Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296
Theory – ..
Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Warning: Invalid argument supplied for foreach() in /home/hmksmmtd/public_html/shapingfutures.org/wp-content/themes/tm-zebre/core/customizer/kirki/includes/class-kirki-fonts-font-registry.php on line 296

Category: Theory

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

2D vs 3D

September 8, 2016

12380_medium

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.

12378_medium

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.

12376_medium

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

Augmented Reality: Theory and Practice

May 4, 2015

Unknown-7

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

Screen shot 2015-03-04 at 18.37.33

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

Unknown

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

Theory, Transmedia Storytelling

Psychocinematics: Exploring Cognition at the Movies

August 7, 2014

perception cinema

Largely through trial and error, filmmakers have developed engaging techniques that capture our sensations, thoughts, and feelings. Philosophers and film theorists have thought deeply about the nature and impact of these techniques, yet few scientists have delved into empirical analyses of our movie experience-or what Arthur P. Shimamura has coined “psychocinematics.”

This edited volume introduces this exciting field by bringing together film theorists, philosophers, psychologists, and neuroscientists to consider the viability of a scientific approach to our movie experience.

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

 

 


Screen shot 2015-03-04 at 21.16.54

 

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

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.

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

Virtual World Design

July 15, 2014

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

 

SmartArmband_fotolia76179512_AndreyPopov.jpg.1676562

 

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

Screen shot 2015-03-04 at 18.30.30

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

Screen shot 2015-03-04 at 21.13.25

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, HCI, Smart Objects, Theory, Tools

Visualization and Engineering Design Graphics with Augmented Reality

March 10, 2014

Unknown-2

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.

 

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.

Books, Design, Theory

Visual Communication Research Designs

February 10, 2014

Screen shot 2015-03-04 at 18.12.19

 

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

Screen shot 2015-03-04 at 18.27.30

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.

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

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

January 4, 2014


Screen shot 2015-03-04 at 18.04.16

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 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

41r4ic8KiyL-1._SX258_BO1,204,203,200_

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.
Books, Design, Theory

Visual Methodologies: An Introduction to Researching with Visual Materials

November 4, 2013

Screen shot 2015-03-04 at 18.25.14

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.

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

Unknown-7

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

Unknown

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

865bc18d-5a11-44e2-baec-4e69497bf9b7

 

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

 

"

“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

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

Screen shot 2015-03-04 at 18.18.03

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, Theory

Design Research Through Practice: From the Lab. Field. and Showroom

July 9, 2013

Unknown-1

by Ilpo Koskinen John Zimmerman  Thomas Binder  Johan Redstrom (Authors)

Businesses and the HCI and Interaction Design communities have embraced design and design research. Design research as a field blends methodologies from several disciplines – sociology, engineering, software, philosophy, industrial design, HCI/interaction design — so designers can learn from past successes and failure and don’t have to reinvent the wheel for each new design (whether it’s a digital product, a building, an airplane or furniture). They take into account form, function, and, ultimately, users.

Many books exist in the research and academic realm for this field, but none create a usable bridge to design practice. Although business people are embracing design, they are not going to become designers. Design researchers need tools to apply their research in the real world.

Design Research through Practice takes advanced design practice as its starting point, but enriches it to build a design process than can respond to both academic and practical problems. The aims of the book are to study three design research traditions that cover methodological directions in current leading research community. Taking you from the Lab, Field and to the Showroom, Ilpo Koskinen and his group of researchers show you successful traditions in design research that have been integrated into processes and products.  Bridging the gap from design research to design practice, this is a must have for any designer.

. Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects

. Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems

. Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects

Books, Design, Theory

The SAGE Handbook of Visual Research Methods

February 4, 2013

Screen shot 2015-03-04 at 18.34.10

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, 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]
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

Books, Design, HCI, playstudies, Theory

Playful Design: Creating Game Experiences in Everyday Interfaces

August 20, 2012

Unknown-1

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.”

Read article

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?.



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

A sense of place, a world of Augmented Reality

July 5, 2012
 

augmented-reality-02

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

 

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

Smart surfaces

June 9, 2012

Whether luminous wallpaper, curtains that produce electricity, or self-cleaning windowpanes, more than ever before innovations in surface technologies are influencing and will continue to revolutionize the use of materials in architecture, interior design, and design.

The new smart surfaces expand considerably design possibilities for architects and designers. Their use leads to new typologies and concepts that can also do justice to changes in expectations for buildings and design.

The impression we have of a building or an object is increasingly determined by its surface qualities. Designers are thus confronted anew with the question of “appropriate materials” when dealing with smart surfaces.

Smart Surfaces brings these design fields into the creative focus of planners and designers, and emphasizes concrete possibilities for applications. Planning fundamentals, including cost-benefit analyses, and questions related to building, including details of constructions, are presented in a clear and intelligible way. The various materials are introduced and their potentials assessed. Smart Surfaces not only offers a good overview of the themes but also provides inspiration for making use of these new surfaces.

A book for everyone who wishes to be inspired by the possibilities for innovative surface technologies.

Book at Amazon.

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.

Books, Theory

Interpretative Phenomenological Analysis: Theory, Method and Research

May 14, 2012

Screen shot 2015-03-04 at 18.48.11

by Jonathan A Smith  (Author), Paul Flowers (Author), Michael Larkin (Author)

‘It is not often I can use “accessible” and “phenomenology” in the same sentence, but reading the new bookInterpretative Phenomenological Analysis…certainly provides me the occasion to do so. I can say this because these authors provide an engaging and clear introduction to a relatively new analytical approach’ – The Weekly Qualitative Report

Interpretative phenomenological analysis (IPA) is an increasingly popular approach to qualitative inquiry. This handy text covers its theoretical foundations and provides a detailed guide to conducting IPA research.

Extended worked examples from the authors’ own studies in health, sexuality, psychological distress and identity illustrate the breadth and depth of IPA research.

Each of the chapters also offers a guide to other good exemplars of IPA research in the designated area. The final section of the book considers how IPA connects with other contemporary qualitative approaches like discourse and narrative analysis and how it addresses issues to do with validity. The book is written in an accessible style and will be extremely useful to students and researchers in psychology and related disciplines in the health and social science