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Design – ..
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Category: Design

Design, HCI, Persuasive Technologies, Smart Objects, Tools

Great Wave Data

October 16, 2016

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With augmented reality (AR) and virtual reality (VR) becoming the next computing platforms, app developers have been increasingly focused on building AR and VR apps.

One of the companies that aim to be on the cutting edge of Analytics VR and AR app development is GREAT WAVE. By helping people understand and analyze data more quickly, such a tool could provide richer, more insightful experiences than the ones derived from paper and screens. Studies conducted by researchers at Stanford and by the neuroscience and analytics team of the AR developers META (in conjunction with Accenture) demonstrate how the use of 3D information could amplify people’s efficiency and ability to focus on tasks.

Have a look at the video of GREAT WAVE:

Ambient Intelligence, Design, HCI, Persuasive Technologies, Smart Objects, Theory

2D vs 3D

September 8, 2016

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Given the lack of studies that have systematically examined the perceptual cues that our brains use to rapidly process procedural tasks – META decided to partner with Accenture Labs on a pilot study examining the use of perceptual cues in AR. More specifically, they wanted to measure the effect an additional perceptual cue (motion) would have on the time it takes to complete a procedural task. The team operated under the hypothesis that integrating both stereo and motion perceptual cues could further reduce the limitations of 2D instructions – ultimately enabling people to more quickly complete a procedural task.

At this year’s Bay to Breakers pre-race expo, the colorful annual footrace in San Francisco (California), the team of Meta and Accenture researchers set up the procedural task of assembling a physical lighthouse Lego set.

They defined three conditions based on the different types of instructions participants were to receive:2D Paper, Holographic Static 3D (Stereo Cue), and Holographic Dynamic 3D (Stereo & Motion Cues).

Comparing the three instruction conditions, they found that Dynamic 3D Instructions enabled participants to more quickly complete each step. Participants using Static 3D Instructions and 2D Paper Instructions were much slower in comparison. This confirmed their hypothesis that the use of both the stereo and motion perceptual cues in AR instructions speeds up assembly time. Interestingly enough, the researchers found that participants using Static 3D Instructions were the slowest of the three instruction conditions. This was especially surprising to them because based on past studies conducted in 2003 and 2013 , they expected people using any kind of 3D instructions to perform the Lego building task more quickly than those using paper 2D Paper Instructions.

Check out this video:

Design, HCI, playstudies, Smart Objects, Theory

Artificial Theatre

May 17, 2016

I invited Louis-Philippe Demers for a talk at our CGI – International Seminar series.

Louis-Philippe Demers makes large-scale installations and performances. His projects can be found in theatre, opera, subway stations, art museums, science museums, music events and trade shows. Over the past two decades, he participated in more than seventy artistic and stage productions and has built more than 350 machines.

Demers was Professor of Digital Media and Exhibit Design/Scenography at the Hochschule fuer Gestaltung Karlsruhe, affiliated to the world renowned Zentrum fuer Kunst und Medientechnologie (ZKM, Germany). Since he joined the Interaction and Entertainment Research Centre and the newly founded School of Art, Design and Media at the Nanyang Technological University.

On the talk: Theatre has always been the test bed of illusions. The illusion of the actor replaced by a machine signifies the fantasies found in the scientific and the science-fiction communities. However, what Louis-Philippe Demers is targeting here is not the artifice but the uncomfortable communalities between the flesh and the mechanical bodies. Having these radical encounters at the liminal space bordering man and machine, it forces audiences to (re)consider their human bodies and the latest transforms in the history of their own embodied experiences.

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Design, HCI, Persuasive Technologies, playstudies, Smart Objects, Tools, Uncategorized

Augmented Narratives

February 10, 2016

I started my new research-project on Augmented Narratives which will involve the platforms of META2 and OCTAGON. For users, good UX-design for Augmented Reality platforms should facilitate physical and psychological immersion in the mediated experience. A holistic, multi-dimensional approach that incorporates qualitative experience and a deep understanding of the psychological aspects of optimum user experience are an imperative for such environments to be successful.

The creation of such a flexible, holistic, and enveloping environment that allows well-tuned variations and personalized adjustments, requires new forms of digital storytelling and the application of new user experience-design paradigms – based on a deep knowledge of the users’ data-scape. How can we can assess and organize these new worlds – in order to create the best experiences?

augmented-narratives-small

Ambient Intelligence, Design, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Tools, Uncategorized

Tango

December 2, 2015

Had the chance to explore Google’s Tango with a team of developers. Great software and it is to hope that it can live up to its potential. The first consumer implementation will be in a package with Lenovo’s PHAB PRO later this year.
The essential aim is to give your mobile device full spatial awareness, or the ability to understand your environment and your relation to it, to get your smartphone to understand the world around it, enabling it to provide augmented reality experiences. A Project Tango device ‘sees’ the environment around it through a combination of three core functions.

First up is motion tracking, which allows the device to understand its position and orientation using a range of sensors (including accelerometer and gyroscope). Further, it involves depth perception, it is able to examine the shape of the world around you. Here it relies on Intel’s RealSense 3D camera. it helps the device to gain accurate gesture control and snappy 3D object rendering among a number of other features.

Additionally, Project Tango incorporates area learning, which means that it maps out and remembers the area around it.

