ohskylab + psychology 34
BBC - Adam Curtis Blog: MADISON AVENUE
september 2010 by ohskylab
"In Mad Men we watch a group of people who live in a prosperous society that offers happiness and order like never before in history and yet are full of anxiety and unease. They feel there is something more, something beyond. And they feel stuck. I think we are fascinated because we have a lurking feeling that we are living in a very similar time. A time that, despite all the great forces of history whirling around in the world outside, somehow feels stuck."
advertising
bbc
adamcurtis
culture
marketing
psychology
consumerism
madmen
september 2010 by ohskylab
Discipline: Be The Machine « yield thought
august 2010 by ohskylab
Rawr! Be the machine! Another version of "stop faffing about and just get on with it".
motivation
productivity
gtd
psychology
august 2010 by ohskylab
The Data-Driven Life - NYTimes.com
july 2010 by ohskylab
"In the cozy confines of personal life, we rarely used the power of numbers. The techniques of analysis that had proved so effective were left behind at the office at the end of the day and picked up again the next morning. The imposition, on oneself or one’s family, of a regime of objective record keeping seemed ridiculous. A journal was respectable. A spreadsheet was creepy. And yet, almost imperceptibly, numbers are infiltrating the last redoubts of the personal. Sleep, exercise, sex, food, mood, location, alertness, productivity, even spiritual well-being are being tracked and measured, shared and displayed."
culture
data
time
nytimes
lifehacks
statistics
psychology
science
analytics
health
july 2010 by ohskylab
Less Talk More Rock- Boing Boing
march 2010 by ohskylab
"An entire generation seems to have become used to experiences clogged with menus and text, spammed with awkward cutscenes, choked by voice acting, mangled by incongruent narrative, segmented by load times, stalled by informational messages. These elements serve to undermine the aesthetic coherence of the work -- they can dilute the magic, they can interrupt the flow, they can disrupt the basic audiovisual communication, they can break the spell."
boingboing
design
games
gaming
psychology
talk
inspiration
via:infovore
march 2010 by ohskylab
GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 « Double Buffered
march 2010 by ohskylab
"Some notes from the session Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 presented by Jaime Griesemer from Bungie."
bungie
design
games
halo
psychology
balance
via:infovore
march 2010 by ohskylab
Game Design, Psychology, Flow, and Mastery - Blog - External Rewards and Jesse Schell's Amazing Lecture
march 2010 by ohskylab
"The unspoken premise of [Jesse Schell's] DICE 2010 lecture is that people are prisoners to external reward systems. "External reward" is practically a curse word to me, a thing I'm ever vigilant against. I don't need experience point systems giving me a false sense of mastery, or Xbox "achievements" for watching the opening movie of a game (that's a real one). But people absolutely are driven by external rewards. So much so that Schell doesn't even question it, he simply takes it as given."
games
gaming
achievements
psychology
ethics
facebook
flow
via:infovore
march 2010 by ohskylab
5 Creepy Ways Video Games Are Trying to Get You Addicted | Cracked.com
march 2010 by ohskylab
"Are some games intentionally designed to keep you compulsively playing, even when you're not enjoying it? Oh, hell yes. And their methods are downright creepy."
via:shrinkwrapped
psychology
games
gaming
addiction
skinnerbox
march 2010 by ohskylab
Gamasutra: Greg McClanahan's Blog - Achievement Design 101
march 2010 by ohskylab
"Why, then, did we throw everything we'd learned out the window when it came time to design achievements? I think that's what bothered me about early Xbox Live achievements more than anything — as goals, they violated too many game design guidelines. Too many of them wouldn't make any sense as in-game goals for progressing through content."
engagement
games
motivation
psychology
achievements
gaming
via:paul.irish
march 2010 by ohskylab
Why We Play Games, And Why We Grumble About Them - Feature - Kotaku
march 2010 by ohskylab
"A player's motivation is more complex than "to have fun." Think on it closely and you'll agree – everyone plays to scratch a particular itch, and some games serve some itches better than others. While plenty of the details are complex and subjective, it's possible to divide play motivations into four different groups."
article
games
gaming
motivation
play
psychology
march 2010 by ohskylab
Preoccupations - Success Isn’t Meant for Extroverts Alone - NYTimes.com
november 2009 by ohskylab
Bad title, interesting points. "I learned that introverts prefer to think before they speak, while extroverts tend to think /as/ they speak. I also learned what energizes introverts (solo activities) versus extroverts (social activities) [...] They seek out allies as trusted sounding boards and champions who can help spread the word about their quiet strengths."
psychology
personality
introverts
work
november 2009 by ohskylab
Why humans can't navigate out of a paper bag - life - 18 August 2009 - New Scientist
august 2009 by ohskylab
Makes me want to stop using Google Maps.
via:blech
maps
research
navigation
science
psychology
interesting
newscientist
august 2009 by ohskylab
Dunning-Kruger effect - Wikipedia, the free encyclopedia
april 2009 by ohskylab
"An example of cognitive bias in which "people reach erroneous conclusions and make unfortunate choices, but their incompetence robs them of the metacognitive ability to realize it". They therefore suffer an illusory superiority, rating their own ability as above average."
health
psychology
management
wikipedia
incompetence
culture
april 2009 by ohskylab
Web Performance Matters - Journal - Acceptable Response Times
february 2009 by ohskylab
"The real question is not "What is the industry standard?" but rather "What response time will the users of my Web site or application find acceptable?"
web
usability
testing
performance
psychology
metrics
february 2009 by ohskylab
Preoccupations - Meetings Are a Matter of Precious Time - NYTimes.com
january 2009 by ohskylab
"Time is the most perishable good in the world, and it is not replenishable. You can’t earn an extra hour to use on a busy day. Nonetheless, we usually have a vague feeling that there is plenty of time — somewhere in the future — so we waste it now and carelessly steal time from our families, friends or ourselves when we come up short at the end of a workday and need to stay an extra hour."
quotes
business
productivity
top
management
culture
psychology
nytimes
meetings
january 2009 by ohskylab
Design for Emotion and Flow - Boxes and Arrows: The design behind the design
september 2008 by ohskylab
"When attention becomes a scarce resource, it’s important to invest it wisely. Information architects and designers play a critical role in ensuring the products they design provide users’ with a return on their investment of attention."
web
flow
ia
ux
usability
psychology
attention
september 2008 by ohskylab
Topix.net Weblog: Topix.net forums on fire: the Ni-chan paradox
august 2008 by ohskylab
"Registration keeps out good posters and attracts trolls? Who'd have thought that?"
ux
registration
web
usability
topix
interface
psychology
august 2008 by ohskylab
Founder's Syndrome: How Corporations Suffer -- and Can Recover
september 2007 by ohskylab
"This syndrome occurs when, rather than working toward its overall mission, the organization operates primarily according to the personality of a prominent person in the organization, for example, the founder, board chair/president, chief executive, etc"
management
business
entrepreneurship
psychology
september 2007 by ohskylab
Halo 3: How Microsoft Labs Invented a New Science of Play
august 2007 by ohskylab
"Pagulayan runs a testing lab for Bungie that looks more like a psychological research institute than a game studio. The room we're monitoring is wired with video cameras that Pagulayan can swivel around to record the player's expressions or see which but
top
wired
gaming
usability
psychology
hci
halo
bungie
microsoft
august 2007 by ohskylab
Creating Passionate Users: The Asymptotic Twitter Curve
december 2006 by ohskylab
"If my Cingular cell phone sends me a MySpace alert and I'm not there to get it, do I exist? But email, IMs, social networking, and blogs are nothing compared to the thing that may finally cause time as we know it to cease. I'm talking, of course, about T
productivity
twitter
attention
psychology
community
social
procrastination
december 2006 by ohskylab
Software by Rob : Becoming a Better Developer Part 9: How to Criticize a Software Developer Without Getting Punched
september 2006 by ohskylab
"The #1 rule of good criticism is be specific."
advice
career
management
psychology
programming
development
september 2006 by ohskylab
New Scientist 11 steps to a better brain - Features
may 2005 by ohskylab
"It doesn't matter how brainy you are or how much education you've had - you can still improve and expand your mind."
health
science
memory
psychology
may 2005 by ohskylab
related tags
achievements ⊕ adamcurtis ⊕ addiction ⊕ advertising ⊕ advice ⊕ analytics ⊕ anthropology ⊕ article ⊕ attention ⊕ automation ⊕ balance ⊕ bbc ⊕ behaviorism ⊕ bfskinner ⊕ boingboing ⊕ branding ⊕ bungie ⊕ business ⊕ buzz ⊕ career ⊕ community ⊕ consumerism ⊕ cooking ⊕ creativity ⊕ culture ⊕ data ⊕ design ⊕ development ⊕ eating ⊕ engagement ⊕ entrepreneurship ⊕ ethics ⊕ facebook ⊕ flow ⊕ food ⊕ games ⊕ gaming ⊕ gtd ⊕ halo ⊕ hci ⊕ health ⊕ ia ⊕ identity ⊕ ifttt ⊕ incompetence ⊕ inspiration ⊕ interesting ⊕ interface ⊕ introverts ⊕ lifehacks ⊕ madmen ⊕ management ⊕ maps ⊕ marketing ⊕ meetings ⊕ memory ⊕ metrics ⊕ microsoft ⊕ miltonglaser ⊕ motivation ⊕ navigation ⊕ newscientist ⊕ nytimes ⊕ performance ⊕ personality ⊕ philosophy ⊕ play ⊕ procrastination ⊕ productivity ⊕ programming ⊕ psychology ⊖ quotes ⊕ registration ⊕ research ⊕ science ⊕ skinnerbox ⊕ sleep ⊕ social ⊕ statistics ⊕ talk ⊕ technology ⊕ testing ⊕ theory ⊕ time ⊕ top ⊕ topix ⊕ twitter ⊕ usability ⊕ ux ⊕ via:askush ⊕ via:blech ⊕ via:infovore ⊕ via:paul.irish ⊕ via:shrinkwrapped ⊕ viral ⊕ web ⊕ weblog ⊕ weight ⊕ wikipedia ⊕ wired ⊕ wisdom ⊕ work ⊕Copy this bookmark: