adamcrowe + experience   152

YouTube -- TEDtalks: Rory Sutherland: Sweat the small stuff
'It may seem that big problems require big solutions, but ad man Rory Sutherland says many flashy, expensive fixes are just obscuring better, simpler answers. To illustrate, he uses behavioral economics and hilarious examples.' -- Name suggestion: Charm
experience  design  charm  RorySutherland 
june 2010 by adamcrowe
SlideShare -- Just add points? What UX can (and cannot) learn from games
'...if we as designers wish to craft a fun, engaging difficulty curve in productivity contexts, we have to step away from designing the application in isolation and tackle the whole work context – which isn't interaction design anymore – it's business process engineering.'
gamedesign  socialdesign  ux  experience  design  totaldesign 
june 2010 by adamcrowe
Trendwatching -- "STATUSPHERE"
'...when it comes to experiences, status can only be derived from being seen by others—while experiencing the experience, which may be a relatively brief moment—or by telling others about the experiences afterwards (which can go on for years ;-). Hence STATUS STORIES becoming more attractive and prevalent: as more brands (have to) go niche and therefore tell stories that aren't common knowledge for the masses. So as experiences and non-consumption-related expenditures take over from physical (and more visible) status symbols, consumers will increasingly have to tell each other stories to achieve a status dividend from their purchases. Expect a shift from brands telling a story, to brands helping consumers tell their own status-yielding stories to other consumers.' -- What's my motivation?
identity  status  statusupdates  storytelling  storygraph  productnarratives  diegesis  experience  trends 
may 2010 by adamcrowe
Lost Garden -- Three False Constraints
Mystery (play) <---> Puzzle (game) 'Conclusion: #Human emotions are simple to evoke with games. Make multiplayer games. #Authorial intent is expressed through systems of rules. Create rules that empower players to co-create meaningful content. #Reaching larger numbers of players is easy. Integrate games into the player's everyday life.' -- 'Comment: yanamal: ...if you remove all these "arbitrary" constraints at once, you don't really get game design anymore - you get throwing a bunch of people together and telling them to play with the contents of their pockets...' -- Comment: Danc: 'If you really want a player to gain a deeply meaningful understand of the human condition, you need to put them in a system where they can fail and experiment. ...the act of playing a game [is] a process of learning [how to] effectively manipulate a system. [The question to ask is:] Are the skills I’m learning meaningful to me outside the magic circle?'
gaming  ludology  readerlywriterly  gamedesign  experience  design  possibilityspace  narrativeenvironments  improvisation  simulation  emergence  play  casualgaming  ambientgaming  thegamingofeverydaylife  improv 
december 2009 by adamcrowe
*supercollider -- Ninety Red Bull events | Part 2: The Lessons
'Red Bull was doing earned media before it was a buzzword. They invest in unique, compelling experiences, and in the creation of content from those experiences. They get a significant amount of very deep and powerful brand interaction at the actual experiences themselves, both from participants and spectators. And then through a combination of PR, word of mouth, and pull media channels they get an absolute ton of exposure of their content. And through platforms like their popular Facebook page, content-rich website, Red Bulletin, and a legion of popular microsites and brand communities like FMXWorld, Red Bull can legitimately claim to be a media brand in its own right at a time when most brands are still talking about the idea.'
redbull  branding  experience  culture  do 
november 2009 by adamcrowe
Trendwatching -- "NOWISM"
'The power of all things ‘NOW’ can be traced back to the eternal lure of instant gratification ...many ‘fixed’ items run the risk of becoming synonymous with boredom, hassle (Maintenance! Theft! Going out of style! Repairs!), eco-unfriendliness, and sinking a large part of one’s budget into one object (which impedes spending on multiple experiences). ...'digital' has become synonymous with 'instant'. -- Zygmunt Bauman: "...fragmented lives require individuals to be flexible and adaptable — to be constantly ready and willing to change tactics at short notice, to abandon commitments and loyalties without regret and to pursue opportunities according to their current availability." -- Raw experiences: ...‘live’ cannot be edited, controlled or censored and therefore offers the possibility of boredom-beating surprises. And surprises, excitement, controversy, scandal, realness, and rawness is exactly what many consumers are openly or secretly craving.' -- Have fists, will travel.
now  time  realtime  latency  intermittentvariablerewards  feedback  #bandwidth  #ubiquity  foraging  huntergatherer  guerrilla  violence  performance  experience  trends  retribalization 
october 2009 by adamcrowe
Los Angeles Times -- Beijing loves IKEA—but not for shopping
'Welcome to IKEA Beijing, where the atmosphere is more theme park than store. Every weekend, thousands of looky-loos pour into the massive showroom to use the displays. Some hop into bed, slide under the covers and sneak a nap; others bring cameras and pose with the decor. Families while away the afternoon in the store for no other reason than to enjoy the air conditioning. Visitors can't seem to resist novelties most Americans take for granted, such as free soda refills and ample seating. Purchasing anything at Yi Jia, as the store is called here, can seem like an afterthought. "We want to be modern. I think IKEA stands for a kind of lifestyle. People don't necessarily want to buy it, but they want to at least experience it." -- A group of university graduates recently donned caps and gowns for photographs by the checkout aisles as if to capture the moment they matriculated to the middle class.'
china  IKEA  experience  sampling  consumerism  shopping  narrativeobjects  objects  narrativeenvironments  simulation  windowshopping  themepark  retail  publics 
september 2009 by adamcrowe
Hipster Runoff Exegesis -- "Do teens RLLY ‘drink coffee’?"
'... Taste buds that never learn to disguish sweet from sour from bitter but that only register abstractions like "fun" and the taste of pleasure. A tongue that tastes only emotions rather than physical properties of consumed substances. These physical properties become even more unknowable to the mind, the food-in-itself a lost dream to the consumer, who can only consume her own expectations. "What does coffee taste like?," Carles asks, "what does beer taste like?" We can never know. Our perceptions of these things are purely self-referential. -- Once perception becomes a matter of interfacing with brands rather than our sensory organs, a trademark synesthesia ensues to the point where sound and taste are no different from one another... ... the brand is written [into] our bodies, which are written and overwritten over and again like any other media storage device, which is that to which we have been reduced.'
marketing  branding  experience  synesthesia  mimesis  simulation  simulacra  fake  theadvertisedlife  RonHorning 
september 2009 by adamcrowe
interactions magazine -- Systems Thinking: A Product Is More Than the Product
'... de Souza and Leitão show how the communication approach of “semiotic engineering” can help ensure consistency and coherence. They critique the HCI community (and my past work) for optimizing the individual components at the expense of the whole. They are correct. A systems analysis goes beyond the design of individual screens or actions. It considers the entire experience from start to finish: thought through action through reflection. To make this a whole, seamless, coherent experience requires considering each action, each system response, each message - whether verbal or visual, silent or audible, visceral or behavioral, haptic or happenstance - all as part of the whole. Make sure that each message is consistent with the others in tone, voice, locus, and message. All steps must be readily accommodated, with the system always anticipating and ready for whichever choice the person makes. This is what it means to be a system: to think of everything.'
experience  service  design  product  productnarratives  serviceecologies 
september 2009 by adamcrowe
WSJ.com -- A Manifesto for Slow Communication
'The boundlessness of the Internet always runs into the hard fact of our animal nature, our physical limits, the dimensions of our cognitive present, the overheated capac­ity of our minds. -- #1. Speed matters. Speed used to convey urgency; now we somehow think it means efficiency. The Internet has provided us with an almost unlimited amount of information, but the speed at which it works—and we work through it—has deprived us of its benefits. We might work at a higher rate, but this is not work­ing. -- #2. The Physical World matters. A butcher can tell you which cuts of meat are the freshest; an online grocer may not. That same butcher, if he is good, might not just remember your preferences—which an online retailer can do frighteningly well—but ask you how your mother has been doing, whether you caught the latest football game. These interactions remind us that we are more than con­sumers; they remind us that we are part of the world in a way no amount of online shopping ever will.'
psychology  temes  internet  speed  communication  attention  continuouspartialattention  ambientintimacy  context  experience  theadvertisedlife  #socialization  #specialization 
august 2009 by adamcrowe
GameCyte -- Unlocking the Psychology of Achievements
'When it became clear to competitive players that simply beating a game was no longer enough to differentiate themselves, the gamers themselves began to define new, harder objectives and qualifying criteria, leading to the advent of hyper-competitive pursuits. Soon, gamers were taking photos of their TV screens to verify high scores or crucial in-game moments. Game creators and media began to come on board with this new trend of in-game excellence, offering prizes for especially notable achievements. [Activision's] sew-on patches appear to be the first appearance of game achievements as we know them today: abstract, collectible representations of in-game merit, whose presence is separate from the gameplay yet intertwined with the experience as an extra motivator and/or novelty. -- As Napoleon famously said with regards to the ceremonial medals his soldiers fought alarmingly hard to earn: "With a handful of ribbons I can conquer all of Europe."'
psychology  gamedesign  gaming  behaviours  achievements  rewards  status  reputation  bragging  collecting  tidying  completionism  competition  mastery  fame  experience  design  socialdesign  incentives 
august 2009 by adamcrowe
andrea's scrapbook -- Pure Memory
“One study of how memories influence consumption explored the phenomenon whereby people who have truly enjoyed an experience, such as a special evening out, sometimes prefer not to repeat it. We might expect that they would want to experience the physical consumption of such an evening again; but by forgoing repeat visits, they are preserving their ability to consume the pure memory – the concept – of that evening forever, without the risk of polluting it with a less-special evening.” — Dan Ariely (Predictibly Irrational)
behaviours  peaktrendendrule  experience  nostalgia  memory 
august 2009 by adamcrowe
Wolfire Blog -- Creating the illusion of accomplishment
'Psychological studies have shown that random reward schedules are usually the most effective, so it’s no coincidence that you see them in the most addictive games. For example, every enemy or container in Diablo is like a piñata — there is a random chance that it will drop something good if you click on it. This combines with the sunk cost fallacy very effectively. Once you’ve killed three enemies looking for a rare item, you can’t stop now… you have to keep going until you get it! Many games use well-designed rewards to convince players that they’ve accomplished something important, even when they’ve only completed a trivial task.' -- 'There’s a vital question that is rarely asked: does our game make players happy when they play, or just make them sad when they stop? This is a subtle distinction, and irrelevant to sales, but I think it’s very important. Medicine and heroin both sell for a high price, but I would sleep better at night selling one than the other.'
*  psychology  incentives  rewards  intermittentvariablerewards  sunkcosts  opportunitycosts  addiction  gambling  gluttony  grinding  experience  design  gamemechanics  narrativearchitecture  parody 
july 2009 by adamcrowe
1AmongMany -- truTV
'The manual includes two primary strategic ideas, both intended to embrace the brand’s ideal of capturing truth and actuality, coupled with a new business model that would redefine the role of a TV network in today’s digital landscape. The first strategy allows truTV to bring their audience into every step of the creation process, from ideation and script-writing to casting and distribution, creating an entirely new show based on the unbelievable moments of “actuality” that truTV viewers have experienced in their everyday lives.'
ideas  tv  entertainment  platform  experience  serendipity  socialmedia  cocreation  open  epistolary  storytelling  storygraph  television 
july 2009 by adamcrowe
Channel 4 -- Test Tube Telly
'Test Tube Telly lets Facebook friends watch, talk about, rate and recommend their favourite TV from 4oD and YouTube. It's an experimental prototype from Channel 4's digital innovation fund, 4iP.' -- Conversational content @tomwatts
socialmedia  tv  sharing  experience  conversation  channel4  attention  data  television 
july 2009 by adamcrowe
180360720 -- Post Digital Marketing 2009
"Discovering how companies create value in the context surrounding the product is crucial in order to become invaluable inside the most important interface between the company and the customer – the experience." -- Yup. What's your product narrative? Can haz hacks with that? (p185. Good note about the cathedral/bazaar cocreation model.)
productnarratives  experience  context  brandedutility  servicecologies  transmedia  catheralbazaar  peopleshaped  copycat  propagation  planning  marketing  presentations  via:iaintait 
july 2009 by adamcrowe
180360720 -- New Strategies Require New Measurements
'People don't know what they want – so stop asking them.' -- What gets numbered gets numb.
productnarratives  experience  context  measurement  numbers  data  planning  marketing  presentations 
july 2009 by adamcrowe
Wired -- The Nike Experiment: How the Shoe Giant Unleashed the Power of Personal Metrics
'Call it Living by Numbers—the ability to gather and analyze data about yourself, setting up a feedback loop that we can use to upgrade our lives, from better health to better habits to better performance. -- ...people change their behavior—often for the better—when they are being observed... -- We tend to think of our physical selves as a system that's simply too complex to comprehend. But what we've learned from companies like Google is that if you can collect enough data, there's no need for a grand theory to explain a phenomenon. You can observe it all through the numbers. Everything is data. You are your data, and once you understand that data, you can act on it. -- For many Nike+ users, doing their exercise becomes inextricable from measuring it. "Forgetting my Nike+ sensor, or my iPod battery being dead, just takes the life out of my run."'
nike+  nikeplus  experience  design  productnarratives  sousveillance  quantifiedself  numbers  analytics  realitymining  performance  data  feedback  reflexivity  thegamingofeverydaylife 
june 2009 by adamcrowe
New York Magazine -- Some Dark Thoughts on Happiness
'...the explosive interest in positive psychology is, like so many cultural curiosities involving self-obsession, a boomer phenomenon. ...the psychology of positivity and productivity were a perfect fit for the ethos of the bubble years. -- ...maximizers, in practically every study one can find, are far more miserable than people who are willing to make do (economists call these people satisficers). “My suspicion is that all this choice creates maximizers.” -- ...our beliefs that money and children will make us happy are super-replicators—without them, civilization wouldn’t survive. -- “Happiness is fine as a side effect. But I think it’s a cruel demand. It may even be a covert form of sadism. Everyone feels themselves prone to feelings and desires and thoughts that disturb them. And we’re being persuaded that by acts of choice, we can dispense with these thoughts. It’s a version of fundamentalism." ...happiness [is] “the most conformist of moral aims.”'
*  psychology  memes  happiness  experience  self  narcissism  hedonism  optimism  hype  fundamentalism  delusion  consumerism  choice  gluttony  theadvertisedlife 
june 2009 by adamcrowe
OnFiction -- Moods and Stories
'Benzon's proposal derives from the finding that memories are often mood dependent: people tend to recall autobiographical memories of when they were happy when they are happy once again, and they best recall memories of loss and failure when they are sad. Benzon says: "My argument is that this communal experience of stories helps us to create neural circuits that give us the ability to recall a wide range of experience without our having to be in a neurochemical state approximating that which mediated that experience. Without the constant experience of emotionally charged stories, our memories would be captive to the current mood."' -- Findings from the "Sarah Cole" study: 'When angry one thinks forward from a slight or injustice towards possibilities of what to do about it, including possibilities of vengeance. When sad, one backtracks mentally from the loss or mistake to what might have caused it.' -- And it should be precisely the reverse.
storytelling  fiction  cognition  multitude  enactment  reenactment  experience  simulation  memory  recall  mood  emotion  emotionalintelligence  reflexivity  circumscription  retcon 
may 2009 by adamcrowe
Vimeo -- Iain Tait: High Scores Talk at Playful London 31.10.08
'It's all about the scores: ABSTRACT → ACTUAL, METAPHORS → MEASURES, SIMPLE → COMPLEX, DESIGNERS → EVERYONE, IN GAME → IN LIFE'
gaming  behaviours  motivation  rewards  points  experience  design  thegamingofeverydaylife  IainTait 
may 2009 by adamcrowe
Fast Company -- Creating a Post-Crisis Economy: Learning to Measure Participation by Tim Brown
In a "networked, participation based economy: #Network value would describe the access that an individual or organization has to new ideas and opportunities. #Brand value would describe reputation. #Social value would measure influence. #Knowledge would be measured through the number and quality of ideas and, finally, #Meaning measured through engagement. -- The measurable units of currency for networks might be #connections... For brand, reputation would be measured through #ratings... The influence generated through social value might be measured by tracking #conversations... identifying a universal measure for meaning might well be the most difficult... Somehow the stickiness of our experiences ought to be measurable and be an indication of how important to us any given experience might be [#engagement] -- Are these the right things to measure in an economy based on participation--and could their measurement result in some kind of sustainable system of growth and wealth creation?"
*  economics  currency  capital  value  measurement  participation  engagement  influence  ideas  experience  design  networks  markets  communities  #bandwidth  #processing  #storage 
may 2009 by adamcrowe
Guardian -- Clicks for tricks: Twitter's first brothel?
'Since "adult services" have previously managed to use other communications systems -- postal services, telephones, shop windows, email, the web, advertisements in tabloid newspapers -- this shouldn't come as a huge surprise, but brothel stories are probably good for raising your circulation (fnar fnar).' -- Yup. Sell the sizzle not the steak. See 'Big Sister' businessmodel: http://bit.ly/2c3cm
twitter  cybersex  sex  businessmodels  storytelling  porn  roleplay  performance  narrativeenvironments  voyeurism  selling  experience 
april 2009 by adamcrowe
Designing Interactions -- Interviews: Bill Gaver
'Bill gives three examples of experimental designs that use weight and force sensors to enable designs with subtle interactive sensitivities. The Drift Table has a window in the center displaying slowly moving satellite images; the Key Table indicates the mood of people in a house, and the History Tablecloth illuminates around objects that are placed on it.'
productnarratives  interaction  experience  design  sensors  objects 
april 2009 by adamcrowe
Designing Interactions -- Interviews: Dunne and Raby
'Tony and Fiona describe their fascination with complex pleasures and existential design. They experiment with designs that pander to the bad side of people, appealing to contradictory and irrational emotions.'
criticaldesign  design  experience  productnarratives  objects  Dunne&Raby 
april 2009 by adamcrowe
Wired -- The Messy Future of Memory-Editing Drugs
'It might not be long before memories are pharmaceutically targeted, just as moods are now. #Sandberg: People are more worried about deletion [than adding memories]. We have a preoccupation with amnesia, and are more fearful of losing something than adding falsehoods. The problem is that it's the falsehoods that really mess you up. If you don't know something, you can look it up, remedy your lack of information. But if you believe something falsely, that might make you act much more erroneously. You can imagine someone modifying their memories of war to make them look less cowardly and more brave. Now they'll think they're a brave person. At that point, you end up with the interesting question of whether, in a crisis situation, they would now be brave. We can't trust our memories. But on the other hand, our memories are the basis for most of our decisions. We take it as a given that we can trust them, which is problematic. We have authentic fake memories, in a sense.'
psychology  drugs  memory  editing  experience  authenticity  self  perception  realityprogramming  reality  virtuality  fake  illusion  delusion  simulation  philosophy 
april 2009 by adamcrowe
New York Times -- Too Busy to Notice You’re Too Busy
'According to Dr. Hallowell, there are many overlapping reasons we all fall into the trap of being overly busy. A few are: #It is so easy with cellphones and BlackBerrys a touch away. #It is a kind of high. #It is a status symbol. #We’re afraid we’ll be left out if we slow down. #We avoid dealing with life’s really big issues — death, global warming, AIDS, terrorism — by running from task to task. #We do not know how not to be busy. -- Not only are we constantly occupied, but we, as Americans, are also famous for not knowing how to be unoccupied. “You can feel like a tin can surrounded by a circle of a hundred powerful magnets,” he writes. “Many people are excessively busy because they allow themselves to respond to every magnet: tracking too much data, processing too much information, answering to too many people, taking on too many tasks — all in the sense that this is the way they must live in order to keep up and stay in control. But it’s the magnets that have the control.”'
psychology  behaviours  time  status  attention  continuouspartialattention  experience  feedback  gluttony  addiction  control  #bandwidth  #processing 
april 2009 by adamcrowe
SlideShare -- The Psychology of Users
'The psychology of the user of social media: a view from social interaction design.'
experience  design  interaction  psychology  fun  flow  socialdesign  socialmedia  presentations 
april 2009 by adamcrowe
SlideShare -- The Art & Science of Seductive Interactions
'To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.' - Poet Painter
experience  design  interaction  psychology  fun  flow  socialdesign  socialmedia  presentations 
april 2009 by adamcrowe
Marginal Utility -- Commodfied intelligence
'... the improving raw numbers of cultural consumption matter mainly to entrepreneurs in the culture industries. Consumers care more about what their cultural consumption signifies. The new emphasis on the quantity of culture consumed and the signals it can be deployed to send has led to the development of a widespread collector’s mentality toward culture: Quote: George Balgobin: 'Facebook is devoted to cataloguing this cultural rebirth. Here people curate their personas and project them at the world. Characteristic of the younger generations, the mood strains for the eclectic while feigning nonchalance. The alchemist arranges lists in search of gold... Status updates remind you that a friend has just returned from an “HD Mozart Opera” while another is “getting into Herzog films”. This is an achievement panopticon; the participants are its prisoners.' -- The key question ends up being whether we believe that performing our appreciation of something means we don’t really appreciate it.'
culture  consumerism  behaviours  consumering  performance  collecting  curation  objects  selfobjects  socialobjects  status  experience  poseurism  semiotics  usevaluevssignvalue  #bandwidth  #ubiquity  #specialization 
march 2009 by adamcrowe
Marginal Utility -- Outsourced motivation
On services that... 'attempt to transform everyday life tasks into games by assign values to them and keeping score. ...a world in which collective experience is systematically abrogated, a world in which only competition can “unite” us and corporations reap the profits from our combat. We end up sharing only the ideal of measured achievement: how many more points we can score, how many people are reading our updates, how many more things we can own or add to our list of experiences. Services [that] meet the need we now have to have our social experiences more rigidly structured by an outside party, a referee, some sort of mediator. We seem to have worked ourselves into a corner where we must outsource our ability to be motivated. We need outside parties to generate motivational schemes and point systems to drive us through life activities that were once rewarding enough in and of themselves. ...nullifying the quality of experience and reducing it to a point value.'
criticism  experience  service  games  design  gamemechanics  control  measurement  experiencepoints  points  numbers  rewards  status  hierarchy  simulation  motivation  feedback  existentialism  solipsism  self  selfservers  quantifiedself  thegamingofeverydaylife  #bandwidth  #complexity 
march 2009 by adamcrowe
Sasha Cagen -- This Is Your Brain on Twitter
"That night, a disturbing thing happened. At 3 am, I semi-woke, finding my brain was restructured into a stream where I was waiting for the latest 140 character outburst from the random collection of people I follow--colleagues, old lovers, the guy I know who is building a space elevator. I was dreaming in Twitter. The static electricity of all these quick, fragmentary thoughts made me feel more jittery and caffeinated than if I had drunk three lattes before bed. I spent between the next four hours waiting for something, but I couldn't figure out what. All I knew was that I wasn't satisfied. I thought of cradling my cuddly iPhone with me in bed. I could read tweets in the middle of the night. That thought terrified me. I felt like I was being watched, if not by others, than by myself, scanning through my existence for the next Twitterable moment. I couldn't sleep for longer than two hours at a time."
twitter  socialmedia  lifecasting  behaviours  sousveillance  consciousness  dreams  attention  experience  performance  feedback 
march 2009 by adamcrowe
Only a Game -- Deconstructing Flow
"Csikszentmihalyi's Flow theory is explicable in terms of three neurobiological mechanisms: the frontal cortex, which mediates concentration; the pleasure centre (the nucleus accumbens), which releases dopamine in response to both the achievement of goals and the anticipation of such achievement under uncertain conditions; and the fight-or-flight mechanism, specifically the arousal produced by epinephrine (which enhances rewards) and the anxiety that results when the amygdala is activated when an individual feels out of their depth. Between these three mechanisms, all the many and various optimal experiences result." -- See related chart: http://bit.ly/smp5K
psychology  brain  neurobiology  flow  gaming  gamemechanics  experience  design 
march 2009 by adamcrowe
Jenova Chen -- Flow in Games (PDF)
"Video games do not read what player thinks yet. Up until today, the most common connections between players and video games are still going through game controllers. With limited inputs, the possibility to sense player's Flow state directly is very low. Although there are biofeedback devices on the market, people still lack the knowledge for imaging data into Flow and emotions. Most of the measurements are still based on assumptions and incomplete statistics."
psychology  flow  immersion  gaming  games  gamemechanics  biometrics  interface  interaction  experience  design  JenovaChen  pdf 
march 2009 by adamcrowe
YouTube -- Mihaly Csikszentmihalyi: Creativity, fulfillment and flow
'Mihaly Czikszentmihalyi asks, "What makes a life worth living?" Noting that money cannot make us happy, he looks to those who find pleasure and lasting satisfaction in activities that bring about a state of "flow."'
*  psychology  experience  creativity  engagement  immersion  happiness  flow  MihalyCsikszentmihalyi 
march 2009 by adamcrowe
crackunit.com -- Life Is For Connectedly Sharing Better - The Advertising Myth
"It’s the things that are in heads, on screens and coming down wires that are interesting and important. Not stuff a camera can easily capture." -- TRUE.
advertising  collaboration  sharing  memes  experience  spectacle  fake  verisimilitude  metaphor  productnarratives 
january 2009 by adamcrowe
qDot -- Talking Head Vibrator Demo on Vimeo
'Quick demo of the talking head vibrator, so I don't have to keep pointing people to my Arse Elektronika talk. Basically, the Talking Head is a rabbit vibrator with a sound chip capable of playing back samples from a sound card. Given the usual placement of the vibe, and the fact that the speaker points of the BOTTOM of the vibrator, I'll let you work out how bad an idea all of this is. Each sound card is sold by the company, and costs around $9. They also sell a card you can record your own voice on. As of this writing, I'm pretty sure the company that made this has gone under, as their web site no longer seems to exist. This demo uses the "French Boy featuring Jean Pierre" sound card. No, I'm not going to even try to translate what he's saying.'
productnarratives  experience  design  sex  toys 
january 2009 by adamcrowe
Infovore -- If Gamers Ran The World
'#Scarcity: A gamer looks at scarcity and says “oh, this is just survival horror”. There’s no longer any bonus to highscores and killing everything; the only victory is survival. And when reduced to those raw elements, survival is, by its very nature, horrific. #Complexity: ...it requires a reasonably high degree of systems literacy to recognise that the game is a regular system, and as such, its behaviour can be calculated. Learning what you can and can’t calculate or predict is an important skill... #Effectiveness & Efficiency #An End to Colocation #Living in a Data Rich World: ...gamers love scores...consider the popularity of Championship Manager, the world’s most popular spreadsheet... #Failure: When we learn in games, we learn by failing -- On Politics: 'Obama ‘08 Call Friends (iPhone app)... It has online high-score charts; you can compete against people you don’t know to be the best campaigner. On the sly, they turned politics into an MMO.'
*  thegamingofeverydaylife  gaming  behaviours  psychology  survivalism  economics  scarcity  simulation  learning  training  communication  coordination  adaptation  emergence  groups  management  data  leaky  productnarratives  nike+  storygraph  feedback  performance  points  experiencepoints  experience  design  interface  glanceable  gui  motivation  goals  experimentation  play  failure  transformation  politics  campaign  polling  competition  activism  #storage  #bandwidth  #socialization  #processing  #complexity 
december 2008 by adamcrowe
Only a Game -- DGD2: How Do You Play Games?
"The principle of demographic game design is to improve the chances of games... by studying and understanding how and why people play games... this is an attempt to provide descriptive patterns of emotional response and activity: #The Guardian. Logistical Skill Set -- #The Artisan. Tactical Skill Set. Drawn to improvisation, operation, controlling single characters, thinking on the spot. Behaves with impulsiveness, competence. Tolerant of risk, speed, noise -- #The Rational. Strategic Skill Set -- #The Idealist. Diplomatic Skill Set: Drawn to harmonising, imagining, co-operation. Behaves with empathy, morality. Tolerant of impressionism" -- Comment: Hub: "We can safely assume that each player will be able to enjoyably use different skill sets in response to the needs of gameplay, and that the majority of games will allow different skill sets to be used. The task may therefore be to isolate the skill sets encouraged by a particular game for a particular player."
psychology  psychographics  games  archetypes  behaviours  motivation  learning  skills  engagement  experience  design 
december 2008 by adamcrowe
Nokia -- Press Release: Nokia premieres its newest research laboratory, in Hollywood, USA
'"Hollywood has an enormous variety of academic institutions, innovative media businesses and unique creative talent. It offers exactly the right ingredients for research into topics that will be vital for Nokia's business in the future. The link with the movie industry is naturally strong, however the entertainment concepts we will be working on at the NRC Hollywood laboratory are even more diverse. The laboratory will explore new entertainment experiences that combine the physical and digital worlds. Our research work will focus on mixed reality experiences, with a strong community flavor. We will develop new user interfaces that fully explore the role of the human body and human motion for more natural forms of interaction. Mobile devices will play a central role in this," commented Rebecca Allen, Laboratory Director of NRC Hollywood.'
nokia  entertainment  content  mixedreality  experience  design  haptics  gesture  interface  research 
december 2008 by adamcrowe
Wired -- Meet the Mario Maestros Who Have Videogame Music Rocking Concert Halls
'"Opera was invented to bring young people into the symphony," Tallarico says. "They said, Let's build sets and use costumes and tell stories.' We consider ourselves the opera of the 21st century."'
gaming  music  productnarratives  convergence  experience  fandom  nostalgia  storytelling  transmedia 
september 2008 by adamcrowe
Cooper -- The Wisdom of Experience
Great presentation on Agile and 'Fragile' processes. 111 slides but well worth the clickage (some crazy images in there!)
agile  design  strategy  experience  programming  software  management  presentations  code 
august 2008 by adamcrowe
YouTube -- Tailcam Video: Airbus A380 Landing at SFO
"Seatback video of an Emirates A380 landing at San Francisco International Airport, August 4, 2008" -- Now that's what you call Experience Design!
airbus  flying  experience  camera 
august 2008 by adamcrowe
russell davies -- pre-experience design
"Our feelings, our 'experience of experiences' is shaped by our expectations and it would sensible, if we're trying to create great experiences, that we align the expectations to help the case we want to make. Imagine if they didn't think of it as advertising but thought of it as the ownership experience stretching out in time and media." -- Extend the product experience.
productnarratives  expectation  experience  design  storytelling 
august 2008 by adamcrowe
Talent imitates, genius steals -- Geotility
"... you'll be seeing your own, specific reality being mined, to give you insight into your own life." -- That myopic mirrorworld is gonna get tired real quick.
location  mobile  experience  everyware  mirrorworlds  myopia  feedback  lawofdiminishingmarginalreturns  sociometrics  selfservers  diminishingmarginalutility 
august 2008 by adamcrowe
Marginal Utility -- Harmful efficiencies
"Media transforms experiences, even thought itself—the ability to probe deeply into research questions, for example—into atomized products suitable for the logistical processing that has expanded the markets for other goods. At the same time it disperses this process to individuals as a model for how they should conceptualize their own experience. We learn that this reification of thought and experience is actually “convenience” or “efficiency” and therefore inherently good, as it will allows us to have (that is, after ideological distortion, to be and to do) more." -- The vectorialist's grip on cognitive surplus.
cognitivesurplus  hackersvsvectoralists  experience  interface  usevaluevssignvalue  theadvertisedlife 
august 2008 by adamcrowe
Virtual Goods Insider -- Stardoll: Casual Web Community or Hardcore Virtual World?
"Once core fun is identified and refined, building a great game is actually pretty straightforward... The Stardoll team knows that their core fun is dressing a paper doll. Apparel is dragged off hangers and onto the paper doll. It can be placed anywhere on the screen, and that simple mechanic yields a good deal of fun... As soon as fashions hit the runway or the retail shelf, they are available in Stardoll... All of this makes Stardoll one of the most powerful branding and lead generation tools thats ever been available to the fashion industry."
*  stardoll  avatar  fashion  celebrities  shopping  virtualgoods  virtualworlds  businessmodels  branding  engagement  advertising  experience  design  productplacement  socialobjects  objects  narrativeobjects  narrativeenvironments  storytelling  transmedia  fame 
august 2008 by adamcrowe
Bright.ly -- The converging Experience
Option #2: A pill-popping manifesto for branded entertainment. (Clients shout in reply: "But we're not entertainment content companies?!1")
agency  brandedcontent  content  entertainment  experience  service  design  simulacra  storytelling  productnarratives  via:zeroinfluencer 
august 2008 by adamcrowe
Gamasutra -- The Pursuit of Games: Designing Happiness
"Designers who want happy gamers should [make] their work conducive to appreciation...games [can] do wonderful jobs of appreciating themselves first, and drawing players in with that enthusiasm. It's great to play something that effuses self-celebration."
*  gaming  experience  games  design  gamemechanics  happiness  pleasure  psychology  behaviours  fourthwall  storytelling  transmedia  fandom  play  context  trust 
july 2008 by adamcrowe
SlideShare -- Content Marketing = Brand New Marketing?
"2008 is all about a range of different ideas coming together and forming a new kind of marketing, changing the way brands connect to their consumers" -- Worth a read.
marketing  experience  design 
july 2008 by adamcrowe
Darmano -- Micro Interactions
"The Social Experience Is Composed of Millions of Micro Interactions"
experience  performance  design  stage  metaphor  socialmedia  presentations  DavidArmano  retribalization 
july 2008 by adamcrowe
David Armano -- Application Economics
#1 Usefulness #2 Utility #3 Ubiquity -- "... the application economy ... will be fueled by organizations and individuals who have figured out how to retool Web design into something more engaging, rewarding, useful and valuable. "
serviceecologies  UX  experience  marketingasservice  service  design  applications  strategy  utility 
july 2008 by adamcrowe
Level Up -- Exclusive: Will Wright Gives Level Up the Scoop On Why Spore Is Taking So Long to Get Right, Part II
'having social currency around the game play experience with things like achievement ladders on Xbox Live... In some sense, it's a self esteem generator... you should walk away [from the computer] thinking, "Wow, I didn't know I was so good at that."'
*  thegamingofeverydaylife  experience  performance  transformation  design  sims  spore  toys  content  machinima  simulation  tools  creativity  learning  synaptics  WillWright 
june 2008 by adamcrowe
Conversation Hub -- Video: Closing the Interactive Loop
Umair Hague on flows not stocks: "Markets, Networks, Communities." -- On creating value: "It's not how or what, it's why and who." -- Stocks = The bigger frame is learning for new mental MNCs. Experience = Neuroplasticity. "Delight" is only one pathway.
strategy  businessmodels  economics  learning  context  navigation  flow  experience  design  synaptics  UmairHaque 
june 2008 by adamcrowe
buena vista -- From décor to core
"Propositions. Something of truth and proven usefulness, the very thing that delivers relevance and value to the consumer, that that is desireable and delightful. No, it’s absolutely not about the ad. It’s the actual service or product."
marketing  interaction  product  service  experience  design  IxD 
june 2008 by adamcrowe
tantramar -- Digital Midgets?
Thalt shall not release widgets unthinkingly and bother thy blogosphere neighbours. Amen.
digital  widgets  experience  design 
june 2008 by adamcrowe
Kzero -- Lesson 2: Some things are better left 2D
"Don’t build a virtual showroom for your products and then import the pages of your supporting brochure. If someone really wants to read more then give them the option to go to the webpage."
virtualworlds  experience  design 
june 2008 by adamcrowe
Virtual Goods Insider -- Zen and the Art of Curated Experiences
"... curated experiences are a way to suggest goals to a user and guide that user to achieving those goals. When a virtual world’s users don’t have goals, wanderlust sets in and that world risks losing its hard won audience."
virtualworlds  virtualgoods  virtualservices  games  gamemechanics  gameplay  goals  motivation  sharedexperience  experience  design  experiencepoints 
may 2008 by adamcrowe
Aerial -- tailored emotional experience
"Blending strategies from the arts, design, engineering and psychology, Aerial offers the design and production of intriguing interactive electromechanical installations, sculptures and rides; and the curating and staging of engaging events."
agency  performance  design  thrill  emotion  experience 
may 2008 by adamcrowe
UXmatters -- Defining Experience: Clarity Amidst the Jargon
On the correct usages of the terms Brand Experience, Experience Design, and User Experience.
experience  design  UX  definition  user 
april 2008 by adamcrowe
Go Big Always -- Stop guarding your precious brand
"... yip-yip-yip like chihuahuas when anyone else touches the powerpoint template."
branding  marketing  experience  design 
april 2008 by adamcrowe
tantramar - Service Over Product
"I’m not going there for the best product, I’m picking the best experience."
service  product  experience  performance  design 
april 2008 by adamcrowe
New York Times - Mind of a Rock
David Chalmers: “Experience is information from the inside; physics is information from the outside.”
*  physics  metaphysics  information  experience  consciousness  mind  biology  technology  media  synaptics  quotes 
march 2008 by adamcrowe
New York Times - Mind of a Rock
"the properties of a complex system like the brain don’t just pop into existence from nowhere; they must derive from the properties of that system’s ultimate constituents. Those ultimate constituents must therefore have subjective features themselves"
zen  consciousness  subjectivity  universe  panpsychism  mind  brain  senses  feelings  experience  reactivity  biology  psychology  evolutionarypsychology  performance  design  objects  narrativeobjects  storytelling  narrativeenvironments  narrativeacts  synaptics 
march 2008 by adamcrowe
Maschmeyer - Transformation Design Watch: Tom's Shoes
"Like a story, transformation design allows people to step into new experiences... At every touch point the company offers an opportunity for a person to access the story and become a role player in it."
transformation  transformationdesign  roleplay  storytelling  productnarratives  experience  design 
march 2008 by adamcrowe
Umair Haque - The New Economics of Brands
On Google: "it’s by directly investing in consumers – instead of investing in advertising, which ends up imposing costs on consumers – that Google has built the world’s most powerful brand in less than a decade."
advertising  branding  service  experience  performance  design  storytelling  productnarratives  google  nike  nike+ 
march 2008 by adamcrowe
TED | Talks - Ray Kurzweil: How technology's accelerating power will transform us
Video: "Ray Kurzweil projects forward into an almost unthinkable future to outline the ways we'll use technology to augment our own capabilities, forever blurring the lines between human and machine."
technology  nanotechnology  biology  life  brain  extensionsofman  centralnervoussystem  immunesystem  neuroscience  experience  design  synthespian  augmentedreality  mattercompilers  exponential  change  future  RayKurzweil  retribalization 
march 2008 by adamcrowe
Logic+Emotion - Thinking Through The "3 U's"...
Updated Venn: #Usefulness (serves a purpose) #Utility (fosters meaningful interactions) #UBIQUITY (effective across multiple touch-points including social)
objects  narrativeobjects  narrativeenvironments  storytelling  narrativeactivism  performance  experience  design  planning 
february 2008 by adamcrowe
Logic+Emotion - The 3 U's: A Model for "Advertising" in the App Economy
Venn: #Usefulness (serves a purpose) #Utility (fosters meaningful interactions) #Unity (facilitates connections and conversations)
objects  narrativeobjects  narrativeenvironments  storytelling  narrativeactivism  performance  experience  design  planning 
february 2008 by adamcrowe
Logic+Emotion - The Application Economy
"It's The Application Economy, Stupid: Continue to cram Ads (noise) into multiple digital platforms (phones, web, GPS—or they can try to figure out how to be useful." Nah. Product.
marketing  brandedutility  applications  features  experience  design  product  acc 
february 2008 by adamcrowe
Museum 2.0 - Why Museums Need Nike+: Tracking, Gaming, and Architecture of Participation
"Nike has taken a non-screen-based, often anti-social, occasionally loathed or feared activity--running--and turned it into a social game. It has transformed the motivation to run from exercise to winning." Nice Maslow-leveling analysis.
nike+  maslow  experience  design  storytelling  productnarratives  gaming  thegamingofeverydaylife 
february 2008 by adamcrowe
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