Dave Cronin: Designing For Flow

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  • + rossspw Ross Popoff-Walker 2 years ago
    Love the idea of flow as a design element. I think it’s a key part of game design, so why not product design... great preso!
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Dave Cronin: Designing For Flow - Presentation Transcript

  1. Designing for flow Dave Cronin : February 10, 2008
  2. What is flow?
  3. Mihály Csíkszentmihályi
  4. Full immersion Focused attention Intent and action merge Sense of control Lack of self- consciousness Transformation of time Sense of intrinsic reward Positive state of mind Productivity
  5. Uh, ok… so how do we do this?
  6. Support natural decision-making
  7. Satisfy people’s goals & mental models
  8. Facilitate simulation
  9. Provide fewer capabilities with less interface
  10. Provide fewer capabilities with less interface
  11. Provide multivariate context
  12. “I found that if a painter relates to objects only through vision, his work is much less original than a painter who walks up to the object, smells it, throws it in the air, and manipulates it. The variety of sensory inputs allows you to create a visual image that has all kinds of dimensions bubbling up inside it. We are still a multimedia organism. If we want to push the envelope of complexity further, we have to use all of our devices for accessing information - not all of which are rational.” - Mihály Csíkszentmihályi Provide multivariate context
  13. Provide multivariate feedback
  14. Provide multivariate feedback
  15. Provide multivariate feedback
  16. Provide multivariate feedback
  17. Provide multivariate feedback
  18. Allow for dense, nuanced input
  19. Allow for dense, nuanced input
  20. Involve the physical
  21. Keep tools close at hand
  22. Keep tools close at hand
  23. Optimize for fluency
  24. Consider friction
  25. Consider rhythm
  26. Thanks!

+ davecronindavecronin, 2 years ago

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