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Augmented Reality, Design, people, Persuasive Technologies, Theory, Videos

Uncovering the Grammar of VR

November 2, 2015

Saschka Unseld  Creative Director, Oculus Story Studio

In virtual reality, you are at the center of every story. Saschka Unseld, head of Oculus Story Studio, wants to keep you there, experiencing virtual worlds directly, with characters who interact with you in real time. You read a book and you watch a film, but in virtual reality, you experience a story. It’s told through your senses, and Unseld and his team are now discovering what that means—how characters should react to you, how to make your experience interactive and responsive. It’s a learning curve that’s just beginning—built on a heritage of storytelling but breaking down the fourth wall in a new way. Unseld shared some of what his studio is learning at this year’s Future of Storytelling Conference.

The studio has already released two short form experiences, Lost and Henry. The latter was intended to be a comedy, but as Unseld explained, it was difficult to keep if from being a tragedy:

With Henry, for example what we did, we thought, “Okay, let’s try to tell a comedy — typical slapstick kind of animated character comedy.”

The final film turned out to be more sad than funny. If you would cut it as a film, exactly the same thing, you would have a lot of laughs. But in VR, you don’t. If someone falls on their face right next to you, it’s not funny.

In cinema. you have something like the fourth wall, which means there is this wall between the story and the world and the audience. In VR, there is no such thing as a fourth wall, because in VR you are right there with the characters in the world.

Conferences, Design, people, Theory

Understanding Perception

October 10, 2015

Lazy Chief, a Studio in London, translated the studies of neuroscientist Beau Lotto into motion design.

The 4-minute short film explains the way that evolution has shaped the way we perceive the world.

One important statement for visual designers, is that our brains don’t differentiate between imagined stimuli and real stimuli. Professor Lotto explains:

[W]hat’s remarkable is that when we imagine something, it activates the same part of our brain as if we’re actually seeing it. So imagined perception is the same as a real perception.

This has tremendous impact for thinking about the narratives that a culture tells itself.

Ambient Intelligence, Augmented Reality, Design, Design for Behavior, HCI, playstudies, Tools

HoloLens

July 22, 2015

4 hololens

Microsoft HoloLens puts you at the center of a world that blends holograms with reality. With the ability to design and shape holograms, you’ll have a new medium to express your creativity, a more efficient way to teach and learn, and a more effective way to visualize your work and share ideas. Your digital content and creations will be more relevant when they come to life in the world around you.


Ambient Intelligence, Augmented Reality, Books, Design, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Theory, Tools

Augmented Reality: Theory and Practice

May 4, 2015

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by Dieter Schmalstieg (Author), Tobias Hollerer (Author)

Augmented Reality (AR) is one of today’s most fascinating and future-oriented areas of computer science and technology. By overlaying computer-generated information on views of the real world, AR amplifies human perception and cognition in remarkable new ways. Do you like the virtual first-down line in football games on TV? That’s AR — and AR apps are rapidly coming to billions of smartphones, too. Working in AR requires knowledge from diverse disciplines, including computer vision, computer graphics, and human-computer interaction (HCI).

 

Augmented Reality: Principles and Practice integrates all this knowledge into one single-source reference, presenting the most significant AR work with scrupulous accuracy. Dieter Schmalstieg, a pioneer of both AR foundation and application, is drawing from his two decades of AR experience to clearly present the field. Together with mobile AR pioneer and research colleague Tobias Höllerer he addresses all aspects of the field, illuminating AR from both technical and HCI perspectives. The authors review AR’s technical foundations, including display and tracking technologies, show how AR emerges from the symbiosis of computer vision and computer graphics, introduce AR-specific visualization and 3D interaction techniques, and showcase applications from diverse industries. They conclude with an outlook on trends and emerging technologies, including practical pointers for beginning practitioners.

 

Books, Design, Theory

Advances in Visual Methodology

March 15, 2015

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by Sarah Pink (Editor)

 

A stunning collection of cutting-edge essays which brings together the leading scholars in visual research. Clearly structured, and written in an engaging and accessible style throughout, this invigorating work will be the ‘must have’ text for teachers and students of `the visual’ across the arts, humanities and social sciences.

– Elaine Campbell, Reader in Criminology, Newcastle University

 

This is a book about research that takes the challenge of the internet seriously, that rises above disciplinary difference and points to new directions for social research.

– Rob Walker, Emeritus Professor, University of East Anglia

 

This innovative book examines and introduces cutting edge visual methods in social research.

 

It explores the development of visual methodology as a field of interdisciplinary and post-disciplinary practice spanning scholarly and applied concerns. Positioned at the innovative edge of theory and practice in contemporary visual research, Pink’s engaging book goes beyond the methods, ideas and fields of practice outlined in existing texts and handbooks.

 

This book examines:

-How new theoretical and methodological engagements are developing and emerging in research practice;

-the impact new approaches are having on the types of knowledge visual research produces and critiques;

-the ways visual research intersects with new media;

-and the implications for social and cultural research, scholarship and intervention.

 

This book will be essential reading for any student or researcher thinking of using visual methods in their own research.

 

Sarah Pink is Professor of Social Sciences at Loughborough University.

Books, Design, Design for Behavior, HCI, Persuasive Technologies, playstudies, Theory

Seductive Interaction Design

October 25, 2014

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What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.

Topics include:

  • AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior?
  • PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience?
  • THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action?
  • THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design?

Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.

Books, Design, HCI, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Theory

Mobile Social and Fun: Games for Health

September 8, 2014

mobilehealth

This complimentary report authored by independent analyst Bonnie Feldman with input from MobiHealthNews covers much of the activity going on in the mobile-enabled games for health space. Mobile Social and Fun: Games for Health will appeal to readers who are both new to the subject and, thanks to the dozens of sources interviewed, those who have worked in mobile health games for years.

Download the pdf of the report here

Via: mobilehealthnews

Ambient Intelligence, Books, Design, Design for Behavior, HCI, Persuasive Technologies, Smart Objects, Theory, Tools

Garments of Paradise: Wearable Discourse in the Digital Age

July 20, 2014

 

 


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by Susan Elizabeth Ryan

Wearable technology — whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today — makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables — on clothing, dress, and the histories and social relations they represent. She proposes that wearable technologies comprise a pragmatics of enhanced communication in a social landscape. “Garments of paradise” is a reference to wearable technology’s promise of physical and mental enhancements. Ryan defines “dress acts” — hybrid acts of communication in which the behavior of wearing is bound up with the materiality of garments and devices — and focuses on the use of digital technology as part of such systems of meaning. She connects the ideas of dress and technology historically, in terms of major discourses of art and culture, and in terms of mass media and media culture, citing such thinkers as Giorgio Agamben, Manuel De Landa, and Gilles Deleuze and Felix Guattari. She examines the early history of wearable technology as it emerged in research labs; the impact of ubiquitous and affective approaches to computing; interaction design and the idea of wearable technology as a language of embodied technology; and the influence of open source ideology. Finally, she considers the future, as wearing technologies becomes an increasingly naturalized aspect of our social behavior.
Buy the book
Books, Design, Design for Behavior, HCI, playstudies, Theory

Design For Kids

July 16, 2014

design for kids

Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you’ll learn how to create digital products for today’s connected generation.

Ambient Intelligence, Books, Design, Internet of Things, Persuasive Technologies, playstudies, Smart Objects

Enchanted Objects: Design, Human Desire, and the Internet of Things

July 15, 2014

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In the tradition of Who Owns the Future? and The Second Machine Age, an MIT Media Lab scientist imagines how everyday objects can intuit our needs and improve our lives.

We are now standing at the precipice of the next transformative development: the Internet of Things. Soon, connected technology will be embedded in hundreds of everyday objects we already use: our cars, wallets, watches, umbrellas, even our trash cans. These objects will respond to our needs, come to know us, and learn to think on our behalf. David Rose calls these devices—which are just beginning to creep into the marketplace—Enchanted Objects.

Some believe the future will look like more of the same—more smartphones, tablets, screens embedded in every conceivable surface. Rose has a different vision: technology that atomizes, combining itself with the objects that make up the very fabric of daily living. Such technology will be woven into the background of our environment, enhancing human relationships and channeling desires for omniscience, long life, and creative expression. The enchanted objects of fairy tales and science fiction will enter real life.

Groundbreaking, timely, and provocative, Enchanted Objects is a blueprint for a better future, where efficient solutions come hand in hand with technology that delights our senses. It is essential reading for designers, technologists, entrepreneurs, business leaders, and anyone who wishes to understand the future and stay relevant in the Internet of Things.

Books, Design, Design for Behavior, Persuasive Technologies, playstudies, Theory, Transmedia Storytelling

Virtual World Design

virtual-world-design

Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all.

With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an “all-access” terrain, and a sound-based game.

This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.

Ambient Intelligence, Design, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory, Tools

From Self-Tracking to Smart Urban Infrastructures

July 4, 2014

 

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From self-tracking to smart urban infrastructures: Towards an interdisciplinary research agenda on Big Data

– interesting article by Francisco R. Klauser and Anders Albrechtslund

 

Abstract

Recent debates on surveillance have emphasised the now myriad possibilities of automated, software-based data gathering, management and analysis. One of the many terms used to describe this phenomenon is ‘Big Data’. The field of Big Data covers a large and complex range of practices and technologies from smart borders to CCTV video analysis, and from consumer profiling to self-tracking applications. The paper’s aim is to explore the surveillance dynamics inherent in contemporary Big Data trends. To this end, the paper adopts two main perspectives concerned with two complementary expressions of Big Data: (1) the individual use of various techniques of self-surveillance and tracking and (2) the simultaneous trend to optimise urban infrastructures through smart information technologies. Drawing upon exploratory research conducted by the authors, the paper shows that both expressions of Big Data present a range of common surveillance dynamics on at least four levels: agency, temporality, spatiality and normativity. On these grounds, the paper highlights a series of important issues to explore in future research.

Download pdf

Books, Design, Design for Behavior, Persuasive Technologies, Theory

Evil by Design

June 25, 2014

evildesign

How to make customers feel good about doing what you want Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we’re susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:

Pride — use social proof to position your product in line with your visitors’ values

Sloth — build a path of least resistance that leads users where you want them to go

Gluttony — escalate customers’ commitment and use loss aversion to keep them there

Anger — understand the power of metaphysical arguments and anonymity

Envy — create a culture of status around your product and feed aspirational desires Lust — turn desire into commitment by using emotion to defeat rational behavior

Greed — keep customers engaged by reinforcing the behaviors you desire

Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use — but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.

Books, Design, Theory

Visual Sociology

May 4, 2014

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by Douglas Harper 

Visual sociology has been part of the sociological vocabulary since the 1970s, but until now there has not been a comprehensive text that introduces this area. Written by one of the founding fathers in the field, Visual Sociology explores how the world that is seen, photographed, drawn, or otherwise represented visually is different from the world that is represented through words and numbers.

Doug Harper’s exceptional photography and engaging, lively writing style will introduce:

  • visual sociology as embodied observation
  • visual sociology as semiotics
  • visual sociology as an approach to data: empirical, narrative, phenomenological and reflexive
  • visual sociology as an aspect of photo documentary
  • visual sociology and multimedia.

This definitive textbook is made up of eleven chapters on the key topics in visual sociology. With teaching and learning guidance, as well as clear, accessible explanations of current thinking in the field, this book will be an invaluable resource to all those with an interest in visual sociology, research methods, cultural geography, cultural theory or visual anthropology.

 

Ambient Intelligence, Augmented Reality, Books, Design, HCI, Persuasive Technologies, Smart Objects, Theory

Wearing Embodied Emotions: A Practice Based Design Research on Wearable Technology

April 29, 2014

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by Secil Ugur (Author)

Today, people are in an era of digitally mediated Human-to-Human Interaction, which cannot provide full sensorial contact and therefore, emotions cannot be communicated completely. The intimate cover of the human body, i.e. garment is the interface, where many personal traits are embodied. With the improvements in textile and electronics industry, this embodiment can be carried on a higher level, where the garments become dynamic interfaces and extensions of the human body. This book consists of a research on skin, clothes and technology as extensions of human body, emotions, technology-mediated emotions and a design practice that explores the communicative level of wearable technology through turning it into a living surface, which can convert intangible data to tangible in order to provide an emotional communication. This book aims to show how Human-Technology interaction is carried into an alternative context, where technology dissolves in use and starts serving for enhancing HHI.
Books, Design

B is for Bauhaus: An A-Z of the Modern World

March 28, 2014

 

Unknown-6by Deyan Sudjic

This book is not a dictionary, though it tells you all you need know about everything from Authenticity to Zips. It’s not an autobiography, though it does offer a revealing and highly personal inside view of contemporary culture.

It’s an essential tool kit for understanding the world around us. It’s about what makes a Warhol a genuine fake; the creation of national identities; the mania to collect. It’s also about the city as seen from the rear view mirror of Grand Theft Auto V; digital ornament and why we value imperfection. It’s about drinking a bruisingly dry martini in Adolf Loo’s American bar in Vienna, and about Hitchcock’s film sets. It’s about the modern world of fashion, technology, design and art.

Born in London, Deyan Sudjic studied architecture in Edinburgh, edited Domus in Milan, was the director of the Venice architecture biennale, and a curator in Glasgow, Istanbul and Copenhagen. The author of The Language of Things and The Edifice Complex, Deyan Sudjic is now Director of the Design Museum, London.

Books, Design, Design for Behavior, HCI, Persuasive Technologies, playstudies, Transmedia Storytelling

A Game Design Vocabulary

March 12, 2014

game vocabulary

Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do?

The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve.

The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them.

Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level.

  • Liberate yourself from stale clichés and genres
  • Tell great stories: go way beyond cutscenes and text dumps
  • Control the crucial relationships between game “verbs” and “objects”
  • Wield the full power of development, conflict, climax, and resolution
  • Shape scenes, pacing, and player choices
  • Deepen context via art, animation, music, and sound
  • Help players discover, understand, engage, and “talk back” to you
  • Effectively use resistance and difficulty: the “push and pull” of games
  • Design holistically: integrate visuals, audio, and controls
  • Communicate a design vision everyone can understand
Books, Design, HCI, Smart Objects, Theory, Tools

Visualization and Engineering Design Graphics with Augmented Reality

March 10, 2014

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This book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of representing and describing three dimensional information on paper, which is a consequence of the two dimensional nature of printed materials.

What makes this book invaluable is the use of Augmented Reality, a technology that will allow you to escape the limitations of traditional materials enabling you, the student, to truly visualize the objects being described in full 3D. To take full advantage of this book you will need a smartphone, tablet or computer with a web camera, along with the software or apps provided*. Many parts of the book are linked to specific augmented reality content through a series of black and white markers that have been seamlessly integrated throughout the pages. In order to experience the content, your device s camera must be pointed at these markers. The main marker, available at the beginning of the book, is used to interact with the augmented reality models, which will be rendered in real time in your device s screen.

* If you do not have an iOS device, Android device or a computer with a webcam, SolidWorks files of the models used throughout the book are included on the CD. In addition, STL files have been provided so the models can be opened using your solid modeling CAD package of choice or printed using a 3D printer.

 

Design, Design for Behavior, HCI

Making Use: Scenario Based Design of Human Computer Interactions

February 18, 2014

making use

Difficult to learn and awkward to use, today’s information systems often change our activities in ways that we do not need or want. The problem lies in the software development process.

In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design.Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles.

Scenario-based design uses concretization. A scenario is a concrete story about use. For example: “A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button.” Scenarios are a vocabulary for coordinating the central tasks of system development–understanding people’s needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used.

Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else.In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application.

Books, Design, Design for Behavior, Persuasive Technologies, Theory, Transmedia Storytelling

Behavioral Economics: A History

February 17, 2014

behavioural economics

This book presents a history of behavioral economics. The recurring theme is that behavioral economics reflects and contributes to a fundamental reorientation of the epistemological foundations upon which economics had been based since the days of Smith, Ricardo, and Mill. With behavioral economics, the discipline has shifted from grounding its theories in generalized characterizations to building theories from behavioral assumptions directly amenable to empirical validation and refutation. The book proceeds chronologically and takes the reader from von Neumann and Morgenstern’s axioms of rational behavior, through the incorporation of rational decision theory in psychology in the 1950s-1970s, and to the creation and rise of behavioral economics in the 1980s and 1990s at the Sloan and Russell Sage Foundations.

Books, Design, Theory

Visual Communication Research Designs

February 10, 2014

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Keith Kenney (Author) (Ph.D. Michigan State University) is an associate professor in the School of Journalism and Mass Communications at the University of South Carolina. He is the founding editor of Visual Communication Quarterly, and he served as an editor of theHandbook of Visual Communication. He continues to shoot documentary-style photographs and videos.

Visual Communication Research Designs provides a step-by-step guide for designing research involving visuals relevant to communications media. This volume explains the process from conceptualization to research questions, instrumentation, analysis, and reliability and validity checks. It also addresses the lack of sufficient methods to answer  theoretical questions attending visual communication. This resource has been developed in response to the circumstance in which, in many cases, the methodologies used for verbal and textual communications are inappropriate or ineffective when applied or adapted for the study of visual communications. Additionally, research articles from ethnography, action research, rhetoric, semiotics, psychology, cultural studies, and critical theory often do not use examples appropriate to visual communication readers. To address these issues, this book explains in clear and straightforward language key research designs, including new methodologies, that are appropriate for scholars and students conducting visual communication research.

Organized into three parts — production, analysis, and effects of visuals – this research text provides guidance in using, interpreting and measuring the effects of visual images.

It addresses such topics as:

  • producing photographs and video that can be used as research data;
  • interpreting images that already exist;
  • measuring the effects of visuals and to understand their use by different groups.

Ethical issues are included, as well as a discussion of the advantages and limitations of each method. “War stories” are provided by experienced researchers, who discuss a particular research project and explain pitfalls to avoid, as well as what to do when problems occur.

The primary audiences are scholars, researchers, and students conducting research on motion pictures, video, television, photographs, illustrations, graphics, typography, political cartoons, comic books, animation, and other media with a visual component. Individuals will use this text whenever they need to conduct research that involves visuals in the media. The book will be a required text for advanced courses in visual culture, seminars on visual communication research, and other research methods courses integrating a visual component.

 

Books, Design, Media Art, Theory

Doing Visual Ethnography

February 4, 2014

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by Sarah Pink

Essential reading for anyone wishing to engage with images, technologies and society, Doing Visual Ethnography is a milestone in ethnographic and visual research. The third edition of this classic text includes new chapters on web-based practices for visual ethnography and the issues surrounding the representation, interpretation and authoring of knowledge with the rise of digital media.

The book provides a foundation for thinking about visual ethnography and introduces the practical and theoretical issues relating to the visual and digital technologies used in the field.

Drawing upon her original research and the experiences of other ethnographers, Sarah Pink once again challenges our understanding of the world and sets new agendas for visual ethnography by:

  • Helpfully illustrating key concepts within real world contexts
  • Introducing examples from both analogue and digital media
  • Exploring material and electronic texts
  • Setting out the shift towards applied, participatory and public visual scholarship.

This book is a must-have for students and researchers across the social sciences who are interested in incorporating audiovisual media into their research practice.

Augmented Reality, Conferences, Design, Persuasive Technologies, playstudies, Tools, Transmedia Storytelling

The Leviathan Project

January 10, 2014

On January 6th 2012, at the Intel Pre-Conference Keynote at CES in Las Vegas – for the first time in public – Intel and USC World Building Media Lab unveiled the Leviathan – a giant Whale that swims above an audience of 5000, all reaching out to touch the creature flying overhead.

From the presentation:

We bring you an experiment in storytelling that shatters the membrane between audience and content. The Leviathan Project creates an immersive world in which audiences can engage, explore and physically experience virtual environments and fantastic characters.

We are playtesting a future where the design of a world precedes the telling of a story, and the richly detailed world becomes a container for countless narratives.

What Is 5D?

5D Institute is a cutting edge USC non-profit Organized Research Unit dedicated to the dissemination, education, and appreciation of the future of narrative media through World Building.

World Building designates a narrative practice in which the design of a world precedes the telling of a story; the richly detailed world becomes a container for narrative, producing stories that emerge logically and organically from its well-designed core.

World Building is founded on three beliefs, namely that storytelling is the most powerful system for the advancement of human capability due to its ability to allow the human imagination to precede the realization of thought; that all stories emerge logically and intuitively from the worlds that create them; and that new technologies powerfully enable us to sculpt the imagination into existence.

5D Institute is the world’s leading World Building collective. Our network of preeminent World Builders transcends borders and boundaries in film, animation, fashion, gaming, theatre, television, music, architecture, science, interactive media and more.

Through the newly cemented partnership with USC School of Cinematic Arts, 5D Institute is evolving into an unmatched connector between the next generation of young and undiscovered creators traversing the bleeding edge of innovation and companies who want to be at the frontlines of the new media landscape.

Since Oct 2008, we have come together at 5D’s distributed events to engage in a disruptive interrogation of our fractured disciplines, to create best practices and a new shared language across narrative media.

‘The neural sparking between left brain and right brain is at the core of 5D – we are moving into a landscape where art and science, design and engineering are inseparable. At their intersection lies the new creative laboratory for the future of our narrative practices.’

