This document discusses how to sustain passionate users over the long term by adding elements of gameplay to otherwise mundane activities. It suggests motivating consumer behavior through game mechanics like points, levels, badges etc. and maintaining user engagement through continual novel and delightful challenges that allow users to extend and exercise their capacities. The document also provides examples of how different attitudes and approaches can make the same content more interesting and fun for users.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
We all enjoy well-designed, well-crafted experiences, but all too often our development processes (Agile, Lean) and organizational cultures seem to pit deadlines and quick iterations against a thoughtful attention to details. Sacrificing quality on the altar of quick is a dangerous mistake, especially as the bar for “good enough” continues to rise in 2015.
We see an ever increasing attention to detail, specifically when it comes the careful use of animation, typography, communications with customers, and creating all-around frictionless experiences. This attention to detail isn’t limited to Apple anymore. Instead, we’re seeing this across industries—companies like Uber, Square, Virgin, and Nest are sweating the details to dominate their competition through design.
So, what does it take for a company to consistently deliver great customer experiences? And what exactly does it mean to be a “design-driven” company?
Speaker Stephen P. Anderson will share his experiences, both as a consultant and now as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share the tools and processes he uses to reconcile “getting it done” with “getting it done right,” showing how you can create a culture that values both shipping and quality experiences. He’ll explore what craftsmanship looks like for (mostly) digital experiences, with numerous examples of companies and products that are raising the bar for UX professionals.
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
We all enjoy well-designed, well-crafted experiences, but all too often our development processes (Agile, Lean) and organizational cultures seem to pit deadlines and quick iterations against a thoughtful attention to details. Sacrificing quality on the altar of quick is a dangerous mistake, especially as the bar for “good enough” continues to rise in 2015.
We see an ever increasing attention to detail, specifically when it comes the careful use of animation, typography, communications with customers, and creating all-around frictionless experiences. This attention to detail isn’t limited to Apple anymore. Instead, we’re seeing this across industries—companies like Uber, Square, Virgin, and Nest are sweating the details to dominate their competition through design.
So, what does it take for a company to consistently deliver great customer experiences? And what exactly does it mean to be a “design-driven” company?
Speaker Stephen P. Anderson will share his experiences, both as a consultant and now as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share the tools and processes he uses to reconcile “getting it done” with “getting it done right,” showing how you can create a culture that values both shipping and quality experiences. He’ll explore what craftsmanship looks like for (mostly) digital experiences, with numerous examples of companies and products that are raising the bar for UX professionals.
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
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.
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.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
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.
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.
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.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
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.
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.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
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.
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.
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.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
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.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Creating a feedback culture in the workplace is key to driving employee retention, engagement, and ultimately, the success of your business. Still, most organizations struggle to provide their people with the timely, ongoing insights they need to stay on track. In this session you'll learn about:
• The nature of these challenges and why they exist
• The simple, social behaviors that help overcome them
• Specific strategies you can use today to help get your people on track
Presentation also includes a bonus discussion around gamification!
Similar to Long after the Thrill: Sustaining Passionate Users (SxSW Version) (20)
Place in Space (AKA "How to Design A Concept Model")Stephen Anderson
“How do you create a concept model?”
It's a simple question without a simple answer. As wranglers of information, we routinely create visual artifacts to make sense of difficult subjects. Think service blueprints. Site maps. Clusters of sticky notes on walls. Venn diagrams. These are all external representations created to organize our understanding—concept models. And in team settings, these models allow us to communicate and collaborate; master these visual thinking skills and you can effectively frame the conversation. For as long as we’ve organized things into stacks (“my pile, your pile”) or into some continuum (letterforms carved into a clay tablet, sorting kids by height), we’ve used the *spatial* arrangement of things to assign meaning. Consciously or not, we're tapping into a powerful visual language to help us and others understand difficult concepts. But, what is this language we're using? And can it be taught?
In this session, speaker and author Stephen P. Anderson will share the fundamental elements behind every visual representation. Much like there’s a grammar behind the written word, there’s a grammar behind the visual display of information; once understood, you can easily create clear and concise visual representations of thought.
Best of all, this same approach extends into other kinds of external representations, such as custom data visualizations or novel interfaces. And, as we move into a connected world, where information is distributed into the physical environments around us, we can prepare now by having a fundamental vocabulary to describe this arrangement of information.
Whether on the page or screen, or in the physical space around us, understanding how to derive (and convey) meaning through the arrangement of information is and will become an essential skill for anyone designing information.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
It’s easy to solve the wrong problems. Good design relentlessly questions assumptions and reframes the problem to be solved. We know this, and yet, HOW to actually reframe a problem is missing from our conversations.
In this session, Stephen P. Anderson will share tips that have helped him cut through the noise of requests and requirements, to focus on the real problem(s) to be solved. Specifically, you’ll pick up ways to see a problem from different perspectives, ways to ask why, how to draw upon seemingly unrelated experiences, how to separate real from perceived constraints, and most importantly, ways to keep yourself in check, so as not to solve the wrong problem (or if you do, you do so intentionally, for a strategic purpose!).
