infovore + experience 22
Chris Heathcote: anti-mega: sand in the vaseline
january 2012 by infovore
"Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams - and, as Chris points out, when they do, it's for seams between all their own products.
saarinen
rfid
experience
chrisheathcote
seams
design
january 2012 by infovore
HonestGamers - L.A. Noire review (Xbox 360)
may 2011 by infovore
"Unlike the movies that influence it, LA Noire takes place in a world where editing hasn't been invented yet." Really good writing from Tom Chick; this was perhaps my favourite quotation. I genuinely wonder how many people playing this game have never played a "proper" adventure game - be it an old Sierra point-and-click, or something from the Phoenix Wright/Hotel Dusk school. Chick's line about the matchbook is exactly the thing adventure gamers got fed up with in the *late nineteen-eighties*. We don't need the bad parts of Sierra coming back to haunt is.
games
lanoire
adventuregames
history
historiography
experience
may 2011 by infovore
Gamasutra - News - DICE 2010: CMU's Schell On The Common Threads In Unexpected Successes
february 2010 by infovore
"Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
games
experience
systems
ubicomp
ubiplay
february 2010 by infovore
gewgaw » Place Making
july 2009 by infovore
"While creepily capitalist in its language, the scholarship within it is sound – echoing theories that Jacobs, Alexander others presented decades ago. What’s more – it contains a lot of the same arguments for iterative design that you see in traditional game design tomes. (For a special treat – try replacing the phrases like “destination” and “retail” with “MMO” and “boxed-game”)"
games
architecture
experience
friends
place
spaces
cities
july 2009 by infovore
chewing pixels » Gaming Made Me
july 2009 by infovore
"But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
simonparkin
games
writing
experience
july 2009 by infovore
Review: The User Illusion
february 2009 by infovore
"“The User Illusion” is what Alan Kay and the PARC designers called “the simplified myth everyone builds to explain (and make guesses about) the system’s actions and what should be done next.” Nørretranders says the user illusion is “a good metaphor for consciousness. Our consciousness is our user illusion for ourselves and our world.” The world we experience is really an illusion; colors, sounds, smells, tastes, etc. are interpretation made by our brain." This sounds interesting, if a challenging read.
interaction
experience
psychology
behaviour
senses
consciousness
brain
february 2009 by infovore
GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince
january 2009 by infovore
"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
games
storytelling
narrative
difficulty
experience
flow
princeofpersia
gamesetwatch
january 2009 by infovore
Gamasutra - Persuasive Games: Windows and Mirror's Edge
december 2008 by infovore
"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
games
play
gamasutra
innovation
experience
mirrorsedge
ianbogost
seeing
looking
december 2008 by infovore
Fullbright: The immersion model of meaning
november 2008 by infovore
"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
stevegaynor
games
immersion
systems
mechanics
openworld
narrative
experience
freedom
meaning
november 2008 by infovore
Avant Game: These Games are Experience Grenades
november 2008 by infovore
"Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
education
learning
games
pain
pleasure
play
design
experience
november 2008 by infovore
Selling an Experience
september 2008 by infovore
"Let’s no longer think in terms of selling them a game. Let’s instead think of selling them an experience." A nice article on the changing shape of game design, particularly when it comes to narrative and participatory hooks.
design
experience
games
narrative
participation
genre
september 2008 by infovore
Kick It › Creating Products, Not Experiences
september 2008 by infovore
"...it’s my feeling that experiences can’t really be designed. You can only provide the resources for people to have an experience; then it’s the people (users) themselves who create the experience." Dan Saffer hits the nail on the head at his new studio's blog. Can't wait to see what comes out of Kicker.
products
experience
design
dansaffer
kicker
studio
experiencedesign
interaction
september 2008 by infovore
Chris Heathcote: anti-mega: this is not my beautiful house
august 2008 by infovore
"Just as the words consumer and user are condesending to people, the word experience is condesending to the activity of people, or life. And it’s condescending to the people who work hard to create the products and services. Everyone seems to be an experience manager these days, but we should be proud of what we do." When Heathcote blogs, he blogs big. Great post.
management
design
hr
experience
userexperience
brand
strategy
service
august 2008 by infovore
chewing pixels » My Virtual Sins: A Gamer’s Confession
july 2008 by infovore
...and this is why games are great.
games
play
simonparkin
writing
experience
experiential
july 2008 by infovore
Takara Tomy's RPG Piggy Bank: level up by saving up - Engadget
june 2008 by infovore
You save money; you level up in the electronic game that's attached to the piggybank...
electronics
consumer
games
play
levelling
experience
saving
june 2008 by infovore
russell davies: pre-experience design
may 2008 by infovore
"if we're trying to create great experiences, that we align the expectations to help the case we want to make."
design
experience
advertising
desire
psychology
behaviour
may 2008 by infovore
adaptive path » blog » Peter Merholz » Our Forthcoming Book: Subject to Change: creating great products and services for an uncertain world
february 2008 by infovore
"The book addresses our philosophy in creating products and services, the importance of the right kinds of research, of making design an organizational competency, [and] of thinking of your offerings as part of a larger system..." Looks good!
adapativepath
servicedesign
design
services
products
experience
book
writing
february 2008 by infovore
Irving Wladawsky-Berger: More on the Evolution towards the Knowledge Economy
january 2008 by infovore
"Nocera mentions Bezos’ belief that if you do something good for one customer, they will tell one hundred others. [...] Put it all together, and you begin to see what a truly empowered, truly knowledge-based global economy looks like."
amazon
service
experience
knowledgeeconomy
january 2008 by infovore
Summary of my Playful IAs argument (Leapfroglog)
october 2007 by infovore
"Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery." Kars' whole talk is great, really.
games
play
interface
ui
interaction
design
ia
experience
discovery
october 2007 by infovore
cityofsound: A birth, in 13 places
july 2007 by infovore
"I thought I would write a little about how the places and spaces that were familiar to us had begun to warp and twist in entirely new ways, and how I experienced new, unfamiliar places as a result of the birth."
architecture
design
birth
personal
writing
london
city
experience
july 2007 by infovore
On the ground running: Lessons from experience design « Speedbird
june 2007 by infovore
Remarkable piece from Adam Greenfield on experience design. The second time I've seen the Saarinen quotation pop-up, too. A must-read.
design
experience
interaction
ux
product
service
article
june 2007 by infovore
The Core of Fun - Raph Koster
march 2007 by infovore
All the slides from Raph's ETech Keynote
play
fun
games
interaction
design
experience
march 2007 by infovore
related tags
adapativepath ⊕ adventuregames ⊕ advertising ⊕ amazon ⊕ architecture ⊕ article ⊕ behaviour ⊕ birth ⊕ book ⊕ brain ⊕ brand ⊕ chrisheathcote ⊕ cities ⊕ city ⊕ consciousness ⊕ consumer ⊕ dansaffer ⊕ design ⊕ desire ⊕ difficulty ⊕ discovery ⊕ education ⊕ electronics ⊕ experience ⊖ experiencedesign ⊕ experiential ⊕ flow ⊕ freedom ⊕ friends ⊕ fun ⊕ gamasutra ⊕ games ⊕ gamesetwatch ⊕ genre ⊕ historiography ⊕ history ⊕ hr ⊕ ia ⊕ ianbogost ⊕ immersion ⊕ innovation ⊕ interaction ⊕ interface ⊕ kicker ⊕ knowledgeeconomy ⊕ lanoire ⊕ learning ⊕ levelling ⊕ london ⊕ looking ⊕ management ⊕ meaning ⊕ mechanics ⊕ mirrorsedge ⊕ narrative ⊕ openworld ⊕ pain ⊕ participation ⊕ personal ⊕ place ⊕ play ⊕ pleasure ⊕ princeofpersia ⊕ product ⊕ products ⊕ psychology ⊕ rfid ⊕ saarinen ⊕ saving ⊕ seams ⊕ seeing ⊕ senses ⊕ service ⊕ servicedesign ⊕ services ⊕ simonparkin ⊕ spaces ⊕ stevegaynor ⊕ storytelling ⊕ strategy ⊕ studio ⊕ systems ⊕ ubicomp ⊕ ubiplay ⊕ ui ⊕ userexperience ⊕ ux ⊕ writing ⊕Copy this bookmark: