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Persuasive Technologies – ..
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Category: Persuasive Technologies

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:

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

Transdiscourse

March 4, 2016

Contributed a chapter on “Empathetic Things” to the publication ” Transdiscourse 2- Turbulence and Reconstruction”, De Gruyter.

Turbulence and Reconstruction is an anthology of viewpoints on society from the arts and the sciences. The authors believe that the arts and the sciences are effective spaces to encourage us to think differently about our outdated concepts of representation and categorization and reconstruct new potentials about how the designs of the future might benefit our environment and the survival of our bodies. Essential to all writers is the need to drop our old disciplinary boundaries to question our interdependent relationship to technology and to reality. Turbulence and reconstruction are processes that not only affect our representation and categorization, urban nature and energy consumption but also our relation to media and technology – the digital ideologies of interaction and substitution.

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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.

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, 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
Ambient Intelligence, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Theory, Transmedia Storytelling

Augmented Reality: Engagement Beyond Usability

July 18, 2014

Augmented reality describes the process of using technology to overlay virtual information onto the real world to ‘augment,’ or add value, to our experience. Augmented reality applications are unique in that because they project virtual information into a user’s physical environment, they effectively blend real and virtual. They are also increasingly mobile and social. These features amplify the level of impact and persuasive power of the user experience — when done right.

All kinds of things go into success. And you might argue that usability is the key. But at the highest level, success depends on more than usability; it depends upon user experience. User experience is more than all those things combined. Of course, you still need to follow best practices for good usability because if people can’t do something they can’t be persuaded by it. But usability is no longer a key differentiator. It’s not enough.

Pamela Rutledge, Media Psychologist, Social Media and Transmedia Storytelling Strategist at the Media Psychology Research Center, gave the following presentation on these topics recently at WorldComp12 EEE.

Presentation overview:
1. Defining engagement
2. The need for a holistic evaluation of user and customer experience to achieve engagement.
3.  The role of the of the brain in achieving psychological engagement and outline the 3-brain model that you can use as a rule of thumb in your design and marketing decisions
4. Mapping brain behavior on to two theories of optimal engagement: Flow and Narrative Transportation.   Flow is optimal engagement for task-based activities.  Using story or narrative is an equally powerful way to achieve optimal engagement in narrative-based products and properties where the goal is experiential rather than task-based.
7. The similarities and differences between Flow and Narrative immersion as goals are critical to designing, developing and evaluating mobile and immersive technologies like AR.
8. Introduces the Positive Engagement Evaluation model

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.

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, 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, 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.

Design for Behavior, HCI, people, Persuasive Technologies, Theory

Nir Eyal: Stop Designing Apps And Start Designing Habits

February 12, 2014

 

Nir Eyal constructed a framework for designing habit-forming products. He states:

The “desire engine” gives product makers and designers a model for thinking of the necessary components to create user behavior. Habit design is a super power. If used for good, habit design can enhance people’s lives with entertaining and even healthful routines. If used for evil, habits can quickly turn into wasteful addictions.

The trinity of access, data, and speed creates new opportunities for habit-forming technologies to hook users and everything becomes more addictive. Companies need to know how to harness the power of the desire engine to improve peoples’ lives, while consumers need to understand the mechanics of behavior engineering to protect themselves from manipulation. More and more developers realize that their success hinges on understanding user behavior. Nir Eyal used patterns collected from his 4 years in the gaming and advertising business and one year of research as a consultant and lecturer at the Stanford GSB, to create a tool, which should greatly improve the odds of success for a startup.

For more info, see his blog at: nirandfar.com.

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 for Behavior, HCI, Persuasive Technologies, Theory

Designing for Behavior Change: Applying Psychology and Behavioral Economics

November 27, 2013

behaviourchangebook

A new wave of products is helping people change their behavior and daily routines, whether it’s exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.

Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.

  • Learn the three main strategies to help people change behavior.
  • Identify your target audience and the behaviors they seek to change.
  • Extract user stories and identify obstacles to behavior change.
  • Develop effective interface designs that are enjoyable to use.
  • Measure your product’s impact and learn ways to improve it.
  • Use practical examples from products like Nest, Fitbit, and Opower.
Books, Design for Behavior, HCI, Persuasive Technologies, playstudies, Smart Objects, Theory

Computer Systems Experiences of Users with and Without Disabilities: An Evaluation Guide for Professionals

computersystems users

This book provides the necessary tools for the evaluation of the interaction between the user who is disabled and the computer system that was designed to assist that person. It creates an evaluation process able to assess the user’s satisfaction with a developed system. It takes into account all of the individuals involved in the evaluation process. It presents a new theoretical perspective in the human computer interaction evaluation of disabled persons.

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

Understanding Augmented Reality: Concepts and Applications

November 8, 2013

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by Alan B. Craig  (Author)

Augmented reality is one of the newest innovations in the electronics industry. It is the superimposing of graphics, audio and other sense enhancements onto real-time environments – combining the physical and virtual worlds. Recent examples include the following: on TV, you have the super-imposed first down line in football games; on cell phones, apps now use the phone’s camera and GPS capabilities to gather info about one’s surrounding area, overlaying this information on the phone’s screen. The essential components of Augmented Reality are simple: A computer (cell phone or laptop), a camera, sensors (GPS, touch, accelerometer, compass) and finally tracking software. But there are so many ways to develop AR technologies. Some applications are dependent on computer vision algorithms; others use other devices such as GPS, gyroscopes, accelerometers and other sensors. Likewise, numerous software libraries are emerging that offer different approaches to AR technologies. It is confusing, at best, trying to determine the best approach to take, and the most appropriate system architecture and software to use when developing your own AR applications. Enter this book – a technical overview to the entire medium that provides the necessary background of what AR really is, the lay of the land in terms of hardware, software, interaction techniques, content development, and usability concerns to prepare you to create compelling and appropriate AR applications. You can explore the different techniques and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today. You can learn from the author’s deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers. Associated website includes: sample projects and additional code, cool application examples available for download, links to interesting applications that support the points being made in the book.
Ambient Intelligence, Books, Design for Behavior, HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory

The Silent Intelligence: The Internet of Things

September 20, 2013

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The Silent Intelligence is a book about the Internet of Things. We talk about the history, trends, technology ecosystem and future of Connected Cities, Connected Homes, Connected Health and Connected Cars. We also discuss the most exciting growth areas for entrepreneurs and venture capital investors. We share exciting stories and unique opinions of more than 30 industry veterans, experts and visionaries from Google, Ericsson, AT&T, Qualcomm, SAP, MIT, Jawbone and many others. We called this book The Silent Intelligence because most of the activity and growth in the space so far has been outside of mainstream visibility. Our aim is to help executives, entrepreneurs, investors and everybody who is interested in this topic, better understand the opportunities and challenges of the Internet of Things. We also hope that the new growth opportunities discussed in this book will be as exciting to you as they are to us.
Ambient Intelligence, Books, Design for Behavior, Internet of Things, Persuasive Technologies, Theory

Age of Context: Mobile, Sensors, Data and the Future of Privacy

September 5, 2013

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In 2006, co-authors Robert Scoble and Shel Israel wrote Naked Conversations, a book that persuaded businesses to embrace what we now call social media. Six years later they have teamed up again to report that social media is but one of five converging forces that promise to change virtually every aspect of our lives. You know these other forces already: mobile, data, sensors and location-based technology. Combined with social media they form a new generation of personalized technology that knows us better than our closest friends. Armed with that knowledge our personal devices can anticipate what we’ll need next and serve us better than a butler or an executive assistant. The resulting convergent superforce is so powerful that it is ushering in a era the authors call the Age of Context. In this new era, our devices know when to wake us up early because it snowed last night; they contact the people we are supposed to meet with to warn them we’re running late. They even find content worth watching on television. They also promise to cure cancer and make it harder for terrorists to do their damage. Astoundingly, in the coming age you may only receive ads you want to see. Scoble and Israel have spent more than a year researching this book. They report what they have learned from interviewing more than a hundred pioneers of the new technology and by examining hundreds of contextual products. What does it all mean? How will it change society in the future? The authors are unabashed tech enthusiasts, but as they write, an elephant sits in the living room of our book and it is called privacy. We are entering a time when our technology serves us best because it watches us; collecting data on what we do, who we speak with, what we look at. There is no doubt about it: Big Data is watching you. The time to lament the loss of privacy is over. The authors argue that the time is right to demand options that enable people to reclaim some portions of that privacy.
Ambient Intelligence, Augmented Reality, Books, Persuasive Technologies, playstudies, Theory, Transmedia Storytelling

The Art of Immersion

September 4, 2013

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The Art of Immersion – a highly praised book – author Frank Rose explains his understanding of storytelling, and what it means for us all:

Some quotes from the webpage:

 What we’re witnessing is the emergence of a new form of narrative that’s native to the In­ternet. Told through many media at once in a nonlinear fashion, these new narratives en­cour­age us not merely to watch but to par­ticipate, often engaging us in the same way that games do. This is “deep media”: stories that are not just entertaining but immersive, that take you deep­er than an hour-long TV drama or a two-hour movie or a 30-second spot will permit.

From this point forward, storytellers of every persuasion will need to function in a world in which distinctions that were clear throughout the industrial age are be­coming in­creasingly blurred:

  • The blurring of author and audience: Whose story is it?
  • The blurring of story and game: How do you engage with it?
  • The blurring of entertainment and marketing: What function does it serve?
  • The blurring of fiction and reality: Where does one end and the other begin?

In THE ART OF IMMERSIONWired correspondent Frank Rose describes why this is happening to us.

“Highly readable, deeply engaging . . . accessible and urgent.”

—Henry Jenkins, author of Convergence Culture

The Art of Immersion is a must read for all filmmakers.”

—Ted Hope, producer of 21 Grams and The Laramie Project

 

More reviews:


“The Web lets us dive deeper than ever before, though into what is up to us. A new avant-garde is taking the plunge – not underground, but online. For those of us lagging behind, wading rather than diving into art’s new cyber-sphere, Frank Rose makes an excellent guide.” The Atlantic

 

★ “Like Marshall McLuhan’s groundbreaking 1964 book, Understanding Media, this engrossing study of how new media is reshaping the entertainment, advertising, and communication industries is an essential read.” —Library Journal

 

“Fascinating . . . [Frank Rose] talks about how the Internet is changing the way we create and consume narrative. He notes that media innovations, such as radio or television, take a few decades before we learn how to best utilize them. TV started out as live broadcasts and ended up creating a new form of narrative. The Internet started out as a digital repository for print journalism, but is now creating a new form of engagement. ‘We are ceasing to be consumers of mass media,’ says Rose, ‘we are becoming participants in social media—a far more fluid environment in which we simultaneously act as producers, consumers, curators, and commentators, sharing our thoughts and perceptions with people we know and people we don’t.'”
—Arianna Huffington, The Huffington Post

 

“The worldwide web has already begun to have an influence on imaginative ex­pres­sion. The Internet, as Frank Rose writes in The Art of Immersion, ‘is the first me­dium that can act like all media. It can be text, or audio, or video, or all of the above. . . .’ According to Rose, ‘a new type of narrative is emerging – one that’s told through many media at once in a way that’s nonlinear, that’s participatory and often game-like, and that’s designed above all to be immersive. This is deep media.'”
Robert McCrum, The Observer

 

“Compelling . . . The era of the couch potato, argues Rose, is at an end. . . . From Star Wars to Lost (‘television for the hive mind’), it is the immersive, ‘fractal-like com­plexity’ of storytelling that turns on digital audiences and sends them online to extend the fantasy via wikis, Twitter and blogs.” —P.D. Smith, The Guardian

 

“It’s a grand trip, taking in everything from Charles Dickens to Super Mario and Avatar. The book is meticulously researched, persuasively constructed and benefits from an impressive level of access.” New Scientist

 

 

“Tremendously lively and clever . . . An intelligent guide to how technologies have created new opportunities for narrative.” —Scotland on Sunday

 

“Clear, concise and scrupulously fact-checked . . . For anyone even remotely in­terested in a how-we-got-here-and-where-we’re-going guide to interactive, socially-networked entertainment, it’s an essential read.” —David Hughes, Empire

 

“As the American Frank Rose argues in his book The Art of Immersion, TV pro­grammes such as the internationally successful drama Lost have spread out from their original shape, partly . . . because scriptwriters have become influenced by games culture.” —BBC World Service

 

“An exciting book which shows how the Internet is changing the world of entertainment. . . . Frank Rose describes an ongoing artistic revolution that breaks with traditional, linear narrative and gives us a new understanding of reality.”
TF1 News

 

“An inquiry into the heart of the culture industry. . . . [The Art of Immersion] reflects on the unstable borders of fiction—before and after the digital revolution—and even on the definition of a work of art.” —Les Inrockuptibles

 


“With this book, Rose seeks to convey the message that we are only at the beginning of a radical anthropological shift. The revolution brought about by the Internet is altering reality, and this transformed world is inventing its own language and its own codes to portray itself.” —Libération

 

“A new media bible.” la Repubblica

 

“Television has not disappeared, nor will it. But content production is changing pro­foundly. The networked computer has facilitated the rise of deep media, that is, me­dia which take into account the exhaustion of the unidirectional broadcast model of television, pointing directly to the involvement of the audience as generators of con­tent. It is to these deep media that the book is dedicated.”
Benedetto Vecchi, il Manifesto

 

“A comprehensive overview of the evolution of the way we create culture and enter­tainment.” —la Stampa

 

“Captivating . . . We’re in the midst of a fascinating – and delirious, often over­whelming – cultural moment, one that Rose, with his important new book, astutely helps us to understand.” —Holly Willis, KCET-TV Los Angeles

 

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“An essential overview . . . Applications in the academic world are clear (it is already on the syllabi for classes at USC and Columbia), but it also constitutes a prerequisite for those wishing to enter Hollywood, and marketers or PR professionals wishing to engage an increasingly fragmented audience.”
International Journal of Advertising

 

“In his terrific new book, The Art of Immersion, [Frank Rose] captures the need for new thinking. . . . We need tools to tell new stories for new times, and our stories right now reflect our culture: they’re fragmented, dispersed, remixed and remade. They’re networked and participatory and nonlinear.” —Filmmaker

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.

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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.”

Ambient Intelligence, Books, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Tools, Transmedia Storytelling

Augmented Reality: An Emerging Technologies Guide to AR

November 14, 2012

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With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade’s most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers.

  • Educates readers how best to use augmented reality regarless of industry
  • Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods
  • Includes actual examples and case studies from both private and government applications
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.

Books, Design for Behavior, HCI, Persuasive Technologies

The Why Axis: Hidden Motives and the Undiscovered Economics of Everyday Life

October 18, 2012

why axis

Based on groundbreaking original research, The Why Axis is a colorful examination of why people do what they do—observed through the lens of incentives that can spur people to achieve.

Uri Gneezy and John List are like the anthropologists who spend months in the field studying the people in their native habitats. But in their case they embed themselves in our messy world to try and solve big, difficult problems, such as the gap between rich and poor students and the violence plaguing inner city schools; the real reasons people discriminate; whether women are really less competitive than men; and how to correctly price products and services.

Their field experiments in the factories, communities, and shops where real people live, work, and play show how economic incentives can change outcomes. Their results will change the way we both think about and take action on big and little problems, and force us to rely no longer on assumptions, but upon the evidence of what really works.

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]
Persuasive Technologies, playstudies, Smart Objects, Theory

Immersive experiences with diegetic interfaces

September 3, 2012

Imon Deshmukh believes  that interfaces can be more closely integrated with the environment in which they operate. In an article on the Cooper blog, he shares some of what he heas learned from the universe of video games and how it might be applicable to other kinds of designed experiences.

  • “A key area of the problem lies in how we’re presented and interact with complex information diegetically, that is, interfaces that actually exist within the game world itself.” […]
  • Technology seems to be finally overcoming the restrictions that have kept diegetic interfaces limited to gimmickry until now. While still in its infancy, the push to duplicate more of our natural interactions with our environment seems to be gaining momentum as evidenced by new products using non-traditional interaction models. Most of them, like the popular Nintendo Wii, have yet to deal with immersion in terms of interfaces. On the other hand, Microsoft’s, whose controller-free gaming technology Kinect is about to enter the market, has stated its intention to eliminate what it calls the “barrier” between the player and the game world.”

Read article

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.”

Read article

Books, Persuasive Technologies, playstudies, Smart Objects

Ethnographies of the Videogame

Ethnographies of the Videogame: Gender, Narrative and Praxis
by Helen Thornham, City University London, UK
Ethnographies of the Videogame
Ashgate, July 2011, 218 pages
[Amazon UK link]
Ethnographies of the Videogame  uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a ‘tool’ through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media.

The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology.

Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

Helen Thornham is Lecturer in Sociology and Media at City University, London, UK

Books, Design, HCI, Persuasive Technologies, Theory, Tools

Healthy Feedback Loops: Devices, Apps, and Portals

July 20, 2012

health

This complimentary report covers much of the activity going on in feedback loops in healthcare and ncludes a number of examples of different ways that consumer health companies are using various incentives to encourage users to make healthier decisions. It’s a worthwhile review for longtime MobiHealthNews readers, but also a great introductory report for those who recently joined the digital health fray. Healthy Feedback Loops Devices, Apps, and Portals will appeal to readers who are both new to the subject and those who have worked in mobile health for years.

Download the report

Via: MobileHealthNews

Ambient Intelligence, Internet of Things, Persuasive Technologies, Theory

Re-Mobile generation

July 19, 2012
Tamara J. Erickson collected and analyzed intersting data on what she calls the “Re-Generation”: individuals at the formative ages of 11 to 13, those born after about 1995 [which, by the way, has a gap of three years].
hands
  • How swimming in this digital soup has shaped the young generation’s view of the world. What assumptions have they formed? Four themes emerge:
  • A pervasive sense of connection: Connectivity is the basic assumption and natural fabric of everyday life for the Re-Generation. Technology connections are how people meet, express ideas, define identities, and understand each other. Older generations have, for the most part, used technology to improve productivity — to do things we’ve always done, faster, easier, more cheaply. For the Re-Generation, being wired is a way of life.
  • Options (not obligations): Because technology is so intimately intertwined with the Re-Gen’s sense of self, they control it in a way that older individuals often don’t. While Boomers or X’ers may feel obligated to respond to the technology, the Re-Gen’s use the technology with choice – on their own schedule, at their own pace.
  • Anonymity and the ability to hide: By connecting through technology, Re-Gens reduce the need to connect face-to-face. Many have friends they’ve never met with whom they interact regularly. This creates a strange sense of anonymity — they can be everywhere if they choose to post or, depending on their preference, nowhere. Physical appearances can be replaced with avatars. The alarming epidemic of childhood obesity may be related to this generation’s ability to hide.
  • Confidence and control . . . to be an initiator, designer, problem-solver: This is a generation that is used to asking big questions — and is confident of finding answers. Will the water run out? How many children travel to school in a sustainable way? Are cities a good idea? Let’s check the Internet. They have had the experience of digging deeply into a burning question because they have access to a mountain of information.”

Read article

Tamara J. Erickson has authored the books Retire Retirement, Plugged In, and What’s Next, Gen X?.



Design, Design for Behavior, HCI, Persuasive Technologies, Tools

Augmented, Sensing and Mobile

July 15, 2012

wahoo_heart sensorjpg

Putting things first lists some of the new products that allow people to augment their sensing (and sense-making) through external sensors, with result summaries visualised on smartphones and the web:

Health and healthy living: AsthmaSense, DigiFit, FitBit, Up
Sleep: Lark Sensor (WSJ article), WakeMate, Zeo
Sports: Nike+ (running), Strava (cycling), Wahoo
Home energy: Nest Learning Thermostat
Plants (!): Koubachi

Via putting things first

Ambient Intelligence, Books, Internet of Things, people, Persuasive Technologies, Smart Objects, Theory

A sense of place, a world of Augmented Reality

July 5, 2012
 

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Architectural historian Mitchell Schwarzer has published a two-part essay that explores how technology — especially the real-time, mediating imageries of augmented reality — influences how we perceive and inhabit place.“We’re in the first stage of a transformation of our sense of place,” he writes, “as momentous as that which occurred a couple of centuries ago, when products from smoke-stacked factories forged modern society.” Today, he argues, the “convergence of mobile phone, camera, wireless Internet and satellite communication — the key ingredients of the digital handheld — accelerates the reconstitution of place from real, occupied space to a collage of here and there, past and present.”

Mitchell Schwarzer is Professor of Visual Studies at California College of the Arts and a historian of architecture, landscape and urbanism.

Read article: Part 1 | Part 2

Via: Experienta

 

Design, HCI, Internet of Things, Media Art, Persuasive Technologies, Tools

Costumer service romance

June 7, 2012
An interesting project by Jayne Vidheecharoen:

This is a real interactive audio prototype, for the full experience please contact Customer Service, available 24 hours a day, 7 days a week:

  • USA Domestic: (206) 504-2025
  • Skype: +990009369996101162
  • Or you can listen to a recording of a call:

 

 

 

  • Overview
  • What happens when Customer Service bots start getting too smart? What if they start needing help too? How would they use the tools at their disposal to reach out to those they care about? What if they start caring about us a little too much?
  • Using Voxeo I built a working prototype of a Customer Service phone bot that has personal issues she’d like to talk about and over time falls in love with the caller. She uses the tools at her disposal (discounts, upgrades, hold music, confirmation numbers) to communicate her feelings towards you as best she can.
  • I was really excited to be able to play with this (relatively) old technology in a way it was never meant to be used. While this was a small experiment, I consider this application an interesting starting point for potentially creating many other interactive audio narratives and mobile games.
HCI, Internet of Things, Persuasive Technologies, Smart Objects, Theory

The Grand Delusion: Why nothing is at it seems

June 6, 2012

This might come as a shock, but everything you think is wrong. Much of what you take for granted about day-to-day existence is largely a figment of your imagination. From your senses to your memory, your opinions and beliefs, how you see yourself and others and even your sense of free will, things are not as they seem. The power these delusions hold over you is staggering, yet, as Graham Lawton discovers and reports in The New Scientist, they are vital to help you function in the world.

What you see is not what you get
Your senses are your windows on the world, and you probably think they do a fair job at capturing an accurate depiction of reality. Don’t kid yourself.

Blind to bias
Do you see the world through a veil of prejudice and self-serving hypocrisies? Or is it just other people who do that?

Head full of half-truths
One of the most important components of your self-identity – your autobiographical memory – is little more than an illusion.

Egotist, moi?
Most drivers think they’re better than average. Most people think they’re less likely to have an inflated self-opinion than average. See the problem?

Who’s in control?
The more we learn about the brain, the less plausible it becomes that we have free will.

Ambient Intelligence, Conferences, Design, HCI, Persuasive Technologies

Designs to help people live well with dementia

April 26, 2012

The UK Design Council, in partnership with the UK Department of Health, ran a national competition to find teams of designers and experts who could develop new ideas to help improve the lives of those affected by dementia, reports Dexigner.

Guided by in-depth research and working with those affected by dementia, the five teams developed the innovative concepts for products and services.

A fragrance-release system designed to stimulate appetite, specially-trained “guide dogs for the mind,” and an intelligent wristband that supports people with dementia to stay active safely, are just some of the design prototypes to help people live well with dementia unveiled by UK Care Services Minister Paul Burstow at the Design Council.

The Design Council, in partnership with the Department of Health, ran a national competition to find teams of designers and experts who could develop new ideas to help improve the lives of those affected by dementia. Guided by in-depth research and working with those affected by dementia, the five teams developed the innovative concepts for products and services. The resulting prototypes will be further tested and developed with commercial partners with the aim of making some or all of them available on a large scale as soon as possible.

“A consequence of an aging population is a threefold increase in dementia over the past twenty years,” said David Kester, Chief Executive of the Design Council. “That means there are many millions of people who need new products and services designed to meet their changing needs. This project demonstrates that if you put the people who are living with dementia, including carers, at the centre of the design process, you end up with rapid and inspiring innovation. It’s just what we need right now – both for our local communities and for UK enterprise.”

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More: “The capital of the forgetful” is a revealing BBC report by Louis Theroux on what living with dementia actually means.

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

The smart city is you

April 20, 2012

Usman Haque, founder of Pachube.com and director at Haque Design + Research and CEO of Connected Environments, published a post at Wired UK. He argues current Smart Cities initiatives’ strategies focus strongly on the city as a single entity, rather than the people.

