At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
Presentation given at Interaction'12, February 3, 2012, Dublin, Ireland. Interest in persuasive design for behavior change has been growing rapidly in interaction design in the past years. In part thanks to that, we as designers now have ample tools and pattern libraries to inspire us. What we are lacking, however, are focus and guidance in applying them. Usually, we get those from user research. But current research methods and deliverables arguably do not provide ready springboards.
This presentation demonstrates how to use the Motivation Ability Opportunity (MAO) model as a tool to structure user research around a single behavior to be changed, and to guide subsequent design in prioritizing issues to tackle and ideating ways to tackle them.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
Presentation given at Interaction'12, February 3, 2012, Dublin, Ireland. Interest in persuasive design for behavior change has been growing rapidly in interaction design in the past years. In part thanks to that, we as designers now have ample tools and pattern libraries to inspire us. What we are lacking, however, are focus and guidance in applying them. Usually, we get those from user research. But current research methods and deliverables arguably do not provide ready springboards.
This presentation demonstrates how to use the Motivation Ability Opportunity (MAO) model as a tool to structure user research around a single behavior to be changed, and to guide subsequent design in prioritizing issues to tackle and ideating ways to tackle them.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...Sebastian Deterding
Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Game Engines in Game Education: Thinking Inside the Tool Boox?Sebastian Deterding
Should apprentices of a craft master one tool, making themselves dependent on it? Or become fluent in many? Should they use pre-made parts? Or should they learn how to make everything from scratch, even if that doesn't reflect actual practice? These eternal questions of craft education have become relevant for game educators with the rise of game engines like Unity. This talk will reveal firsthand experiences and strategies used to deal with the opportunities and challenges of integrating game engines in game education. / My and Casey O'Donnell's talk at the GDC Education Summit 2016.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
This Stupidly Simple Trick Helped These Websites Multiply Their Clickrates: D...Sebastian Deterding
Companies like Upworthy successfully use curiosity to drive many user behaviours, from initial visits through exploration, sign-up, engagement, learning and data entry to return visits, re-engagement, and purchase. This UXI Studio 2014 keynote walks you through the psychology of curiosity, and how to apply it to interaction and user experience design.
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Re-Publicize this! Web 2.0 oder Die stille Privatisierung der digitalen Grund...Sebastian Deterding
Vortrag im Rahmen der Veranstaltungsreihe "Aktuelle Entwicklungen im Web 2.0" des Hans-Bredow-Instituts für Medienforschung, Universität Hamburg am 20.11.2008
You can do better: Lessons Learned from Government Meets Social NetworksSebastian Deterding
Keynote I gave on October 16, 2009 at the Berlin in October 2009 E-Democracy Unconference on stuff I learned as project lead of the social networking site du-machst.de how to introduce e-participation and web 2.0 culture in a government context.
The Lens of Intrinsic Skill Atoms: A Method for Gameful DesignSebastian Deterding
Presentation at CHI 2016. The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and requirements for gameful design. It introduces a gameful design method that uses skill atoms and design lenses to identify challenges inherent in a user’s goal pursuit and restructure them to afford gameplay-characteristic motivating, enjoyable experiences.
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...Sebastian Deterding
Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Game Engines in Game Education: Thinking Inside the Tool Boox?Sebastian Deterding
Should apprentices of a craft master one tool, making themselves dependent on it? Or become fluent in many? Should they use pre-made parts? Or should they learn how to make everything from scratch, even if that doesn't reflect actual practice? These eternal questions of craft education have become relevant for game educators with the rise of game engines like Unity. This talk will reveal firsthand experiences and strategies used to deal with the opportunities and challenges of integrating game engines in game education. / My and Casey O'Donnell's talk at the GDC Education Summit 2016.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
This Stupidly Simple Trick Helped These Websites Multiply Their Clickrates: D...Sebastian Deterding
Companies like Upworthy successfully use curiosity to drive many user behaviours, from initial visits through exploration, sign-up, engagement, learning and data entry to return visits, re-engagement, and purchase. This UXI Studio 2014 keynote walks you through the psychology of curiosity, and how to apply it to interaction and user experience design.
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Re-Publicize this! Web 2.0 oder Die stille Privatisierung der digitalen Grund...Sebastian Deterding
Vortrag im Rahmen der Veranstaltungsreihe "Aktuelle Entwicklungen im Web 2.0" des Hans-Bredow-Instituts für Medienforschung, Universität Hamburg am 20.11.2008
You can do better: Lessons Learned from Government Meets Social NetworksSebastian Deterding
Keynote I gave on October 16, 2009 at the Berlin in October 2009 E-Democracy Unconference on stuff I learned as project lead of the social networking site du-machst.de how to introduce e-participation and web 2.0 culture in a government context.
Talk at the 6th International Conference Computers, Privacy, and Data Protection, Brussels, January 23, 2013, as part of the EC JRC/OECD panel "Gamifying Citizenship?"
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Be it playful design or gamification: It usually takes about five minutes until the Mary Poppins tune “Spoonful of Sugar” is evoked. This talk will explain why this reference is both true and false, how the movie entails two radically divergent theories of fun that match what we know in psychology and educational research, and how to translate this into designing for fun. My talk given at Gaminomics 2015, June 11, 2015 in London.
59 Responses to “What’s the Best Business Advice You’ve Ever Received?”Constant Contact
In preparation of National Small Business Week (May 4-8, 2015) we recently reached out to a collection of people whose advice we really admire.
We spoke to founders, CEOs, authors, entrepreneurs, and small business experts to ask one simple question:
“What’s the best business advice you’ve ever received?”
Here’s what they had to say.
LogoDesignGuru presents to you a collection of 14 great inspirational quotes from celebrated designers. These quotes will inspire you, motivate or even assist you in your real-life struggle in creative arts. Read an share this great quotes.
Wireframes are an important step in the creative process & Design Thinking. It's one of the first times that your team actually sees the product come together. The presentation explores the basics of wireframes and how they fit into the process of Human-centered Design.
This deck was part of workshop held by General Assembly on the Intro to Wireframing on 2-10-2015
What is Sexual Addiction? Sex Addiction is a pathological relationship with a mood-altering experience. This presentation will cover the types of sex addiction, the levels and many other aspects.
Successful Collaboration and Employee Engagement LifecycleDan Keldsen
What is an engagement lifecycle, and why does it matter? Pre-engagement, Rollout. and Re-engagement
How to focus collaboration efforts:
Are you actively engaging, or passively hoping?
What’s in it for THEM?
What are the jobs to be done for collaboration… and beyond collaboration?
30 Minute Engagement Consultation:
http://bit.ly/engagementstrategy
Complexity, Collaboration and UnconferencingGeoff Brown
I was asked by Geelong College to present on Sustainability. I am not a scientist or climate change expert, so I decided to focus my presentation on the stuff I know best. This is a presentation about learning to make the transition to a more more sustainable lifestyle, business, school community or whatever. In advance, apologies for the 'clutter' on a few of the slides.
How's it Done? MI SA Conference WorkshopLaDonna Coy
This deck is from a conference workshop at the Michigan Substance Abuse Conference (09) where we explored stories about how social media is being done in different but related types of organizations. Examples include, The American Red Cross, CADCA, and Northwest Kansas Regional Prevention Center. Handout http://technologyinprevention.wikispaces.com/file/view/MIHandout.doc
I was asked by Geelong College to present on Sustainability. I am not a scientist or climate change expert, so I decided to focus my presentation on the stuff I know best. This is a presentation about learning to make the transition to a more more sustainable lifestyle, business, school community or wahtever. In advance, apologies for the 'clutter' on a few of the slides.
Tatiana Kolovou, Lynda.com
Being a good listener is a critical skill, whether you are interviewing a candidate or leading a team. However, very few of us have had any formal training in listening effectively and often times we miss important opportunities to use that skill. In this session, you will learn how "high-impact listening" will help you become a better communicator and leader and walk away with a formula for listening success. Some specifics we will cover in the session include:
The 5 different reasons to listen.
The exact non-verbals to show your speaker that you are present.
Ways to avoid common pitfalls.
Following these steps to becoming a better listener will help you thrive as an interpersonal communicator and boost your professional brand.
Check out the best of Talent Connect: http://bit.ly/2e5ojNe
Ideas for extracting the maximum value from a survey that is going to happen anyway.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Make sustainability sustainable (preview)Fan Foundry
Marketing "green" products often backfires because, much as we'd like all buyers to follow the altruistic "because green is better" thinking, other unaddressed factors intervene to short circuit that thinking, with the result that sustainable solutions fail to gain traction in the hearts and minds of buyers. But it doesn't have to be that way.
From the adoption of content management systems to the explosion of Web 2.0 features, museum websites have undergone enormous growth and change over the past decade. This session features three speakers who have been working in the museum website space during this critical period of rapid growth and change. Presented at the California Association of Museums Annual Conference in San Jose, CA, March 2010.
This presentation was given as part of the library's 2009 Nonprofit Week. It gives a basic overview of several social networking websites and shows how nonprofits can use them to get the word out about their organizations and the services they provide.
Jim Proce - How to Deal with Annoying Crap! Observations for a Deeper DiscussionJim Proce
In the ongoing effort to eridicate "Stupid" in organizatioons, Jim Proce has presented this open forum for organizations, agenicies, and professional associations, challenging the status quo in organizations, eliminating the excuses, and demanding you ask yourself and those around you "WHY?" This "tongue in cheek" presentation provides a forum for honest discussion and provokes thought and yields leadership behaviors. For more iniformation contact jimproce@gmail.com
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
The Great Escape from the Prison House of Language: Games, Production Studies...Sebastian Deterding
My talk at the DiGRA/FDG 2016 "Why production studies? Why now?" panel, asking how production studies can answer to basic cultural and hermeneutic questions.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video G...Sebastian Deterding
Paper presented at Foundations of Digital Games 2015: While Erving Goffman’s work on frames has found broad adoption in game research, his sociological theory of gameplay enjoyment as “euphoric ease” has not been probed, although it is one of the few theories of gameplay enjoyment focusing what is absent in gameplay. Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-regulation of conduct and emotion typical for everyday life. This paper presents an empirical grounding of Goffman’s theory, drawing on a qualitative interview study on social norms of emotion regulation in video game play. Data suggests that the absence of active emotional self-control may indeed be a hygiene factor of game enjoyment most strongly found in solitary gameplay, afforded by a socio-material setting licensing the display of gaming-typical emotions, and shielding form potentially disapproving onlookers.
My small contribution on the stellar DiGRA 2015 panel "From Game Studies to Studies of Play in Society" organized by Frans Mäyrä, held in Lüneburg on May 17, 2015.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
14. challenge: first, understand the problem
1. Free-list systemic hurdles to biking in Boston
2. Identify the top 5 hurdles
3. Identify levers to affect these hurdles
4. Check: Is social influence among them?
16. Paul Watzlawick et al.
»These are two types of change: one that
occurs within a given system which itself
remains unchanged, and one whose
occurrence changes the system itself…
Second-order change is thus change of
change.«
change (1974: 10)
17. Implicit theory of social changeresponsibilisation of self
Reproduction
#1
18. Implicit theory of social changetechnological solutionism
Reproduction
#2
22. »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.«
quoted by his son eero, june 2, 1977
eliel saarinen
29. hamburg,germany rochester,ny,usa
Mixed-use zoning
5 min market, 10 min work
Single-use zoning
30 min market, 45 min work
Compact zoning
15 min to city center
Sprawled zoning
40+ min to city center
Dense public transport accepting bikes
20 min tram+5 min bike to everything
Sparse public transport, no bikes allowed
not everything is accessible by bike+
Moderate coastal climate
Bikeable throughout the year
Humid continental climate
Unbikeable winters
Public street service
Streets, sidewalks, bike lanes clear all year
Basic public street service
Sidewalks, bike lanes not cleared
Cheap national rental bike system
One account, free signup, good station map
Spotty city bike systems
Per city accounts, pricy, hard to find stations
Many cyclists on road
Drivers watch out, know & respect norms
Few cyclists on road
Drivers don’t watch, no clear norms
Expensive fuel & parking, congested roads
Driving in the city is expensive, slow
Cheap fuel & parking, empty roads
Driving is cheap and fast
Biking is sufficient and often the easiest,
fastest, cheapest way to get around
Biking is insufficient and often the hardest,
slowest way to get around
30. challenge: strike at the roots
1. Identify systemic reasons making biking hard,
slow, ineffective, costly
2. Identify positive feedback loops to affect
social change around these reasons
3. Ideate potential micro-ecosystems where
biking is the easiest, cheapest way to move
around
35. Really, Dave, a second Donut?
After the one you bought at Starbucks 1538
Tremont St. at 2:34pm today? I texted your friends
and they do not approve.
36. 5%
500 steps
8th day without cycling – you really should step it
up! What about a 5 minute ride today? C’mon,
your friends in California did it!
37. 5%
500 steps
Here’s a message from Celia: Hey Dave, you’re
below your step goal: take a walk in the park!
40. Edward Deci,Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuits (2000)
42. johnmarshall reeve
»When children do precisely what they were told not
to do … or when the targets of propaganda do the
opposite of the source’s intention, each performs a
counter maneuver aimed at reestablishing a
threatened freedom. The term reactance refers to the
psychological and behavioral attempt at
reestablishong (“reacting” against) a threatened or
eliminated freedom.«
understanding motivation (2014: 297)
45. Edward Deci,Richard Ryan
»To be autonomous means to behave
with a sense of volition, willingness, and
congruence; it means to fully endorse
and concur with the behavior one is
engaged in.«
motivation, personality, and development (2012: 85)
46. Edward Deci & Richard Ryan: The »What« and »Why« of Gaol Pursuits (2002)
150 more pages,
and I get my 10$.
external
I must not disappoint
my parents!
introjected
Pfff …
I‘m bored.
amotivated
I‘m good at this – this is
actually fun!
intrinsic
It‘s important for me in
school to read this now.
identified
I totally see how this
helps me become a chef!
integrated
http://www.flickr.com/photos/pensiero/95412049Edward Deci & Richard Ryan (2002), The »What« and »Why« of Goal Pursuits
extrinsic
47. Edward Deci & Richard Ryan: The »What« and »Why« of Gaol Pursuits (2002)
150 more pages,
and I get my 10$.
external
I must not disappoint
my parents!
introjected
Pfff …
I‘m bored.
amotivated
I‘m good at this – this is
actually fun!
intrinsic
It‘s important for me in
school to read this now.
identified
I totally see how this
helps me become a chef!
integrated
http://www.flickr.com/photos/pensiero/95412049Edward Deci & Richard Ryan (2002), The »What« and »Why« of Goal Pursuits
social influence
54. aesthetic of friction
1. Situatedness Intervene where the action/
decision takes place
2. Actionable Offer an alternative goal-
supporting action
3. Autonomy Leave the user the choice between
old and new action
4. Reflection Invite conscious reflection
5. Naïveté Be cute, not (too) smart
6. Sympathy Be understanding
7. Irony Why so serious? Allow reversal and
cheating
55. challenge: create a pleasurable troublemaker
Apply the aesthetics of friction to your concepts:
1. Situatedness Intervene where the action/decision takes place
2. Actionable Offer an alternative goal-supporting action
3. Autonomy Leave the user the choice between old and new
action
4. Reflection Invite conscious reflection
5. Naïveté Be cute, not (too) smart
6. Sympathy Be understanding
7. Irony Why so serious? Allow reversal and cheating