. Which is why we need more torture in videogames." Clive Thompson responds to Richard Bartle's issues with that WoW quest, and he makes some sensible points, although I still have some issues with the Blizzard implementation.
games  psychology  ethics  torture  wow  worldofwarcraft  morals 
december 2008 by infovore
Games Without Frontiers: Games Give Free Reign to the Douchebag Within
"What the hell is wrong with me? There are a lot of ways to win at Civilization Revolution that do not involve taking a happy, peaceful city and reducing it to a smoldering gravesite filled with radioactive trinitite." Clive Thompson on a case of Walter Mitty syndrome.
games  psychology  play  choice  wishfulfilment  escapism 
august 2008 by infovore
bookofjoe: 'How Grandma Sees the Remote' — by Roz Chast
A nice reminder about the perception of interfaces (as opposed to the reality).
usability  interaction  userexperience  design  comic  cartoon  funny  psychology  interface 
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
Irrational economics | Look and feel | Economist.com
"With money, it seems, it is not familiarity, but unfamiliarity that breeds contempt." People are less good at estimating the value of unfamiliar currency, no matter what it says on it.
psychology  money  currency  research  behaviour  society  interaction  finance 
april 2008 by infovore
Portals - WSJ.com
"When you find new information, you get an opioid hit, and we are junkies for those. You might call us 'infovores.'" ... We are programmed for scarcity and can't dial back when something is abundant." So that explains it.
infovore  knowledge  learning  data  psychology  intelligence  informationoverload  via:blackbeltjones  addiction 
march 2008 by infovore
Dolores Labs Blog » Blog Archive » Where does “Blue” end and “Red” begin?
"We showed thousands of random colors like this to people on Mechanical Turk and asked what they would call them. Here’s what they said [...]"
colour  language  color  psychology  perception  survey  visualisation 
march 2008 by infovore
Reading The Everyday
"Originally, I started a generic post on the business or marketing books I’ve read this year. But there’s only really one book I want to write about, because I think the ideas in it are incredibly important to anyone in marketing or product design. "
joemoran  business  marketing  design  product  culture  society  psychology  book  review 
january 2008 by infovore
Four Principles of Interpersonal Communication
Communication is inescapable, irreversible, complicated, and contextual. Nice summation of many of the issues around communicating with other people. Reminds me how little I'm going to miss transatlantic teleconferencing.
communication  people  psychology  understanding  culture  context 
october 2007 by infovore
disambiguity - » Ambient Intimacy
"the phatic function is communication simply to indicate that communication can occur." Leisa Reichelt on "ambient intimacy", Twitter, and some Bakhtinian ideas.
twitter  social  relationships  psychology  behaviour  passive  ambient  lowlevel  networking 
march 2007 by infovore
frieze - the art of war
"The IDF’s strategy of ‘walking through walls’ involves a conception of the city as not just the site but also the very medium of warfare – a flexible, almost liquid medium that is forever contingent and in flux." - Fascinating article on why Isra
warfare  psychology  politics  research  israel  palestine 
june 2006 by infovore

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