– Alex McDowell, 5D Institute Director

For more information:  5dinstitute.org/

Books, Design, Design for Behavior, Media Art, Theory

Practice-led Research, Research-led Practice in the Creative Arts

January 4, 2014


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Practice-led Research, Research-led Practice in the Creative Arts (Research Methods for the Arts and Humanities)

Roger T. Dean (Author, Editor), Hazel Smith (Editor)
This book addresses one of the most exciting and innovative developments within higher education: the rise in prominence of the creative arts and the accelerating recognition that creative practice is a form of research. The book considers how creative practice can lead to research insights through what is often known as practice-led research. But unlike other books on practice-led research, it balances this with discussion of how research can impact positively on creative practice through research-led practice. The editors posit an iterative and web-like relationship between practice and research. Essays within the book cover a wide range of disciplines including creative writing, dance, music, theatre, film and new media, and the contributors are from the UK, US, Canada and Australia. The subject is approached from numerous angles: the authors discuss methodologies of practice-led research and research-led practice, their own creative work as a form of research, research training for creative practitioners, and the politics and histories of practice-led research and research-led practice within the university. The book will be invaluable for creative practitioners, researchers, students in the creative arts and university leaders. Key Features *The first book to document, conceptualise and analyse practice-led research in the creative arts and to balance it with research-led practice *Written by highly qualified academics and practitioners across the creative arts and sciences *Brings together empirical, cultural and creative approaches *Presents illuminating case histories of creative work and practice-led research.
Books, Design, Theory

Visual Methodologies: An Introduction to Researching with Visual Materials

November 4, 2013

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by Gillian Rose  (Author)

“If you need to carry out research into visuals then Rose’s book provides straight forward practical assistance for how to do so… She explains clearly how we can deal with the visual from diverse approaches such as content analysis, semiotics, psychoanalysis and discourse analysis, all explained carefully, using examples, in terms of the stages of a research project.”
– David Machin, Cardiff University

The authoritative introductory text on the methods of visual research. Conveying the richness and excitement of visual culture research, Rose expertly navigates across a range of methodologies, explaining in detail their particular usefulness and limitations through practical examples.”
– Julie Doyle, University of Brighton

“A welcome overview of the state of the field. Visual Methodologies succeeds both as an introductory text, certain to be widely adopted in the classroom, and as a sophisticated refresher course for those who have followed the rapid maturation of this remarkable interdisciplinary discourse
– Martin Jay, University of California, Berkeley

With over 25,000 copies sold worldwide, Gillian Rose’s book is the bestselling critical introduction to the study and analysis of visual culture.

Each chapter provides a rigorous examination and demonstration of an individual methodology, with case studies, colour images, suggested further reading and visual examples throughout.

Reflecting changes in the way society consumes and creates its visual content, the updatedThird Edition includes:

  • A companion website featuring additional examples of digital media, social media, and moving images. Visit www.sagepub.co.uk/rose
  • An additional chapter and expanded coverage on social and new media, and more information on the mass media in general (TV, print and broadcasting)
  • An expanded focus on how each method can be used in relation to a range of different visual materials
  • A new chapter on how to use visual materials for research and the presentation of research findings.


A now classic text, the book will be used by undergraduates, postgraduates, researchers and academics looking to understand and clearly grasp the complex debates and ideas in visual analysis and interpretation

Books, Design, HCI, Internet of Things, playstudies, Theory

Computers As Theatre, 2nd Edition

October 7, 2013

computer theatre

Brenda Laurel’s Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers — and continue to inspire them. Laurel’s insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user’s enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her classic, reflecting all that’s happened, all she’s learned, and emerging technologies that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose.

This new edition, directed to a far wider audience, is written more simply and elegantly, packed with new examples, and replete with exciting and important new ideas. Utterly unique among books on interface/interaction design, Computers as Theatre, Second Edition: * Draws lessons from sources ranging from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors * Analyzes the most relevant vectors in the historical development of computer technology and interaction design since the late 20th Century * Integrates values-driven design as a key principle (linking the “sacred civic duty” of ancient Greek theatre to the modern civic function of design) * Integrates key ideas about virtual reality * Reflects important work by other pioneers such as Michael Mateas, Noah Wardrip-Fruin, Mary Flanagan and Henry Jenkins * Covers new frontiers including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers.

Crowdsourcing, Design, Design for Behavior, Persuasive Technologies, Social Innovation, Tools

TrustCloud

August 17, 2013

 

TrustCloud is an online tool that aggregates peoples’ online social and transactional data, crunches it into a TrustScore and creates dynamic TrustCards that people can embed on their social networks. People use TrustCloud to establish their reputation on their social networks and peer-to-peer buying, selling, sharing and lending platforms.

TrustCloud-600x360trustcloud-how-is-trust-established-photo

TrustCloud likens itself to a FICO score that measures creditworthiness:

“TrustCloud gives members in the Sharing Economy the tools for Trust and Accountability that enable better decision-making and improves every transaction. We measure your virtuous online behaviors and transactions to build a portable TrustScore you can easily use within the Sharing Economy.”

Books, Design, Design for Behavior, playstudies, Theory, Transmedia Storytelling

Designing Games: A Guide to Engineering Experiences

August 14, 2013

.designing games

How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment. Author and experienced game designer Tynan Sylvester takes you through everything from narrative to motivation, using down-to-earth advice and real-world examples. Great games affect people in ways that stories alone cannot, and there are lots of possibilities yet to discover.

This book is a light along that path. Learn how to make practical design decisions and weigh trade offs Establish a planning horizon and test your design through iteration Find low-cost, high-reward solutions for making your game accessible yet deep Understand methods for balancing levels, scheduling rewards, and designing rich multilayer interactions Provide motivation, and discover how to make the game just difficult enough

Books, Design, Media Art, Theory

The Methodological Dilemma: Creative, critical and collaborative approaches to qualitative research

August 4, 2013

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Kathleen Gallagher (Editor)

This thought-provoking book challenges the way research is planned and undertaken and equips researchers with a variety of creative and imaginative solutions to the dilemmas of method and representation that plague qualitative research.

Fascinating and inspiring reading for any researcher in the Social Sciences this comprehensive collection encourages the reader to imagine the world in evermore complex and interesting ways and discover new routes to understanding.

Some of the most influential figures in educational research consider questions such as:

  • How does a socio-political context change the course of our research?
  • What counts as a ‘truthful account’ in qualitative research?
  • How do the voices of theory and the voices of ‘research subjects’ struggle to be heard in our research narratives?
  • How can qualitative researchers ethically navigate the difficult terrain of research relationships?
  • How is the material body rendered in qualitative research?

Each chapter reveals a range of troubling dilemmas related to the critical aspects of research methodology in the Social Sciences and uses an illustrative case to elucidate the issues encountered by the researcher. Each writer brings a fierce philosophical spirit to her work, showing how methods or techniques of data-gathering grow from the theory and analysis of how research proceeds.

A range of topics are addressed in a cross-disciplinary approach which will appeal to all scholars of qualitative research, undergraduate students in education programs and graduate students in a range of disciplines

Books, Design, Theory

The SAGE Handbook of Visual Research Methods

February 4, 2013

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by Eric Margolis (Editor), Luc Pauwels (Editor)

This book captures the state of the art in visual research. Margolis and Pauwels have brought together, in one volume, a unique survey of the field of visual research that will be essential reading for scholars and students across the social sciences, arts and humanities.

The SAGE Handbook of Visual Research Methods encompasses the breadth and depth of the field, and points the way to future research possibilities. It illustrates ‘cutting edge’ as well as long-standing and recognized practices. This book is not only ‘about’ research, it is also an example of the way that the visual can be incorporated into data collection and the presentation of research findings. Chapters describe a methodology or analytical framework, its strengths and limitations, possible fields of application and practical guidelines on how to apply the method or technique.

The Handbook is organized into seven main sections:

– Framing the Field of Visual Research

– Producing Visual Data and Insight

– Participatory and Subject-Centered Approaches

– Analytical Frameworks and Approaches

– Visualization Technologies and Practices

– Moving Beyond the Visual

– Options and Issues for Using and Presenting Visual Research.

Eric Margolis is an Associate Professor in the Hugh Downs School of Human Communication. He is President of the International Visual Sociology Association.

Luc Pauwels is Professor of Visual Culture at the University of Antwerp. He is Chair of the Visual Communication Studies Division of the ICA and Vice-President of the International Visual Sociology Association (IVSA).

 

Ambient Intelligence, Design, HCI, Internet of Things, playstudies, Smart Objects, Tools

Wearable devices

November 20, 2012

Consumers are adopting technology faster than ever: Witness the rapid mainstreaming of devices such as the Apple iPad and Microsoft Kinect for Xbox 360. As some argue wearable devices will be next. Wearable devices, or “wearables” for short, have enormous potential for uses in health and fitness, navigation, social networking, commerce, and media.

In a new report, Forrester argues that wearables will move mainstream once they get serious investment from the “big five” platforms — Apple, Google, Microsoft, Amazon, and Facebook — and their developer communities.

A blog post by the research company lists the key take-aways.

> More reflections by The New York Times | TechCrunch

Meanwhile, interaction-design.org has published an extensive chapter on wearable computing, in collaboration with Steven Mann, a tenured professor at the Department of Electrical and Computer Engineering at the University of Toronto.

Ambient Intelligence, Design, HCI, Persuasive Technologies, playstudies, Tools

Superbetter – will this app make you better?

November 7, 2012

SuperBetter, is an online social game designed to build personal resilience in the face of a serious challenge — like an illness or injury, anxiety or depression. SuperBetter can also be used to make a major health change, like losing weight, quitting smoking, or eating better. Players are challenged to build up their core strengths of physical, mental, emotional, and social well-being. SuperBetter helps you achieve your health goals — or recover from an illness or injury — by increasing your personal resilience. Resilience means staying curious, optimistic and motivated even in the face of the toughest challenges.

The creators of the game, SuperBetter Labs, initiated by Gamedesigner Jane McGonical apply technology and design to empower individuals and communities to lead “epic lives.” The lab focuses on creating games that are powered by strong social relationships, positive emotion, and a real sense of purpose. By bringing together science and wisdom with innovative technology and design, SuperBetter Labs explores how we can flourish best and achieve our full human potential — individually, and collectively.

SUPERBETTERinsert                                                                                                            Source: Superbetter

By creating a fully customizable experience backed up by strong scientific principles, SuperBetter allows any player to gain an experience and chase “epic wins”. Players are encouraged to find their “power ups”, small activities that boost their personal well-being while fighting off “bad guys”, activities and emotions that bring them down. In addition, various goal setting challenges and the ability to draw friends in, allows SuperBetter to create an engaging gaming experience with scientific data that is proven to encourage happiness and personal growth.

The creators point out that SuperBetter isn’t a game – “it’s just an awesome tool created by game designers who take the best of games and apply it to your real life so you can get stronger, happier, and healthier”. They state:

►► Why play SuperBetter?

Because you want to:
• Feel stronger every day
• Change what isn’t working
• Tackle a tough challenge
• Reach your goals
• Get more support, and support others
• Have more fun and live with meaning

►► Key Features

• Tackle real-life challenges with customized Quests
• Boost your health and mood with Power-Ups
• Identify Bad Guys that are holding you back
• Join forces with your friends and Allies
• Get advice from over 25 expert-created Power Packs
• Learn the cutting-edge science behind making changes that work

►► SuperBetter is Strength

SuperBetter builds personal resilience: the ability to stay strong, motivated, and optimistic even in the face of a tough challenge.

►► SuperBetter is Feeling Happier and Healthier

Research shows that resilience has a powerful effect on health by boosting physical and emotional well-being.

►► SuperBetter is Smart

Choose from over 25 Power Packs created by experts to help you with your challenges and goals, or design your own adventure for any area of life where you want to get stronger or feel better.

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SuperBetter was invented by game designers and created with guidance from doctors, psychologists, scientists, and medical researchers. The investigators of a clinical trial believe that SuperBetter, and positive play games like it, are promising novel interventions that could make a positive difference in the ability of our patients to successfully transition to self care after discharge from therapeutic care.

Press:  The SuperBetter Press page

Contact:  The SuperBetter Contact page

Scientific background: Superbetter-blog

Via: Games for Change

Ambient Intelligence, Books, Design, Design for Behavior, HCI, Persuasive Technologies, Smart Objects, Theory, Transmedia Storytelling

Brainfluence: 100 Ways to Persuade and Convince Consumers with Neuromarketing

October 25, 2012

brainfluence

Brainfluence explains how to practically apply neuroscience and behavior research to better market to consumers by understanding their decision patterns. This application, called neuromarketing, studies the way the brain responds to various cognitive and sensory marketing stimuli. Analysts use this to measure a consumer’s preference, what a customer reacts to, and why consumers make certain decisions. Roger Dooley is the creator and publisher of Neuromarketing, the most popular blog on using brain and behavior research in marketing, advertising, and sales.

Books, Design, HCI, Persuasive Technologies, playstudies, Theory

Game Design Secrets

October 22, 2012

game secrets

Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit!

This invaluable resource shows how to put into action the proven design and marketing techniques from the industry’s best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web.

The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture.

Provides an overview of the most popular game platforms and shows how to design games for each.

Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets.

Offers an analysis of future trends that can open (or close) opportunities for game designers.

Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.

Ambient Intelligence, Conferences, Design, Internet of Things, playstudies, Theory

Gamification World Asia Pacific 2012 Singapore

October 12, 2012

gamification_world_asia
Gamification World Asia Pacific 2012 summit is the ONLY event in Asia Pacific dedicated to exploring how gamification will transform your organization’s marketing and branding strategies, customer and employee engagement campaigns and enterprise performances, supported by case studies. Taking place in Singapore 28th – 29th November 2012.

Download the brochure

Ambient Intelligence, Design, Internet of Things, Persuasive Technologies, Theory, Tools, Videos

FutureScapes – imagining the world in 2025

September 10, 2012

FutureScapes, an open collaboration project by Sony and Forum for the Future, aims to bring together a range of expert thinkers, designers, futurologists, writers (including those from The Economist’s Intelligence Unit and Wired Magazine) and you – the public – to explore the opportunities and challenges of life in 2025, and to consider the potential contribution that technology and entertainment can make in shaping a better, more sustainable future.

  • “FutureScapes is all about imagining what the world of 2025 will look like and the role technology could play in our lives.
  • To inspire you and provide a starting point for your thoughts we’ve come up with four different scenarios of the world we may be confronted with in 2025. These aren’t predictions of the future, but are intended to help us visualise the possibilities for our future and think about how we might plan for those possibilities now.
  • The written scenarios are a result of an open and collaborative process involving people across Sony and Forum for the Future, as well as leading futurologists and experts from a range of fields.

Watch videos
Download report

(via Bruce Sterling)

Ambient Intelligence, Conferences, Design, HCI, Internet of Things, people, Persuasive Technologies, playstudies, Theory, Videos

NESTA’s – Digital you event

September 8, 2012

Catch up on all the insights from our NESTA’s Digital You-Event which looked at telepresence and the psychology of electronic communications. This event explored how robotics and new collaboration tools can emulate being there in person, and how we can make better use of email and video conferencing without ‘information overload’

[vimeo http://vimeo.com/24513233]
Books, Design, HCI, playstudies, Theory

Playful Design: Creating Game Experiences in Everyday Interfaces

August 20, 2012

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Game design is a sibling discipline to software and Web design, but they’re siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.

Buy at Amazon

Ambient Intelligence, Design, HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory

11 Gambits for influencing user behaviour

August 5, 2012
In his blog, Dan Lockton, a Ph.D. researcher at Brunel University (UK), describes eleven behavioural change patterns “drawn from games or modelled on more playful forms of influencing behaviour.”

  • “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.”

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