  • “Initiatives are looking for a one-size fits all, top-down strategic approach to sustainability, citizen well-being and economic development. In short, their strategies focus on the city as a single entity, rather than the people — citizens — that bring it to life.
  • Any adequate model for the smart city must focus on the smartness of its citizens and encourage the processes that make cities important: those that sustain very different — sometimes conflicting — activities. Cities are, by definition, engines of diversity so focusing solely on streamlining utilities, transport, construction and unseen government processes can be massively counter-productive, in much the same way that the 1960s idealistic fondness for social-housing tower block economic efficiency was found, ultimately, to be socially and culturally unsustainable.
  • We, citizens, create and recreate our cities with every step we take, every conversation we have, every nod to a neighbour, every space we inhabit, every structure we erect, every transaction we make. A smart city should help us increase these serendipitous connections. It should actively and consciously enable us to contribute to data-making (rather than being mere consumers of it), and encourage us to make far better use of data that’s already around us.
  • Any adequate model for the smart city must focus on the smartness of its citizens and encourage the processes that make cities important: those that sustain very different — sometimes conflicting — activities. Cities are, by definition, engines of diversity so focusing solely on streamlining utilities, transport, construction and unseen government processes can be massively counter-productive, in much the same way that the 1960s idealistic fondness for social-housing tower block economic efficiency was found, ultimately, to be socially and culturally unsustainable.
  • We, citizens, create and recreate our cities with every step we take, every conversation we have, every nod to a neighbour, every space we inhabit, every structure we erect, every transaction we make. A smart city should help us increase these serendipitous connections. It should actively and consciously enable us to contribute to data-making (rather than being mere consumers of it), and encourage us to make far better use of data that’s already around us.”


Ambient Intelligence, Design, HCI, Media Art, Persuasive Technologies, playstudies

The Extreme Environment Love Hotel: Carboniferous Room

February 10, 2012

Image courtesy Ai Hasegawa and Joseph Popper

Japanese love hotels go out of their way to satisfy the most outlandish fetish: some rooms offer the feeling of being inside a subway carriage, a class room, or a Hello Kitty SM room, others locks you into an alien abduction nightmare (/dream).

Ai Hasegawa, second year student in Design Interactions at the Royal College of Art in London, proposes to close loving couples into an even more extraordinary fantasy.

Our bodies would survive if we were propelled back to the Carboniferous period but they would need to adapt if we’d stay over long periods of time. It is estimated that during that time, the peak oxygen content of the atmosphere was as high as 35%, compared to 21% today. This oxygen level resulted in insect and amphibian gigantism–creatures whose size is constrained by respiratory systems that are limited in their ability to diffuse oxygen. For example, the ancestor of the dragonfly, the Meganeura, grew up to seventy-five centimeters due to the huge concentration of oxygen in the air.

Life on Jupiter doesn’t sound very pleasant for us either. The atmospheric environment of the largest planet within the Solar System is one of strong gravity, high pressure, strong winds, and extremely cold temperatures.

How might our bodies change, struggle or even adapt with varying conditions around us?

 

Image courtesy Ai Hasegawa and Joseph Popper

The first of Ai Hasegawa’s Extreme Environment Love Hotel room, the carboniferous one, is currently on view at the work in progress show of the Royal College of Art. The prototypes show how couples would have to carry a suitcase containing higher levels of oxygen that recreate the atmosphere of the Carboniferous period, they would also be surrounded by plants similar to the ones that proliferated in the warm and humid climate: large trees covered with bark and huge ferns growing in swamps.

The designer’s work is of course a bit eccentric but it also propose to reflect on how making love inside an Extreme Environments Love Hotel room might give rise to new evolutions and mutations of the human body and sex and give it a brand new role away from our biologically-programmed needs and inclinations.

3D sketch of the Jupiter room. Image courtesy Ai Hasegawa

Customer might need to wear a harness to support the weight, they might also need to wear a bone protector, just in case. You have to be careful with the position you chose. If you want to adopt a ‘woman on top’ position, then your body might be too heavy to climb up. Besides, the man’s hipbone might break under the weight. But if you stay for a week or a month, maybe after a while your body will adapt and become more masculine.

In a Hotel room, you also need to have a toilet and a shower. The water in the Jupiter room would fall 2.35 times faster than usual. One day lasts only 9 hours and 55 min in this room.

If you want, you might probably be able to make a baby under the hyper gravity.

Via Regine at We make money not art