Whether you’re designing strategies or screens, you’re sure to pick up a few new mental hacks that you’ll no doubt use on a daily basis.
For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
How are stories constructed? // The things we buy, the decisions we make, how we spend our time— stories govern all these actions. But how are these stories constructed? Specifically, what have we learned about how our brains make sense of and integrate new information?
What do rock bands have to do with management? Groups and organizations, just like musicians, don’t all work and behave in the same way. In this presentation, I to the music industry to describe four organizational archetypes—each with a different set of values and way of working. By understanding each of these work cultures, the culture you work in, and the work style that best fits you personally, we can make sense of the conflicts we face at work and become more effective at our job, whether we’re employees, managers or—rock stars!
We all work with information. In our web sites. Our web apps. Print communications. Graphs, and charts. But how exactly do you present information in a way that simplifies the complex, communicates powerfully, and actually delights people?
In this presentation, Travis Isaacs and I share some of our information design secrets. From travel plans to search results to quarterly earnings statements—here's a handful of information design and data visualization case studies, identifying principles that apply to just about any project.
Learn how to identify and group related information, create a visual hierarchy, draw focus to the most important content, use images appropriately, see familiar data in a fresh new way, and much more!
Leading the Rebellion: Turning Visionary Ideas into RealityStephen Anderson
(My presentation from Adaptive Path MX)
You’ve got an idea. Maybe it’s a better process that’s a bit unorthodox. Or maybe it’s a new product idea you need to push through your organization. The question is: How does that idea become reality? Between procedure, politics, and other pushbacks, implementing visionary ideas — however promising — requires a lot more than a good prototype or story.
To understand how unorthodox ideas can make it through an organization, we’ll look outside the design industry to filmmaking. Specifically, we’ll look at what it took to make the one of the most influential — and disruptive — films of all time: the original Star Wars movie. If we look behind the scenes, what did it take to get George Lucas’s space fantasy from script to screen? From assembling the right team to navigating the Hollywood corporate studio environment to tapping into powerful universal patterns, speaker Stephen P. Anderson will share six lessons that we as UX Managers — and leaders — can all learn from Lucas’ adventure.
Inspiration from The Edge: New Patterns for Interface DesignStephen Anderson
(My presentation from the IA Summit 2008)
Want a fresh perspective on UI design? Look around. Not at other web sites or desktop applications but at other interactive media. Tivo, the iPhone, the Wii software interface, the ‘Sugar’ OS for the XO Laptop… there’s a world of new UI inspiration that is already being proven out in other devices.
The Force Behind Star Wars: Turning Design Ideas into RealityStephen Anderson
You’ve got an idea. Maybe it’s a new idea for a web application. Maybe it’s a new product idea you need to push through your organization. The question is: How do you turn an idea into reality?
To answer this question, we’ll look at the making of Star Wars. We’ll look behind the scenes at what it took to get George Lucas’s space fantasy from script to screen. From assembling the right team to navigating the Hollywood corporate studio environment to tapping into powerful universal patterns—this presentation suggests more than a dozen lessons UX designers (and developers!) can all learn from this adventure.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
10. Sustaining passionate users...
Through delightful challenges.
Human beings have an inherent tendency
to seek out novelty and challenges, to
extend and exercise their capacities, to
explore, and to learn.
Edward Deci, psychologist
13. Attitude One:
This stuff is
boring.
I’ll make the best
of it. But, you’ll
have to work and
apply yourself to
get something
out of this class.
14. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
boring. that interesting.
I’ll make the best But, I’ve added
of it. But, you’ll some activities to
have to work and the content that
apply yourself to will make this a
get something lot more fun for
out of this class. everyone.
15. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
”
”
boring. g
that interesting.
lf
se tin
a
ur
I’ll make the best But, I’ve o
added
C
Yo
of it. But, you’ll some r
a activities to
ly
have to work and theg
u content that
pp
apply yourself to S make this a
“will
“A
get something lot more fun for
out of this class. everyone.
17. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game The thing now has People are more
A thing a new layer of fun likely to engage
mechanics
it didnʼt before. with that thing
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders
Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
18. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game The thing now has People are more
A thing a new layer of fun likely to engage
mechanics
it didnʼt before. with that thing
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders
Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
19. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
20. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
31. What would
A time tracking app
with these characteristics:
{whatever you
wrote down}
look like?
32. What would
A time tracking app
with these characteristics:
-Turn based game
-Goal: reach ‘x’ points 1st
-trade resources
-cooperate + compete
-chance + strategy
look like?
51. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
”
”
boring. g
that interesting.
lf
se tin
a
ur
I’ll make the best But, I’ve o
added
C
Yo
of it. But, you’ll some r
a activities to
ly
have to work and theg
u content that
pp
apply yourself to S make this a
“will
“A
get something lot more fun for
out of this class. everyone.
52. Attitude One: Attitude Two: Attitude Three:
This stuff is This stuff isn’t all This stuff is really
”
”
boring. g
that interesting. quite interesting!
lf
se tin
a
ur
I’ll make the best But, I’ve o
added I’m going to show
C
Yo
of it. But, you’ll some r
a activities to you why this is
ly
have to work and theg
u content that important. But
pp
apply yourself to S make this a
“will first, I’ve got a
“A
get something lot more fun for challenge for
out of this class. everyone. you…
54. Attitude One: Attitude Two: Attitude Three:
This stuff is This stuff isn’t all This stuff is really
”
”
boring. g
that interesting. quite interesting!
lf
se tin
a
ur
I’ll make the best But, I’ve o
added I’m going to show
C
Yo
of it. But, you’ll some r
a activities to you why this is
ly
have to work and theg
u content that important. But
pp
apply yourself to S make this a
“will first, I’ve got a
“A
get something lot more fun for challenge for
out of this class. everyone. you…
55. Attitude One: Attitude Two: Attitude Three:
This stuff is This stuff isn’t all This stuff is really
”
”
boring. g
that interesting. quite interesting!
”
lf
se tin r y
a e
ur
I’ll make the best But, I’ve o
added I’m goings tto show
C a this is
Yo
of it. But, you’ll some r
a activities to you why
M
“
ly
have to work and theg
u content that important. But
pp
apply yourself to S make this a
“will first, I’ve got a
“A
get something lot more fun for challenge for
out of this class. everyone. you…
63. VS
relative to our personal best
relative to others
64.
65. “...for each day that I do my task of
writing, I get to put a big red X over
that day… After a few days you’ll
have a chain. Just keep at it and the
chain will grow longer every day.
You’ll like seeing that chain,
especially when you get a few weeks
under your belt. Your only job next is
to not break the chain.”
77. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
78. TO GET BETTER AT
ESTIMATING MY TIME
Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
79. TO GET BETTER AT
ESTIMATING MY TIME
POINTS
BADGES
Play & Goals &
Challenges + Rewards = Game
ACHIEVEMENTS
SCOREBOARDS
LEVELS
(a gross oversimplification of game design!)
80. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
84. ason we throttle shots is to
se it isn't obvious, the re ope scarcity
In ca
ers to post w ith care - we h
encourage play
s quality. (So far, so good.)
induce
96. ...monitoring the bloom
was the gentle nudge
[Andrew Chen] needed to
stay on track.
“It’s a nice reminder to be
more active without being
too numeric or cold...”
http://bits.blogs.nytimes.com/2009/12/10/fitbits-motivator-a-virtual-flower/
97. The little flower growing represents
anticipation and hope that something good
will happen, which is the flower growing...
When you push that button and see the
change, it's instant feedback, a reward.
Even though the device seems simple, it's
tapping into a complex psychology that
changes people's behavior... It hits the right
button.
These kinds of feedback systems tap into
basic human nature... Most humans are
naturally wired to nurture things and be
rewarded for doing so...
http://www.core77.com/blog/news/captology_how_the_fitbit_pedometer_really_motivates_its_users_15582.asp
98.
99. All the endless questions a person answers
also produces "personality" reports on the
type of person you are. So, even if you're
not seeing anyone on the site you want to
date, you keep coming back for more
because you get to learn more about
yourself and your tastes. Pretty ingenious
if you ask me, and I've been through the
gamut of almost every online dating site
out there.
-commenting on OK Cupid
101. Education Investing Office Politics
Play & Learn to speak French; Make lots of money Become the CEO
Challenges flirt with the french girl
Conflicts & Memorizing vocabulary pressure of time; how competition from other
Choices words; choosing how much to invest; which co-workers; office politics,
much time to spend stocks to buy choosing who to align
studying yourself with; taking a
stand vs going under the
radar
Feedback Successfully ordering a stock goes up or down promotions; quarterly
Loops menu item (en performance reviews;
Francais) successful product
launches
Goals & Get an A, pass the quiz cashing out with a A new title; more
Rewards sizeable sum of money; employees under your
30% annual growth direction
110. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
111. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
112. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
It works and they continually update/improve the application.
it does a decent job very reliable and affordable
reliability and ease of use
It's not complicated.
Management, customization, and layout options
does one particular thing well
my friends use it utility of the application
there isn't another option
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
113. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
It works and they continually update/improve the application.
it does a decent job very reliable and affordable
“Where is the love?” use
reliability and ease of
It's not complicated.
Management, customization, and layout options
does one particular thing well
my friends use it utility of the application
there isn't another option
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
114. How do we get people to stay in love
with our applications?
?
By providing a service
that is trustworthy
and of value.
115. Share examples of services youʼve used for more than
6 months that continue to delight - not just satisfy -
you (and how they do it).
116. Share examples of services youʼve used for more than
6 months that continue to delight - not just satisfy -
you (and how they do it).
<crickets>
119. HIGH SATISFACTION
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED
LOW SATISFACTION
120. HIGH SATISFACTION
Performance
Payoffs
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED
LOW SATISFACTION
121. HIGH SATISFACTION
Performance
Payoffs
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
122. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
123. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
T
IM
NEUTRAL VALUE
E
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
124. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
125. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION