Slides and notes I used for a quick 10 min talk at London's Educational Games meet-up group in April 2013.
I am a Product Manager and Game Designer at Mind Candy where I have been helping to build Moshi Monsters since 2009.
Slides from my talk at WebVisions Chicago 2016. Exploring the state of prototyping in the design field today. How rapid prototyping can help us think faster than traditional brainstorming meetings. And how, when we accept what we don't know, we start to know more.
have you ever wondered about what you want for your birthday? Or you're just bored and want new interesting geeky stuff? Discover new technology here! Check out part 2 here: http://www.slideshare.net/YoussefMoussa5/anki-vs-touch-board
During the English for Academic Purposes program, one of the assignments was creating a self-promotion piece. I decided talking about my self-published books, my former company and a few things I learned from those experiences.
Slides from my talk at WebVisions Chicago 2016. Exploring the state of prototyping in the design field today. How rapid prototyping can help us think faster than traditional brainstorming meetings. And how, when we accept what we don't know, we start to know more.
have you ever wondered about what you want for your birthday? Or you're just bored and want new interesting geeky stuff? Discover new technology here! Check out part 2 here: http://www.slideshare.net/YoussefMoussa5/anki-vs-touch-board
During the English for Academic Purposes program, one of the assignments was creating a self-promotion piece. I decided talking about my self-published books, my former company and a few things I learned from those experiences.
More Than Just "Click Next": Creating Innovative & Interactive eLearningBianca Woods
Years ago, e-learning development was a complicated process requiring a full team of professionals: instructional designers to write the script, graphic designers to create visuals, and developers to code. This system required time, resources, and budget—things that are nearly always in short supply.
Rapid e-learning development tools changed all this. Now a single instructional designer can take on a project from start to finish. While these tools reduce costs and trim timelines, it can sometimes come at a cost to the final product. Using templates instead of graphic designers can lead to e-learning that looks generic or ugly. Using pre-rendered interactions instead of developers can lead to a habit of forcing the content into a handful of stock interactions rather than fitting the interaction to the content.
When the tools aren’t pushed beyond the basics of what they can do, we often end up with the dull “Click Next” e-learning that people dread taking. So does this mean that rapid e-learning tools can’t create memorable learning experiences? Not at all. It just means we need to use these tools differently for them to be effective.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
This is a presentation of Cyriel Kortleven (www.cyrielkortleven.com) about thinking outside the box and exploring different skills to give your creativity a boost.
Tips and tricks for how to work together when you are looking to find a novel solution to an existing problem, or a solution to a problem that others didn't even know existed.
Anthropology is the study of humans past and present. Design is the skill of solving complex problems to create a better future. But can a discipline focused on the past/present merge with a discipline focused on the future? The answer is yes. Welcome to Design Anthropology 101.
Design anthropology converges two powerful fields that can push design beyond just “innovation”. In this talk, you’ll learn what design anthropology is and what it means for the future of design. Most importantly, you’ll walk away with a basic understanding of how to use ethnographic methodologies and collaboration to make products that push humanity forward.
. . . . . . . . . . . . . . . . .
Amélie is a product designer at a small startup who combines her love for user experience and design anthropology to make great products. She made her first foray into design and development making Sailor Moon and DBZ websites. Don't be afraid to say hello (especially if you have food).
Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
Game Product Discovery: Validation & IterationMartyn Jones
Slides & notes from a recent Product Tank presentation. I talk through Product Management and how I think it relates to Game Design, in particular how to apply the Discovery process
More Than Just "Click Next": Creating Innovative & Interactive eLearningBianca Woods
Years ago, e-learning development was a complicated process requiring a full team of professionals: instructional designers to write the script, graphic designers to create visuals, and developers to code. This system required time, resources, and budget—things that are nearly always in short supply.
Rapid e-learning development tools changed all this. Now a single instructional designer can take on a project from start to finish. While these tools reduce costs and trim timelines, it can sometimes come at a cost to the final product. Using templates instead of graphic designers can lead to e-learning that looks generic or ugly. Using pre-rendered interactions instead of developers can lead to a habit of forcing the content into a handful of stock interactions rather than fitting the interaction to the content.
When the tools aren’t pushed beyond the basics of what they can do, we often end up with the dull “Click Next” e-learning that people dread taking. So does this mean that rapid e-learning tools can’t create memorable learning experiences? Not at all. It just means we need to use these tools differently for them to be effective.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
This is a presentation of Cyriel Kortleven (www.cyrielkortleven.com) about thinking outside the box and exploring different skills to give your creativity a boost.
Tips and tricks for how to work together when you are looking to find a novel solution to an existing problem, or a solution to a problem that others didn't even know existed.
Anthropology is the study of humans past and present. Design is the skill of solving complex problems to create a better future. But can a discipline focused on the past/present merge with a discipline focused on the future? The answer is yes. Welcome to Design Anthropology 101.
Design anthropology converges two powerful fields that can push design beyond just “innovation”. In this talk, you’ll learn what design anthropology is and what it means for the future of design. Most importantly, you’ll walk away with a basic understanding of how to use ethnographic methodologies and collaboration to make products that push humanity forward.
. . . . . . . . . . . . . . . . .
Amélie is a product designer at a small startup who combines her love for user experience and design anthropology to make great products. She made her first foray into design and development making Sailor Moon and DBZ websites. Don't be afraid to say hello (especially if you have food).
Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.
Game Product Discovery: Validation & IterationMartyn Jones
Slides & notes from a recent Product Tank presentation. I talk through Product Management and how I think it relates to Game Design, in particular how to apply the Discovery process
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Little Miss Robot is a digital creative studio. We collaborate as a creative innovation partner, providing concept & interface design, cutting-edge development and creative direction & strategy.
Valentijn is the founder and creative director of Little Miss Robot. With Little Miss Robot, Valentijn is now focused on digital creation and storytelling. Passionate about design, user experience and innovation, he helps clients with their digital communication and strategy.
7 Unconventional Marketing Tactics for Small BusinessesDave Marcello
Care of the good folks at DISRUPTIVE, this is our take on some of the often overlooked and underutilized principles of an unconventional marketer. Perfect for those folks who value creativity and strategy over big budgets and wide cast nets.
Lectures 15 and 16: Learning From The Masters, Storytelling, Worldbuilding, ...Fahri Karakas
Art Description/Synopsis:
In this class that is designed as collective performance art, we review some of the biggest names in the landscapes of entertainment, creativity, and business.
From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers.
We have a lot of puzzles. We have a series of exercises in asset creation and imagination.
In one of these exercises, you will have the opportunity to practice screenwriting, world-building, and storytelling.
However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
Contents:
Review of Last Class
Puzzles: This week in review
Puzzles & Improv Adventures
Workshop: Heroes of Entertainment & Imagination
Exercise: Six Adventures and Six Challenges
Exercise: Screenwriting, World-Building, and Storytelling
Workshop: Creating Assets
Exercise: You are a Super-hero
Key Takeaways
Here are The Squash articles:
https://medium.com/datadriveninvestor/7-brainstorming-exercises-and-7-lessons-inspired-by-a-yellow-squash-9f9e0df3f236
https://medium.com/datadriveninvestor/what-a-yellow-squash-can-teach-you-about-creativity-3ea5e26cb28a
How do you find that inspirational startup idea? How do you use your creative mindset to look at the world around you and notice opportunities to develop from your passions and interests. Learn about the need to 'magpie' and how that can start you on your road to entrepreneurship
How can you use your event’s theme to jumpstart your creativity when it comes to graphics, stage design, marketing campaigns, or attendee experience? I used the 2019 TEDxTUM theme “Dive In” to illustrate how this can be done.
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.
My slides from facilitating a class with trainees from The Event's Architects training program. A quick chat to show how infusing creativity into all aspects of Event Management can make you stand out from the competition.
Children Will Develop Their Bodies Through Play.docxAleemAhamed1
360 Play,a new age Qatar-based company, has quickly become one of the most recognized brand for family entertainment offering quality indoor/outdoor play,gamer zone and children's soft play centres..
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.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
2. - Finding Fun is an Adventure
- Seek Mastery: Environment, User & Fun
- Toolbox
- Discovery Part I: Ideation
- Discovery Part II: Validation
- Iterate
- Summary
3.
4. Finding Fun is NOT a journey that can be easily planned upfront. Es-
pecially for games (An interactive art where the experience takes
place in a space between the game and the user. We never know
how a user will play the game). Especially for kid's games.
Its an inexact science.
Party unknowable because you discover Fun as you create.
Can we always Find Fun?
ANS: Yes, if we look hard enough. BUT, time is of the essence!
5.
6. Understanding and respecting your environment gives you a head
start and saves time.
Understand other games:
- Play and study good Nintendo games
- Play Board games & Sports
(Days of Wonder are a great Board Games publisher)
Understand your user:
- Chris Evans BBC Breakfast Show interviews kids everyday;
- Diary of a Wimpy Kid - writer knows what it’s like to be a kid
- Read psychology papers, books and blogs
- Run focus groups & surveys
7.
8. Knowing your user will help you meet their needs and expectations
and saves time.
So much variation with gender and age.
There are as many different play styles as there are different models to
describe personas.
Find models that work for you
Previous slide is based on research by Lizzie Jackson and David
Gauntlett:
http://home.wmin.ac.uk/docs/MAD/AM/S02_SP03-LizzieJackson.pdf
9.
10. Knowing about different types of fun will help you engage kids on
different levels in the short, medium and long-term.
Nicole Lazzaro's 4 types of Fun:
- Hard Fun: Goals, Obstacles, Strategies
- People Fun: Communicate, Cooperate, Compete
- Easy Fun: Exploration; Fantasy; Creativity
- Serious Fun: Repetition, Rhythm; Collection
http://www.nicolelazzaro.com/the4-keys-to-fun/
Easy Fun is really important for kids.
Especially silly, whimsy, slapstick - crude humour
Find models that work for you
11.
12. Set yourself up to move quickly.
Must move quickly because the more ideas we play with, the more
fun we will find.
Quick: Paper & pencil; post-its and sharpies - Paper app
Precise: Omnigraffle, Google Docs
Low-Fidelity: Flash; Construct; Stencyl, HTML + jquery
13.
14. Discovery is a 2 step process. First start with Ideation .
(This is where we open up the Discovery Diamond)
Collect & welcome ideas from everywhere.
Don't kill ideas too early; don’t edit yourself.
Be concerned if you don't end up with several alternative ideas.
Use your Toolbox to Prototype and test quickly by any means.
15.
16. The second step in Discovery is Validation.
(This is where we begin filtering ideas and close the Discovery Dia-
mond)
Check if you've found the fun.
Use Mastery, Prototyping and Tests to reduce options.
Know when something's wrong - sometimes we become too at-
tached, but Validation should show us what’s simply not working.
We are NOT children.
You won't really know if you're Found some Fun until you put it in
front of kids.
17.
18. Iterate on Ideation and Validation.
(This is essentially the Double Diamond approach to design)
We don't do big design upfront (we might spend too much effort
going in the wrong direction).
We do quick slices because it helps us validate if we've found the fun
more quickly.
After you have proved your core idea, do some more discovery.
(but know when something's wrong)
19.
20. In suImary, when trying to Find the Fun for a kid's game, it is ex-
tremely risky to execute on a single idea.
To mitigate risk, start out informed, spread your bets, then build and
validate your ideas as frequently as possible.
The more iterations of Discovery & Validation we do, the more fun we
will find.
21.
22. Mastery catapults you down the path of Discovery.
However, when flying through the air you often overlook subtle de-
tails.
Mastery is important but it will often take you to Fun Parks that you
have previosly visitied (nothing wrong with that).
23.
24. Sometimes its good to walk through your assumptions.
It may lead you to discover untrodden paths.