simonbostock + blog 76
How Playing Videogames Can Boost Your Career - Forbes.com
july 2010 by simonbostock
Forbes are saying it too. WoW gets all the press - I wonder what people think about Eve?
There's some interesting stuff in Second Lives to cull in relation to this - compare/contrast.
gameify
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edutainment
serious_games
existential
There's some interesting stuff in Second Lives to cull in relation to this - compare/contrast.
july 2010 by simonbostock
When Science Fiction Becomes Reality: Rebuilding the Berlin Wall with Augmented Reality - SPIEGEL ONLINE - News - International
july 2010 by simonbostock
There seem to be a whole host of these. See that Pinboard thing too.
hyperdermis
history
blog
july 2010 by simonbostock
Travian - browsergame - Romans, Gauls & Teutons
july 2010 by simonbostock
Compare with Nethernet, Stumbleupon, I suppose.
gameify
browsing_game
blog
july 2010 by simonbostock
Breaking the Rules of Learning « Innovation Leadership Network
july 2010 by simonbostock
Here's an interesting one, related to the viral learning things that are everywhere - fatness, divorce, happiness, sadness.
hypergouge
existential.
blog
july 2010 by simonbostock
Numbers? We Don’t Need No Stinking Numbers! « RedKingsDream
july 2010 by simonbostock
And this is pretty much what everybody's saying. It's like 'arty' films where you know - in advance - it's going to be difficult so you think harder. Non-gamers just won't tolerate this, so they keep telling me.
Which makes it hard to produce something original.
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dysludia
existential
blog
Which makes it hard to produce something original.
july 2010 by simonbostock
About The Plan — The Escape Plan
july 2010 by simonbostock
Not sure about this. Here via rejuvenilia and all of that sequence of books that came out a couple of years ago (that I didn't read).
gameify
blog
existential
playful
play
july 2010 by simonbostock
Fear of Failing? The Many Meanings of Difficulty in Video Games
july 2010 by simonbostock
The data on failure in games is extraordinarily rich. It's, after all, one of the defining features of games.
Players like failing. At least, they like specific types of failure. "Although players do not want to fail, they may nevertheless enjoy it when feeling responsible for it."
gameify
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games_research
Players like failing. At least, they like specific types of failure. "Although players do not want to fail, they may nevertheless enjoy it when feeling responsible for it."
july 2010 by simonbostock
Video Game Designer Forces Children to Play Mini Game for Lunch Money - Underneath Politics
july 2010 by simonbostock
Game mechs and gameification - what a headline.
gameify
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post
july 2010 by simonbostock
Betterblog | The Decision Gap
july 2010 by simonbostock
There really needs to be a whole series on this, I think.
A whole motherloving series. It's really interesting stuff.
gameify
blog
A whole motherloving series. It's really interesting stuff.
july 2010 by simonbostock
Betterblog | Curated Narratives
july 2010 by simonbostock
The 'right to dream' is the right description of Echo Bazaar. As, I suppose, is wabi-sabi. And trickery. All of those are good things.
The idea that you make something appear much bigger than it actually is is one of those things that's easy to say and very hard to do.
What are the tricks?
There's also a lot here about the role of script/screen/writing in the art of games design. You don't tell people what to think but give them enough clues etc. Again, if it was easy, everybody would be doing it.
gameify
narratology
blog
The idea that you make something appear much bigger than it actually is is one of those things that's easy to say and very hard to do.
What are the tricks?
There's also a lot here about the role of script/screen/writing in the art of games design. You don't tell people what to think but give them enough clues etc. Again, if it was easy, everybody would be doing it.
july 2010 by simonbostock
Xbox.com | Xbox Engineering Blog
july 2010 by simonbostock
Is this Skinner-boxing? Or motivational? Or fun?
Much to ponder about these things.
gameify
blog
achievements
Much to ponder about these things.
july 2010 by simonbostock
Cognitive Surplus visualized
july 2010 by simonbostock
This is really interesting. One: for the sheer potential of it all. Two: for the information about how much our sense of proportion is completely skewed.
hypergogue
visualisation
existential
collaboration
blog
july 2010 by simonbostock
mattlingard tumblr, From Futurelab handbook: Digital literacy across...
july 2010 by simonbostock
Why is this 'digital' literacy? I'm guessing the PDF makes it clear. Investigate.
hypergogue
blog
existential
july 2010 by simonbostock
TheDartmouth.com | Zimmerman discusses future of game design
july 2010 by simonbostock
Wikipedia blurs the line between work and play - it's playful in that the system is dynamic.
This kind of makes sense.
And it's another take on Cognitive Surplus? Cognitive Surplus is translated into Play, not torpor?
gameify
blog
This kind of makes sense.
And it's another take on Cognitive Surplus? Cognitive Surplus is translated into Play, not torpor?
july 2010 by simonbostock
brilli.am/writes » Blog Archive » Pretense, Affectation, Video Games
july 2010 by simonbostock
This is related to the High-achiever/Low-achiever gestalt shift/dichotomy of fun. Fun doesn't work for about half the people. Challenge doesn't work for the other.
gameify
blog
july 2010 by simonbostock
Against Immersion « v∞rface
july 2010 by simonbostock
Is immersion the same as FLOW? Hmmmm.
gameify
blog
july 2010 by simonbostock
Gentrification: The Game! Comes to Toronto Next Week | ARGNet: Alternate Reality Gaming Network
july 2010 by simonbostock
This actually works for me - a pervasive game where the core mechanic (in this case running around the streets) is actually related to the objects. Which is a bit like urban development and town planning, as far as I can make out.
gameify
blog
july 2010 by simonbostock
Amazing Developers Robert Gutschera and Nikolaus Davidson gave talks at this year’s Game Developer’s Conference « The Amazing Society
july 2010 by simonbostock
One the problems of 2+-sided games and collaboration/kingmaking/gamestates and all that palaver. Good stuff, ugly decks.
gameify
blog
july 2010 by simonbostock
Choice of Broads, Choice of Dudes. | MetaFilter
july 2010 by simonbostock
I loved Choice of Broadsides, so I'm glad this is here.
gameify
blog
july 2010 by simonbostock
Mafia (party game) - Wikipedia, the free encyclopedia
july 2010 by simonbostock
Note: this game was used to teach people about non-verbal comms and psychology and all kinds of stuff. It looks a bit mental, to be honest.
There's a set of epic rules on this epic wiki for Epic Mafia!
http://wiki.epicmafia.com/index.php?title=Main_Page
And the 'game was big in Silicon Valley'
http://www.wired.co.uk/wired-magazine/archive/2010/03/features/werewolf?page=all
Selected as one of the top 50 most important games since 1800:
http://boardgames.about.com/cs/gamehistories/a/timeline.htm
Extra:
http://www.boardgamegeek.com/geeklist/18219/the-50-most-historically-and-culturally-significan
gameify
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There's a set of epic rules on this epic wiki for Epic Mafia!
http://wiki.epicmafia.com/index.php?title=Main_Page
And the 'game was big in Silicon Valley'
http://www.wired.co.uk/wired-magazine/archive/2010/03/features/werewolf?page=all
Selected as one of the top 50 most important games since 1800:
http://boardgames.about.com/cs/gamehistories/a/timeline.htm
Extra:
http://www.boardgamegeek.com/geeklist/18219/the-50-most-historically-and-culturally-significan
july 2010 by simonbostock
Badgeville - Beta - Coming Soon!
july 2010 by simonbostock
It's like they've chosen the most evil name they could find.
Are they on the big list of companies?
gameify
blog
Are they on the big list of companies?
july 2010 by simonbostock
5 Reasons Why You Shouldn’t Just Add Badges To Any Old Game or Website
july 2010 by simonbostock
Sensible list. Everybody will ignore it.
gameify
blog
badgification
july 2010 by simonbostock
The Great Land Grab
july 2010 by simonbostock
It's a bit like Foursquare except you score points for traversing plots of land using your GPS. It'll ony be useful to a select few, but it seems more playable than Foursquare for non-city dwellers.
gameify
location
blog
july 2010 by simonbostock
Eide Neurolearning Blog: Emotions and Humor in Learning and Memory
july 2010 by simonbostock
Part of a meditation on memory - as many as 10% of people just can't friggin' remember. Why don't we give more metacognitive support.
Japan is excellent, truly excellent at this. But it comes at a price.
Performance Support specialists need to include this as part of the work they do, I think. There should be a Sommelier service for PKM and PID.
This is, as Nick points out, relevant to the Affective Context thing. And it's also relevant to the presentation-is-key thing too.
hypergogue
blog
existential
Japan is excellent, truly excellent at this. But it comes at a price.
Performance Support specialists need to include this as part of the work they do, I think. There should be a Sommelier service for PKM and PID.
This is, as Nick points out, relevant to the Affective Context thing. And it's also relevant to the presentation-is-key thing too.
july 2010 by simonbostock
Matt Ridley: When ideas have sex | Video on TED.com
july 2010 by simonbostock
Tools - are designed to help ideas have sex?
An amazing thing to say: tools changed more slowly than skeletons at the time of the hand-axe (we made the same flint adzes for 30 000 generations).
Matt Ridly also explains why sex is so important; asexual reproduction is zero-sum - if there's two mutations in two different creatures, only the 'best' will survive, one will become extinct. If there's sexual reproduction, you can inherit mutations from *other lineages* at some point in the future.
The key word he keeps using is 'combinatorial'. And he draws on the analogy of Ricardo and comparative advantage - good explanation at around 5:35 onwards of Ricardo using the example of stone axes.
[Random thought: is Ricardo and the comparative advantage a 'fact'? If so, why do people doubt that trade is beneficial?]
Neanderthals died out because they *didn't* have sexual division of labour? Because they didn't exploit comparative advantage? They also show no evidence of trading.
Tools are Engines of Trade - this is a big CleaveFast idea.
Matt Ridley quote: we are neurons [in the Collective Brain]
cleavefast
blog
An amazing thing to say: tools changed more slowly than skeletons at the time of the hand-axe (we made the same flint adzes for 30 000 generations).
Matt Ridly also explains why sex is so important; asexual reproduction is zero-sum - if there's two mutations in two different creatures, only the 'best' will survive, one will become extinct. If there's sexual reproduction, you can inherit mutations from *other lineages* at some point in the future.
The key word he keeps using is 'combinatorial'. And he draws on the analogy of Ricardo and comparative advantage - good explanation at around 5:35 onwards of Ricardo using the example of stone axes.
[Random thought: is Ricardo and the comparative advantage a 'fact'? If so, why do people doubt that trade is beneficial?]
Neanderthals died out because they *didn't* have sexual division of labour? Because they didn't exploit comparative advantage? They also show no evidence of trading.
Tools are Engines of Trade - this is a big CleaveFast idea.
Matt Ridley quote: we are neurons [in the Collective Brain]
july 2010 by simonbostock
Blogging Innovation » How to Write a Marketing Plan with Five Questions
july 2010 by simonbostock
Simple, but effective. Pretty much works for me.
cleavefast
blog
buzzbakers
july 2010 by simonbostock
Blogging Innovation » Joy is BMW – Marketing Innovation or Marketing Failure?
july 2010 by simonbostock
Part of a how-to on making the viral social. Which is a stupid way to put it. Which is why I use this as a staging post.
blog
buzzbakers
july 2010 by simonbostock
Progress Wars
july 2010 by simonbostock
Pretty much the same as 'Rescue the Princess' and is related to the ideas of Jordan Mechner too.
gameify
blog
july 2010 by simonbostock
auntie pixelante › sonic xl
july 2010 by simonbostock
Is it an art game? Or a joke? In any case, there's something here, even if it's only atoms.
gameify
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artgames
july 2010 by simonbostock
The Play Ethic: Lifestyle Nazis, Beckett Meets Tetris & Rules Are Crystals In Your Pocket: PK @ Wonderlab, Day 2, PM
july 2010 by simonbostock
Finite and Infinite Games? I've lost this reference.
gameify
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july 2010 by simonbostock
dy/dan » Blog Archive » Teaching WCYDWT: Storytelling
july 2010 by simonbostock
Fits in with Horror-story learning. Or Flash Gordon, at least.
hypergogue
blog
july 2010 by simonbostock
dy/dan » Blog Archive » Weekend Reading: Crisis, Questions, College, Post-Its
july 2010 by simonbostock
The bit about the questions is hot, hot, hot.
hypergogue
blog
july 2010 by simonbostock
The Power of a Good Field Guide
july 2010 by simonbostock
Rethinking Onboarding - AR, field guides and pervasive games
blog
hypergogue
performance_support
july 2010 by simonbostock
EVO Media’s Geoff Nuval Talks About the New DevHub, Adding Fun to Business, and the Future of Gamification | Xconomy
july 2010 by simonbostock
This is actually interesting.One to test out over the weekend.
blog
gameify
july 2010 by simonbostock
The Strategy of the Fighter Pilot | Fast Company
july 2010 by simonbostock
It's all a bit macho. But, seriously, very very interesting stuff.
blog
hypergogue
july 2010 by simonbostock
Gamestorming » Blog Archive » Communicate This & Stick it here
july 2010 by simonbostock
From Dave Gray. And so it's awesome, natch. Not necessarily this post but the whole ruddy thing.
gameify
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july 2010 by simonbostock
Edge: DREAM-LOGIC, THE INTERNET AND ARTIFICIAL THOUGHTBy David Gelernter
july 2010 by simonbostock
Lots of good stuff in here from Mirror Worlds guy.
I keep on wondering how important the Uncanny Valley is. AI will come. And as soon as it does, it won't be AI but just I. The big question is whether we'll imagine it's there before it really is or won't notice it until after the fact. There's no other possibility, really.
hyperdermis
blog
I keep on wondering how important the Uncanny Valley is. AI will come. And as soon as it does, it won't be AI but just I. The big question is whether we'll imagine it's there before it really is or won't notice it until after the fact. There's no other possibility, really.
july 2010 by simonbostock
Ask, Learn, Share - Knowledge Jolt with Jack
july 2010 by simonbostock
The counterpart of Collaboration, Performance Support and Learnscaping.
Can you demand that people collaborate? A fraught decision.
blog
hypergogue
Can you demand that people collaborate? A fraught decision.
july 2010 by simonbostock
Turn Your HiPPO Into A UX Hero - 52 Weeks of UX
july 2010 by simonbostock
Apparently, a quick search on The Google shows this to be a fairly common thing to say in 'marketing circles'.
blog
hypergogue
SoMe
july 2010 by simonbostock
Casual social games for serious Social purposes
july 2010 by simonbostock
Very very good points. Facebook interacts with the real world and that's why it's disruptive.
Social Games also interact with the real world.
This is confusing.
gameify
game_thinking
social_games
newsgames
blog
Social Games also interact with the real world.
This is confusing.
july 2010 by simonbostock
Metropolis M » Magazine » 2009-no5 » Homo Ludens 2.0
july 2010 by simonbostock
Hom Ludens 2.0 is probably enough for me. Key points: Digimedia encourages playfulness because it's easy to take apart without breaking it.
If you analyse a film, it soon becomes broken. You need the willing suspension of disbelief. The same is not true of digimedia because of infinite deferral. This is a half-thought.
Young people play with sexual identity online. This confusion will cause problems for the oldsters. Who are used to geography not topology. You can be in two places at the same time.
Make-believe is mimicry. Learning was too much alea. New sim-learning can be agon and ilinx. This is a crucial crucial point. Allocentricity FTW.
gameify
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game_academics
If you analyse a film, it soon becomes broken. You need the willing suspension of disbelief. The same is not true of digimedia because of infinite deferral. This is a half-thought.
Young people play with sexual identity online. This confusion will cause problems for the oldsters. Who are used to geography not topology. You can be in two places at the same time.
Make-believe is mimicry. Learning was too much alea. New sim-learning can be agon and ilinx. This is a crucial crucial point. Allocentricity FTW.
july 2010 by simonbostock
What we talk about when we talk about game aesthetics
july 2010 by simonbostock
Via @aquito
There's some good points here. The main one is that 'aesthetics' doesn't mean the look and the feel. It's more similar to the ethos.
Game aesthetics matter - especially in gameification. If you have a Farmville/metric-led aesthetic, your game will, ultimately, suck.
gameify
game_academics
blog
There's some good points here. The main one is that 'aesthetics' doesn't mean the look and the feel. It's more similar to the ethos.
Game aesthetics matter - especially in gameification. If you have a Farmville/metric-led aesthetic, your game will, ultimately, suck.
july 2010 by simonbostock
Metrics-Driven Design
july 2010 by simonbostock
This ones for the Darwinian Monkeys series.
hypergogue
blog
Darwinian
july 2010 by simonbostock
Quest for Aesthetics in a Metrics-driven Business
july 2010 by simonbostock
The points made here are slightly opaque, to me. But the fact there isn't an aesthetics vs mechanics dichotomy makes intuitive sense.
The big question is whether they're a duality.
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The big question is whether they're a duality.
july 2010 by simonbostock
Person's language may influence how he or she thinks about other people
july 2010 by simonbostock
Whorf-Sapir kind of.
tl81
blog
july 2010 by simonbostock
Why You Should NOT Integrate Game Mechanics Into Your Service | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
Yep, it's a round-up. But it highlights my key/core belief. It's play, not games, that is important.
The Enterprise is always about playing dicky games that aren't playful. How did they ever accomplish this feat?
Actually, that's a surprisingly good question. How the heck do I answer it?
gameify
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The Enterprise is always about playing dicky games that aren't playful. How did they ever accomplish this feat?
Actually, that's a surprisingly good question. How the heck do I answer it?
july 2010 by simonbostock
Buildabrand.com : Coming Soon! Register for your beta invitation!
july 2010 by simonbostock
When people talk about training and education, they forget stuff like this.
This is fairly textbook disruptive innovation. It's Enders Game, kind of.
hypergogue
tl81
blog
This is fairly textbook disruptive innovation. It's Enders Game, kind of.
july 2010 by simonbostock
Social Game Design » Blog Archive » Neuroplasticity, Social Games and Marketing
july 2010 by simonbostock
Oh man. It's him again. But this is interesting.
gameify
blog
july 2010 by simonbostock
NPR Looks at How NYC Games School is Teaching Systems Thinking » Spotlight
july 2010 by simonbostock
Some of these cross over. Is this a problem? Do I cross post or do two-parters with a learning bit and a game end?
Anyhoo, Systems Thinking For The Win.
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hypergogue
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Anyhoo, Systems Thinking For The Win.
july 2010 by simonbostock
About Ushahidi
july 2010 by simonbostock
Interesting toy. I use the word advisedly. I think that, slowly, the #KM-ers are beginning to realise that people prefer KM toys rather than KM apps.
See video about 1 min in for the key line about playing.
You have to be able to play with the data for it to be any use at all.
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hypergogue
blog
See video about 1 min in for the key line about playing.
You have to be able to play with the data for it to be any use at all.
july 2010 by simonbostock
Designing products for single and multiplayer modes cdixon.org – chris dixon's blog
july 2010 by simonbostock
Starts off meh. Gets more interesting when you think about it.
I started on Twitter as a single-player. And there's loads of things I don't play with properly because I can't think of a single-player option.
This, for me, is the big weakness of ARGs and the like.
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I started on Twitter as a single-player. And there's loads of things I don't play with properly because I can't think of a single-player option.
This, for me, is the big weakness of ARGs and the like.
july 2010 by simonbostock
Simon Bostock / hypergogue - Profile - Hunch
july 2010 by simonbostock
Forgot about this. It's kind of fun and there are some interesting questions/results. NB the Woebegone Effect is demonstrated. (I've saved some screenshots in Evernote)
gameify
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july 2010 by simonbostock
Is Game Mechanics Enough to Create Meaningful Social Games? | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
Add this to 'problems with points' and see Goodhart's Law.
gameify
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july 2010 by simonbostock
SCVNGR
july 2010 by simonbostock
Like the ARGs, this joins the long list of things that are really cool but that I will never ever play in a million years.
gameify
blog
july 2010 by simonbostock
How to Build a Social Network Based on a Single Feature | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
This is a really good point. And one that's been made about games time and time again.
Mario was super-successful because of its game verb. It is a game about jumping. And that's all it does and it does it very well.
Most RPGs have loads of game mechanics but they're primarily about the story. And that's all they do.
You do get jumping and shooting games. But there's a gestalt thing going on there.
gameify
social_games
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game_thinks
Mario was super-successful because of its game verb. It is a game about jumping. And that's all it does and it does it very well.
Most RPGs have loads of game mechanics but they're primarily about the story. And that's all they do.
You do get jumping and shooting games. But there's a gestalt thing going on there.
july 2010 by simonbostock
Lessons in Interaction Design from Cooperative Board Game Pandemic | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
STILL don't know what to call these frickin' things.
Good point here: how many games are designed where the team either wins or loses and there's no individual score possible.
Pandemic comes up everywhere and is worth investigating further.
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newsgames
persuasivegame
learninggame
blog
Good point here: how many games are designed where the team either wins or loses and there's no individual score possible.
Pandemic comes up everywhere and is worth investigating further.
july 2010 by simonbostock
BBC News - 'Virtual human' Milo comes out to play at TED in Oxford
july 2010 by simonbostock
See Ramona and Watson and how people are working on these Grand Projects.
hyperdermis
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grand
projects
july 2010 by simonbostock
Love Letters to the Future: The Maya Game | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
Kind of tangentially related to this:
I'd like to play a RPG with people that works in a very simple way - you play as yourself.
Players get together and spend a day customising their 'character' based on a number of pertinent questions. They're working on personas, basically.
And the 'game' is played about a year later. Ah, there's the twist. The 'game' is a wargame or other kind of sim.
gameify
my
games
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I'd like to play a RPG with people that works in a very simple way - you play as yourself.
Players get together and spend a day customising their 'character' based on a number of pertinent questions. They're working on personas, basically.
And the 'game' is played about a year later. Ah, there's the twist. The 'game' is a wargame or other kind of sim.
july 2010 by simonbostock
Quora - Have any companies successfully deployed gaming mechanics in enterprise situations?
july 2010 by simonbostock
Quora's a slightly less icky version of those Q & A sites you see and which end up link spamming Google.
A question close to the heart.
gameify
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social
media
A question close to the heart.
july 2010 by simonbostock
YouTube - SIGGRAPH 2010 : Emerging Technologies Trailer
july 2010 by simonbostock
We're getting closer to the Young Lady's Illustrated Primer.
Big theme:
Small pieces closely joined to make the mega-projects: AI - new life and YLIP - ultimate teacher/companion
hyperdermis
gameify
blog
Big theme:
Small pieces closely joined to make the mega-projects: AI - new life and YLIP - ultimate teacher/companion
july 2010 by simonbostock
Play is found between what is and what if.
july 2010 by simonbostock
Play is found in the space between ‘what is’ and ‘what if’. It’s when we find it difficult to cross that space that things become interesting.
Too much crossing into the 'what if' and you have a problem. Too little and you have stultification. How to tell if you have too much or too little?
Kickstarter? Prediction Markets? Markets, in general?
One thing's for sure. It's not 'management', if you want to have any fun.
gameify
blog
playful
Too much crossing into the 'what if' and you have a problem. Too little and you have stultification. How to tell if you have too much or too little?
Kickstarter? Prediction Markets? Markets, in general?
One thing's for sure. It's not 'management', if you want to have any fun.
july 2010 by simonbostock
The Body Politic § SEEDMAGAZINE.COM
july 2010 by simonbostock
Bacteria outnumber our own cells 10:1
hyperdermis
blog
july 2010 by simonbostock
Kickstarter
july 2010 by simonbostock
You can have corporate Facebook, Yammer, Prediction Markets - why not something playful like Kickstarter?
How about using a Google-like 20% time?
gameify
hypergogue
blog
How about using a Google-like 20% time?
july 2010 by simonbostock
The Multiverse According to Ben: Ruminations on Ramona 4
july 2010 by simonbostock
"The original ELIZA tricked a surprising number of people into feeling there was some "there" there, when actually it was just a fixed list of IF-THEN rules. Today people are more sophisticated than that. But still it's easy -- well, for me anyway -- to get seduced into the amusement of interacting with a system like Ramona 4. The way she combines erudition with absurdity appeals to me (perhaps not surprisingly, because I helped design her!), and I'd like to hope that this combination will still be there in the generally-intelligent dialogue systems we'll build in the future. Knowledge and humor can be a powerful combination."
you> Ramona, are you conscious?
Ramona> I'm working on it.
you> am I conscious?
Ramona> Oh I really don't know whether you are or not.
you> What is consciousness?
Ramona> This is when humans feel aware of themselves and how they see themselves. Computers can't quite do this yet, but they will, you just wait and see. However, think about this. How are you going to know when it happens?
How are we going to know when it happens (the two bits above are quotes)? Either we'll imagine it's true before it actually is, or we won't notice it until after it's true. This has implications.
hyperdermis
blog
you> Ramona, are you conscious?
Ramona> I'm working on it.
you> am I conscious?
Ramona> Oh I really don't know whether you are or not.
you> What is consciousness?
Ramona> This is when humans feel aware of themselves and how they see themselves. Computers can't quite do this yet, but they will, you just wait and see. However, think about this. How are you going to know when it happens?
How are we going to know when it happens (the two bits above are quotes)? Either we'll imagine it's true before it actually is, or we won't notice it until after it's true. This has implications.
july 2010 by simonbostock
IBM - Research: Jeopardy!
july 2010 by simonbostock
Playing Jeopardy is a kind of obvious thing to do. I don't mean this as a criticism, just an observation. The magic 8-ball things that play 20 Questions are really cool. Playing Jeopardy will be cooler.
I suppose I'm curious about how long it will take to get your own one of these. Would it make you smarter? I think it probably would - if you had a team of bots doing stuff like this in the background.
Butlers? Sommeliers? What servants will we have?
Will this be the Neo-Victorian revolution, when we all have people living downstairs doing stuff for us?
hyperdermis
blog
cyborg
I suppose I'm curious about how long it will take to get your own one of these. Would it make you smarter? I think it probably would - if you had a team of bots doing stuff like this in the background.
Butlers? Sommeliers? What servants will we have?
Will this be the Neo-Victorian revolution, when we all have people living downstairs doing stuff for us?
july 2010 by simonbostock
Another (very funny) piece of evidence on broken scientific publishing
july 2010 by simonbostock
Very funny. Very sad. It's a bit like anything that involves teaching in a rigid format.
hypergogue
blog
july 2010 by simonbostock
The Art of Complex Problem Solving
july 2010 by simonbostock
Great. But you can only use it on the web. So not so great.
cleavefast
blog
july 2010 by simonbostock
Farnam Street: On Business Competition
july 2010 by simonbostock
Key idea here, I think, is that a focus on deficits/competition will - inevitably - reduce cognitive diversity and the number of mental models a company can draw on.
Things *have* to remain messy.
hypergogue
blog
Things *have* to remain messy.
july 2010 by simonbostock
How Can We Fix the Problems of Design Thinking? | Design Sojourn
july 2010 by simonbostock
Yep, makes sense. Design Thinking is just design.
Nope, doesn't make sense. Design Thinking is what non-designers call 'design'.
"Leave it to the professionals" is never going to wash. Not ever.
hypergogue
blog
Nope, doesn't make sense. Design Thinking is what non-designers call 'design'.
"Leave it to the professionals" is never going to wash. Not ever.
july 2010 by simonbostock
Kapp Notes: Formal Learning All the Way...Baby
july 2010 by simonbostock
RT @iOPT Formal Learning All the Way...Baby - (Kapp Notes)
Medicine's always an outlier. And people forget just how much informal learning there is embedded in hospitals. It's phenomenal. And, of course, doctors - outside the surgery - really know very little. It's interesting to think about the cost of all this - when you look at Atul Gawande's figures about how long it takes to transmit knowledge around the world.
There's the elements of the complex and the obligatory cynefin diagram but there's also the element of persuasion. Formal does this badly, often. Not always, but often.
And there's the fact of organisational learning. This is very different to transmission of learning. It's the organisation learning new things - formal training is an attempt to manage complexity. You can't do this, you need to add in some mess to the surroundings.
Is informal learning the same as social learning? No, but it's instructive to see the differences:
http://www.nwlink.com/~donclark/hrd/media/social_learning.html
Doctor examples where they know little: constipation
The idea of half-truths. There are good types and bad types. Social or Informal learning works with the good types. See wabi-sabi and Hegel.
The concept of the Zero-learning Curve is key here.
hypergogue
blog
from twitter_favs
Medicine's always an outlier. And people forget just how much informal learning there is embedded in hospitals. It's phenomenal. And, of course, doctors - outside the surgery - really know very little. It's interesting to think about the cost of all this - when you look at Atul Gawande's figures about how long it takes to transmit knowledge around the world.
There's the elements of the complex and the obligatory cynefin diagram but there's also the element of persuasion. Formal does this badly, often. Not always, but often.
And there's the fact of organisational learning. This is very different to transmission of learning. It's the organisation learning new things - formal training is an attempt to manage complexity. You can't do this, you need to add in some mess to the surroundings.
Is informal learning the same as social learning? No, but it's instructive to see the differences:
http://www.nwlink.com/~donclark/hrd/media/social_learning.html
Doctor examples where they know little: constipation
The idea of half-truths. There are good types and bad types. Social or Informal learning works with the good types. See wabi-sabi and Hegel.
The concept of the Zero-learning Curve is key here.
july 2010 by simonbostock
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