adamcrowe + experience 152
YouTube -- TEDtalks: Rory Sutherland: Sweat the small stuff
june 2010 by adamcrowe
'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
june 2010 by adamcrowe
'...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"
may 2010 by adamcrowe
'...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
december 2009 by adamcrowe
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
november 2009 by adamcrowe
'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"
october 2009 by adamcrowe
'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
september 2009 by adamcrowe
'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’?"
september 2009 by adamcrowe
'... 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
september 2009 by adamcrowe
'... 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
august 2009 by adamcrowe
'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
august 2009 by adamcrowe
'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
august 2009 by adamcrowe
“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
july 2009 by adamcrowe
'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
july 2009 by adamcrowe
'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
july 2009 by adamcrowe
'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
july 2009 by adamcrowe
"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
july 2009 by adamcrowe
'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
june 2009 by adamcrowe
'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
june 2009 by adamcrowe
'...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.”'
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psychology
memes
happiness
experience
self
narcissism
hedonism
optimism
hype
fundamentalism
delusion
consumerism
choice
gluttony
theadvertisedlife
june 2009 by adamcrowe
OnFiction -- Moods and Stories
may 2009 by adamcrowe
'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 -- My GamesBeat09 Talk by Jenova Chen
may 2009 by adamcrowe
Increasing emotional bandwidth.
gaming
gameplay
experience
interaction
design
gesture
bodylanguage
emotionalintelligence
emotion
roleplay
socialobjects
objects
JenovaChen
may 2009 by adamcrowe
Vimeo -- Iain Tait: High Scores Talk at Playful London 31.10.08
may 2009 by adamcrowe
'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
may 2009 by adamcrowe
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?
april 2009 by adamcrowe
'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
Made By Many -- How to be better at digital, or interactive, or new media or whatever it’s called…
april 2009 by adamcrowe
"Remember, it’s software." -- Awesome write up.
digital
experience
design
madebymany
april 2009 by adamcrowe
Designing Interactions -- Interviews: Bill Gaver
april 2009 by adamcrowe
'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
april 2009 by adamcrowe
'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
april 2009 by adamcrowe
'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
april 2009 by adamcrowe
'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
april 2009 by adamcrowe
'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
april 2009 by adamcrowe
'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
march 2009 by adamcrowe
'... 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
march 2009 by adamcrowe
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
march 2009 by adamcrowe
"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
march 2009 by adamcrowe
"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)
march 2009 by adamcrowe
"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
march 2009 by adamcrowe
'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."'
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psychology
experience
creativity
engagement
immersion
happiness
flow
MihalyCsikszentmihalyi
march 2009 by adamcrowe
crackunit.com -- Life Is For Connectedly Sharing Better - The Advertising Myth
january 2009 by adamcrowe
"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
january 2009 by adamcrowe
'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
december 2008 by adamcrowe
'#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?
december 2008 by adamcrowe
"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
Unifiction -- Great Moments in ARG History
december 2008 by adamcrowe
"... OMG ensued." -- ;^)
alternativerealitygaming
storytelling
gamemechanics
experience
december 2008 by adamcrowe
Nokia -- Press Release: Nokia premieres its newest research laboratory, in Hollywood, USA
december 2008 by adamcrowe
'"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
september 2008 by adamcrowe
'"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
august 2008 by adamcrowe
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
august 2008 by adamcrowe
"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
august 2008 by adamcrowe
"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
august 2008 by adamcrowe
"... 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
august 2008 by adamcrowe
"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?
august 2008 by adamcrowe
"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
august 2008 by adamcrowe
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
Matt Jones and Tom Coates -- Polite, Pertinent, and... Pretty: Designing for the New-wave of Personal Informatics
july 2008 by adamcrowe
Adam Greenfield: "Everyware must be deniable." -- Linky, laggy, leaky.
information
everyware
storytelling
productnarratives
serviceecologies
service
experience
design
performance
stage
spimes
designnoir
storygraph
data
web
lifecasting
ambientintimacy
panopticon
surveillance
extensionsofman
centralnervoussystem
immunesystem
dopplr
fireeagle
presentations
july 2008 by adamcrowe
Gamasutra -- The Pursuit of Games: Designing Happiness
july 2008 by adamcrowe
"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?
july 2008 by adamcrowe
"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
july 2008 by adamcrowe
"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
july 2008 by adamcrowe
#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
june 2008 by adamcrowe
'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
june 2008 by adamcrowe
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
june 2008 by adamcrowe
"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?
june 2008 by adamcrowe
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
june 2008 by adamcrowe
"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
may 2008 by adamcrowe
"... 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
may 2008 by adamcrowe
"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
april 2008 by adamcrowe
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
april 2008 by adamcrowe
"... yip-yip-yip like chihuahuas when anyone else touches the powerpoint template."
branding
marketing
experience
design
april 2008 by adamcrowe
tantramar - Service Over Product
april 2008 by adamcrowe
"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
march 2008 by adamcrowe
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
march 2008 by adamcrowe
"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
march 2008 by adamcrowe
"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
From The Head Of Zeus Jones - The race is (most definitely) on...
march 2008 by adamcrowe
"More evidence this won't be a war won through hardware - it'll be won through software."
samsung
miCoach
adidas
adidas+
sports
training
mobile
extensionsofman
centralnervoussystem
sensors
biology
cyborg
nike+
nikeplus
competition
serviceecologies
experience
design
march 2008 by adamcrowe
Umair Haque - The New Economics of Brands
march 2008 by adamcrowe
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
march 2008 by adamcrowe
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
Mssv - Can the Science Museum be up-to-date?
february 2008 by adamcrowe
"museums can produce experiences" - Great suggestions.
science
museum
curation
installation
experience
design
objects
narrativeobjects
narrativeenvironments
storytelling
narrativeactivism
simulation
documentaries
learning
february 2008 by adamcrowe
Logic+Emotion - Thinking Through The "3 U's"...
february 2008 by adamcrowe
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
february 2008 by adamcrowe
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
february 2008 by adamcrowe
"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
february 2008 by adamcrowe
"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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