Rosenfeld Media offered a virtual conference entitled "32 UX Tips" on 4/24/14. These are the slides I presented. For more information about my work in design theory and design research, see Design Research: Methods and Perspectives (MIT Press, 2004) and Computers as Theatre, 2nd Edition (Pearson, 2013).
This document presents a framework for designing behavior change interventions through gaming. It discusses using games for procedural rhetoric to model situations and ideas, as well as for gamification and serious games to facilitate actions and behaviors. The framework draws from the psychology of persuasion and persuasive technology, recognizing two modes of communication: media communication through representation, and dialogue through human-computer interaction. It also references the Elaboration Likelihood Model's central and peripheral routes to persuasion. The framework is intended to be relevant for game researchers, game designers, stakeholders, persuasion designers, and researchers in the psychology of persuasion.
The role of game design in addressing behavioural change (EAD11)Paul Coulton
Coulton, P 2015, 'The role of game design in addressing behavioural change'. in Proceedings for 11th European Academy of Design Conference. 11th European Academy of Design Conference, Paris, France, 22-24 April.
Rune Madsen is a computational artist and graphic designer based in Brooklyn, New York. He works at the R&D department of O'Reilly Media and runs his own small design studio. Madsen is also an adjunct professor at NYU's ITP program where he teaches courses on combining graphic design and programming. His work explores using code and algorithms to generate and transform visual elements like color, typography, grids, logos, and 3D forms.
The document discusses Brenda Laurel's six elements of drama and their application to human-computer interaction. The six elements are: 1) Enactment, 2) Pattern, 3) Language, 4) Thought, 5) Character and Agency, and 6) The Whole Action. For each element, Laurel describes what it refers to in drama and how it can also be applied to describe human experiences with computers. The elements provide a framework for both designing and analyzing human-computer experiences through a dramatic lens.
Design Investigation Method presented at SECAC 2013, Greensboro, NC. A simple research method that can be taught to beginning design students to strengthen their design solutions.
This document discusses different types of user research methods and when they should be used. It distinguishes between generative research, which is used to generate new ideas, and evaluative research, which is used to validate hypotheses. For generative research, contextual inquiry and customer interviews are recommended when an idea is being developed or for learning about customer problems. For evaluative research, usability testing and A/B testing are recommended when evaluating a redesign or new feature. Both qualitative and quantitative methods have their place, and the type of research should depend on the goal.
Deck from the Sketchnotes-SF meetup, in July at Neo [http://www.neo.com/]. We practiced sketchnoting skills and talked through the resulting work. We started with warm-ups and rapid rounds, then jumped into sketchnoting a short TED talk.
Details on the meetup at: http://www.meetup.com/Sketchnotes-SF/events/222798496/
This document provides tips for conducting lean user research as an entrepreneur or product manager. The five tips are: 1) Know what you are testing by determining if the question is about the user or product; 2) Know who you are testing by specifically defining the target user; 3) Know which corners to cut by utilizing quick research methods under an hour; 4) Know what to do with results such as capturing observations and prioritizing findings; 5) Know the unanswerable questions like would users buy or pay without concrete experience. Following these tips helps focus lean user research on answering key questions.
This document presents a framework for designing behavior change interventions through gaming. It discusses using games for procedural rhetoric to model situations and ideas, as well as for gamification and serious games to facilitate actions and behaviors. The framework draws from the psychology of persuasion and persuasive technology, recognizing two modes of communication: media communication through representation, and dialogue through human-computer interaction. It also references the Elaboration Likelihood Model's central and peripheral routes to persuasion. The framework is intended to be relevant for game researchers, game designers, stakeholders, persuasion designers, and researchers in the psychology of persuasion.
The role of game design in addressing behavioural change (EAD11)Paul Coulton
Coulton, P 2015, 'The role of game design in addressing behavioural change'. in Proceedings for 11th European Academy of Design Conference. 11th European Academy of Design Conference, Paris, France, 22-24 April.
Rune Madsen is a computational artist and graphic designer based in Brooklyn, New York. He works at the R&D department of O'Reilly Media and runs his own small design studio. Madsen is also an adjunct professor at NYU's ITP program where he teaches courses on combining graphic design and programming. His work explores using code and algorithms to generate and transform visual elements like color, typography, grids, logos, and 3D forms.
The document discusses Brenda Laurel's six elements of drama and their application to human-computer interaction. The six elements are: 1) Enactment, 2) Pattern, 3) Language, 4) Thought, 5) Character and Agency, and 6) The Whole Action. For each element, Laurel describes what it refers to in drama and how it can also be applied to describe human experiences with computers. The elements provide a framework for both designing and analyzing human-computer experiences through a dramatic lens.
Design Investigation Method presented at SECAC 2013, Greensboro, NC. A simple research method that can be taught to beginning design students to strengthen their design solutions.
This document discusses different types of user research methods and when they should be used. It distinguishes between generative research, which is used to generate new ideas, and evaluative research, which is used to validate hypotheses. For generative research, contextual inquiry and customer interviews are recommended when an idea is being developed or for learning about customer problems. For evaluative research, usability testing and A/B testing are recommended when evaluating a redesign or new feature. Both qualitative and quantitative methods have their place, and the type of research should depend on the goal.
Deck from the Sketchnotes-SF meetup, in July at Neo [http://www.neo.com/]. We practiced sketchnoting skills and talked through the resulting work. We started with warm-ups and rapid rounds, then jumped into sketchnoting a short TED talk.
Details on the meetup at: http://www.meetup.com/Sketchnotes-SF/events/222798496/
This document provides tips for conducting lean user research as an entrepreneur or product manager. The five tips are: 1) Know what you are testing by determining if the question is about the user or product; 2) Know who you are testing by specifically defining the target user; 3) Know which corners to cut by utilizing quick research methods under an hour; 4) Know what to do with results such as capturing observations and prioritizing findings; 5) Know the unanswerable questions like would users buy or pay without concrete experience. Following these tips helps focus lean user research on answering key questions.
The document discusses the importance of user experience (UX) design skills in the 21st century. It argues that the ability to organize and present information and create valuable experiences for others will be crucial. While communication tools and mediums may change, the underlying design process remains similar. The intersection of issues like information overload can be addressed through information interaction design, which involves understanding how to effectively structure and convey information across different mediums. Algorithms will become an increasingly important design material for UX designers to consider as they can unintentionally encode biases or priorities that negatively impact users. Examining algorithms and their impacts will be necessary to ensure user needs and values are met.
In this invited talk (for the Visual Language Lab at Tilburg University, Netherlands) I discuss my laboratory's recent work on Interactive Narrative Intelligence: research in support of understanding what narrative design is (as a practice), how we might design narratives intentionally, and how we might best support it. In it, I cover a variety of papers across systems, psychology, artificial intelligence, virtual reality, games, and narrative that tackle different facets of these still-open questions, and outline further (more concrete) open questions for future work.
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
Games can be used as speculative design to allow players to consider alternate presents and plausible futures. Speculative design uses fiction without commercial constraints to prototype possible futures through design fictions. Critical games have primarily critiqued current events or games themselves. Persuasive games can influence players through procedural rhetoric and by appealing to logic, credibility, and emotions, but should avoid reductionism and promote minor behavioral changes. Games as speculative design should enable consideration of multiple plausible futures through both narrative and simulation, be developed iteratively in an interdisciplinary way, and remain free of commercial influence.
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
This document outlines an approach to speculative game design called "design fiction". It discusses using games to explore plausible futures and alternative presents by creating diegetic prototypes within fictional story worlds. This allows games to suspend disbelief about change and open up discussions, rather than show how things will be. The document also discusses how speculative game design could embrace plurality, encompass both narrative and simulation, be iterative, participatory, and use rhetoric rather than persuasion. The goal is to help designers reflect on responsible uses of exploring speculative futures and alternative scenarios through game design.
This document provides an overview of different narrative design languages that could be used to analyze tabletop role-playing games (RPGs) and translate RPG design principles to digital interactive narratives. It discusses Joseph Campbell's monomyth framework, Vladimir Propp's morphology of folktales, the P.I.N.G. model that plots narratives on axes of passive-interactive and narrative-game, and Harmut Koenitz's three-axis language focusing on agency, dramatic agency, and narrative complexity. The document determines that Koenitz's language is the most suitable for this research as it provides a simplified structure to analyze the wide variety of styles within RPGs and compare their design to digital interactive narratives.
This document outlines the attributes, skills, and tools that a future healthcare strategist may need to be successful. It identifies several personal attributes like being continuously learning, curious, creative, and empathetic. A variety of skills are also listed such as data science, programming, machine learning, design thinking, coalition building, and storytelling. Finally, the document provides examples of tools that could be useful including simulation, rapid prototyping, ethnography, and various data visualization techniques.
This document discusses use qualities of digital designs. It proposes that use qualities are certain properties of a digital design that are experienced in its use and can describe desirable design outcomes. The document presents a map of around 20 proposed use qualities grouped into clusters related to motivation, interaction, and experience of use. Each quality is then discussed in more detail with examples to illustrate its meaning and importance. The goal is to facilitate the identification of important use qualities to help guide design and evaluate user experience.
Digital Storytelling for Collaborative ScholarshipLeah Henrickson
Presented at Creative Approaches to Open Social Scholarship: Australasia (28 November 2023) at the University of Sydney, organised by INKE and CAPOS as part of the Congress of HASS. Proposes how researchers may use digital storytelling and story thinking techniques to support collaborative scholarship.
The FACT platform is an open, federated AI system that evaluates news streams, assigns trust ratings to content and sources, and adjusts these ratings over time based on new stories. It includes memory and intelligence engines to generate narratives, produce counterfactuals, and rate the trustworthiness of articles. FACT is a distributed platform that federates through self-organization and novel human-AI interaction design. Its target audiences are citizens, journalists, and civic writers. The first year goals are to develop the FACT platform, run experiments with 500+ citizens, and launch a FACT reporting channel. The core team developing FACT has expertise in AI, computational modeling, and evaluating digital platforms and algorithms.
This document outlines Serena Pollastri's year 1 research plan. The research aims to map visualization processes that can contribute to designing future scenarios of sustainable, livable cities. The theoretical framework is based on a "metadesign" approach of collaboratively designing design tools to enable systemic change. The research structure involves literature reviews on visualizations, future scenarios, and cities/liveability. Design experiments are planned, including future visioning workshops and a foresight report. The timeline shows literature reviews and design experiments occurring through 2014-2016, culminating in publications and conferences.
Using Experiential Design to Understand the Future of AI & Immersive Storytel...Kent Bye
Kent Bye. (2023, November 30). "Using Experiential Design to Understand the Future of AI & Immersive Storytelling." [Keynote Presentation]
FilmGate Interactive Media Festival. Lakeside Village, University of Miami; Miami, Florida.
Using Experiential Design to understand the future of AI and Immersive Storytelling
This document summarizes presentations from the TCC 2011 conference on innovations in education and emerging media. It describes 10 proposed innovations, including a synthetic knowledge management system using artificial intelligence, augmented reality social gaming, holographic weather analysis, game-based educational simulations, improvements to web browser technology for threading, a voice-driven text messaging system for safe driving, and a customizable digital musical instrument. The innovations envision technologies for the future of education, entertainment, and business using emerging approaches like artificial intelligence, augmented and virtual reality, holograms, and mobile applications.
This document discusses the concept of expressive processing and operational logics. It defines expressive processing as the means of expression through computer processes that bridge the gap between observing digital media outputs and the actual computational processes behind them. It explores how expressive processing and operational logics have been applied to analyze fiction, games, and simulations. As an example, it analyzes the operational logics of moral choice making in the video game Darkest Dungeon. It also proposes applying these concepts to analyze the operational logics and simulations behind the cryptocurrency Bitcoin.
A primer on Artificial Intelligence (AI) and Machine Learning (ML)Yacine Ghalim
Over the past couple of years, we found ourselves investing in 7 AI and ML enabled companies, in areas as diverse as marketing, credit scoring, recruitment, fertility tracking and so on. It appears that we’ve been among the most active European investors in what most people today still view as a “theme”. Most importantly, more and more of our other portfolio companies are starting to adopt these technologies in order to make their products better.
What follows is a presentation that we gave to our LPs at our most recent investor day in February. We tried to give them a primer on these technologies: what they are ; why we are all talking about them now ; and how we, at Sunstone, are thinking about investing in those companies.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
These are notes from the Make It So presentation Chris Noessel and I have given at SXSW as well as a few other venues. Because the presentation itself isn't in a format that is easily savable, these notes are a better way to share the content.
The document discusses various concepts related to collaborative teaching and learning, including play, performance, storytelling, simulation, and transmedia navigation. It defines play as experimenting with one's surroundings to problem solve. It notes how games can make students feel part of virtual worlds. The document also lists several examples of digital tools that facilitate experiential learning through games. It then defines several "participatory literacy skills" like performance, simulation, and negotiating diverse perspectives.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
The document discusses the importance of user experience (UX) design skills in the 21st century. It argues that the ability to organize and present information and create valuable experiences for others will be crucial. While communication tools and mediums may change, the underlying design process remains similar. The intersection of issues like information overload can be addressed through information interaction design, which involves understanding how to effectively structure and convey information across different mediums. Algorithms will become an increasingly important design material for UX designers to consider as they can unintentionally encode biases or priorities that negatively impact users. Examining algorithms and their impacts will be necessary to ensure user needs and values are met.
In this invited talk (for the Visual Language Lab at Tilburg University, Netherlands) I discuss my laboratory's recent work on Interactive Narrative Intelligence: research in support of understanding what narrative design is (as a practice), how we might design narratives intentionally, and how we might best support it. In it, I cover a variety of papers across systems, psychology, artificial intelligence, virtual reality, games, and narrative that tackle different facets of these still-open questions, and outline further (more concrete) open questions for future work.
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
Games can be used as speculative design to allow players to consider alternate presents and plausible futures. Speculative design uses fiction without commercial constraints to prototype possible futures through design fictions. Critical games have primarily critiqued current events or games themselves. Persuasive games can influence players through procedural rhetoric and by appealing to logic, credibility, and emotions, but should avoid reductionism and promote minor behavioral changes. Games as speculative design should enable consideration of multiple plausible futures through both narrative and simulation, be developed iteratively in an interdisciplinary way, and remain free of commercial influence.
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
This document outlines an approach to speculative game design called "design fiction". It discusses using games to explore plausible futures and alternative presents by creating diegetic prototypes within fictional story worlds. This allows games to suspend disbelief about change and open up discussions, rather than show how things will be. The document also discusses how speculative game design could embrace plurality, encompass both narrative and simulation, be iterative, participatory, and use rhetoric rather than persuasion. The goal is to help designers reflect on responsible uses of exploring speculative futures and alternative scenarios through game design.
This document provides an overview of different narrative design languages that could be used to analyze tabletop role-playing games (RPGs) and translate RPG design principles to digital interactive narratives. It discusses Joseph Campbell's monomyth framework, Vladimir Propp's morphology of folktales, the P.I.N.G. model that plots narratives on axes of passive-interactive and narrative-game, and Harmut Koenitz's three-axis language focusing on agency, dramatic agency, and narrative complexity. The document determines that Koenitz's language is the most suitable for this research as it provides a simplified structure to analyze the wide variety of styles within RPGs and compare their design to digital interactive narratives.
This document outlines the attributes, skills, and tools that a future healthcare strategist may need to be successful. It identifies several personal attributes like being continuously learning, curious, creative, and empathetic. A variety of skills are also listed such as data science, programming, machine learning, design thinking, coalition building, and storytelling. Finally, the document provides examples of tools that could be useful including simulation, rapid prototyping, ethnography, and various data visualization techniques.
This document discusses use qualities of digital designs. It proposes that use qualities are certain properties of a digital design that are experienced in its use and can describe desirable design outcomes. The document presents a map of around 20 proposed use qualities grouped into clusters related to motivation, interaction, and experience of use. Each quality is then discussed in more detail with examples to illustrate its meaning and importance. The goal is to facilitate the identification of important use qualities to help guide design and evaluate user experience.
Digital Storytelling for Collaborative ScholarshipLeah Henrickson
Presented at Creative Approaches to Open Social Scholarship: Australasia (28 November 2023) at the University of Sydney, organised by INKE and CAPOS as part of the Congress of HASS. Proposes how researchers may use digital storytelling and story thinking techniques to support collaborative scholarship.
The FACT platform is an open, federated AI system that evaluates news streams, assigns trust ratings to content and sources, and adjusts these ratings over time based on new stories. It includes memory and intelligence engines to generate narratives, produce counterfactuals, and rate the trustworthiness of articles. FACT is a distributed platform that federates through self-organization and novel human-AI interaction design. Its target audiences are citizens, journalists, and civic writers. The first year goals are to develop the FACT platform, run experiments with 500+ citizens, and launch a FACT reporting channel. The core team developing FACT has expertise in AI, computational modeling, and evaluating digital platforms and algorithms.
This document outlines Serena Pollastri's year 1 research plan. The research aims to map visualization processes that can contribute to designing future scenarios of sustainable, livable cities. The theoretical framework is based on a "metadesign" approach of collaboratively designing design tools to enable systemic change. The research structure involves literature reviews on visualizations, future scenarios, and cities/liveability. Design experiments are planned, including future visioning workshops and a foresight report. The timeline shows literature reviews and design experiments occurring through 2014-2016, culminating in publications and conferences.
Using Experiential Design to Understand the Future of AI & Immersive Storytel...Kent Bye
Kent Bye. (2023, November 30). "Using Experiential Design to Understand the Future of AI & Immersive Storytelling." [Keynote Presentation]
FilmGate Interactive Media Festival. Lakeside Village, University of Miami; Miami, Florida.
Using Experiential Design to understand the future of AI and Immersive Storytelling
This document summarizes presentations from the TCC 2011 conference on innovations in education and emerging media. It describes 10 proposed innovations, including a synthetic knowledge management system using artificial intelligence, augmented reality social gaming, holographic weather analysis, game-based educational simulations, improvements to web browser technology for threading, a voice-driven text messaging system for safe driving, and a customizable digital musical instrument. The innovations envision technologies for the future of education, entertainment, and business using emerging approaches like artificial intelligence, augmented and virtual reality, holograms, and mobile applications.
This document discusses the concept of expressive processing and operational logics. It defines expressive processing as the means of expression through computer processes that bridge the gap between observing digital media outputs and the actual computational processes behind them. It explores how expressive processing and operational logics have been applied to analyze fiction, games, and simulations. As an example, it analyzes the operational logics of moral choice making in the video game Darkest Dungeon. It also proposes applying these concepts to analyze the operational logics and simulations behind the cryptocurrency Bitcoin.
A primer on Artificial Intelligence (AI) and Machine Learning (ML)Yacine Ghalim
Over the past couple of years, we found ourselves investing in 7 AI and ML enabled companies, in areas as diverse as marketing, credit scoring, recruitment, fertility tracking and so on. It appears that we’ve been among the most active European investors in what most people today still view as a “theme”. Most importantly, more and more of our other portfolio companies are starting to adopt these technologies in order to make their products better.
What follows is a presentation that we gave to our LPs at our most recent investor day in February. We tried to give them a primer on these technologies: what they are ; why we are all talking about them now ; and how we, at Sunstone, are thinking about investing in those companies.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
These are notes from the Make It So presentation Chris Noessel and I have given at SXSW as well as a few other venues. Because the presentation itself isn't in a format that is easily savable, these notes are a better way to share the content.
The document discusses various concepts related to collaborative teaching and learning, including play, performance, storytelling, simulation, and transmedia navigation. It defines play as experimenting with one's surroundings to problem solve. It notes how games can make students feel part of virtual worlds. The document also lists several examples of digital tools that facilitate experiential learning through games. It then defines several "participatory literacy skills" like performance, simulation, and negotiating diverse perspectives.
Similar to Rosenfeld Virtual UX Conference, Laurel (20)
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
1. Five Dramatic UX Tips
Brenda Laurel, PhD
Adjunct Professor, Computer Science
Affiliated Faculty, Games & Playable Media, Digital Arts & New
Media
University of California, Santa Cruz
www.tauzero.com
blaurel@tauzero.com
blaurel@soe.ucsc.edu
with illustrations by Verna Bhargava
from Computers as Theatre, 2nd Edition
10. Focus on designing the action—
the design of objects, environments and
characters must all serve this
grand strategic goal.
11. GRAND STRATEGY
STRATEGY STRATEGYSTRATEGY
action:
to present five serious UI “tips”
in a light-hearted way
character environment object (content)
friendly face
TACTIC TACTICTACTIC TACTIC TACTICTACTIC
TACTIC TACTIC TACTIC
clear speech
gentle colors smooth
transitions
Comic Sans logical progression
readable
images
dense bulleted
lists
18. Design Research appropriates some methods
from Market Research…
demographics
great big data
focus groups
surveys
home visits
observations interviews
19. …but uses them for a different purpose.
who will buy it?
how can we sell it?
what should we design?
20. some people have an allergy to design research.
“Ack! I have to give up my
creativity and obey my
research!”
The hula hoop is a lesson in
informed creativity.
23. Your “ideal” player, reader, user does not exist.
To touch people you must meet them where they are.
To change people you must gain their confidence by showing respect.
24. Your values come back into play
when you have analyzed your data
and are ready to synthesize it with your design creativity.
An “interface” is itself a metaphor for that ethereal boundary between human and computer.
Standard view: the interface is between me and it. Both of us communicate through it.
But to communicate effectively, I have to have a mental model of it and it needs a mental model of me.
Then again, I must have a model of its model of me, and so on. This is the horrible recursion version of an interface.
In conversation, we have the notion of common ground. In interpersonal psychology, the client and therapist are parts of a field that contains both of them, and the “patient” can be seen as the relationship.
In the theatre, also, there is a relationship between audience and players on the stage. The composer Wagner called this “interface” “the mystic gulf”.
In the late 60s and 70s interactive theatre became popular, where audiences and actors intermingled (e.g., Hair, Dionysus in 69, Café La Mama). Interactive theatre is alive again in forms like “Sleep No More.” In interactive theatre, the audience assumes a role in the action.
To them, and to us when we are immersed in human-computer interaction, the representation of the action is all there is. Each agent, whether human or computer-generated, is capable of making decisions and taking action, and they influence one another. This model gets rid of the notion of the “interface” entirely and puts the focus where it should be – on the unfolding action.(say this a couple of different ways – give audience a chance to let it sink in)
Many designers make the mistake of starting with environments or objects in their design process. A more coherent model begins with the design of the action. As with a play, the characters (or agents), environments, and objects are all derived from the action being represented. This relationship can be visualized using the model of strategy and tactics.
The basic structure looks like a tree with branches, beginning with the design of the central action. I’m using the design of this talk as an example.(make red lines thicker)
Continuing with the idea of dramatic action, it follows that the sorts of choices and actions humans can take will lead them on a journey that has a pleasing dramatic shape.
In the Poetics, Aristotle described the pleasurable shape of dramatic action. Later, Gustav Freytag diagrammed this shape as a function of complication and resolution over time. Complication may take the form of questions, unfolding desires, or efforts to take action for a purpose. Emotions rise during complication and ease during resolution, when the answers or goals have (or have not) been reached. The captions shows the anatomy of a pleasing dramatic action in all its parts. These terms are not as important as the canonical shape.
So for example, this action is not producing pleasure. Someone has tried and tried with mighty efforts then given up.
This fellow is having no fun either. He takes steps toward his goal in a methodical way. Then, something blows up or he reaches an insurmountable problem. Perhaps the learning curve has risen sharply. He messes around with it a little, quite agitated, then gives up and dribbles off into self-pity.
These all look like more or less pleasuable actions. They vary because the human agents can make various choices, but they keep their dramatic shape because the designer has constrained those choices in ways that feel helpful rather than limiting.
Nobody has time or budget for design research, it seems. But user testing is not the same as design research, and it’s not enough to get you a great product with a great UI. My students almost universally make the initial mistake of designing for themselves. Companies will often create “personas” – little characters to serve as potential users, but these are usually drawn from an image of what a good user should be or a set of stereotypes. They never make a mistake or hit a bump in the road; they exist to show how clever the designer has been. Personas are only useful if they are based on real people, and that takes design research. And you can do great design research without personas at all. Let’s look at some methods.
Observational reseasrch, interviews, and a lot of other methods are probably familiar to you from Market Research. Designers employ them similarly, but for a different purpose.
Traditiionally, market research happens later in the game – when you have a product or service with a UX strategy already cooked up. The marketiing folks are there to find out who will buy it. Once that is learned, then the question becomes how best to sell it. But design research is for the purpose of understanding what should be designed in the first place. You may indeed have a product idea and an interface in mind, but you need to know as much as you can about who is going to use it, and finding that out will inevitably change some of your ideas. Is your user under stress? What is his or her environment like? What other products and services are part of their lives? How do they feel about themselves and their technology skills? What are their actual needs? What gives them delight?
Students and even professionals often misinterpret what design research is. They are apt to say, “you mean I have to ask the customer what to make?” They feel that their creativity is at stake. But here is the important lesson: design research doesn’t literally tell you what to make; it informs your intuition and inspires creativity in the right direction. Consider the Hula Hoop. When Whammo Toys invented it in 1957, you can bet it was not because some kid at an interview told them they would like a plastic hoop to rotate around their hips. But Whammo observed rhythmic play patterns like jump-rope and clapping games, and they probably noticed the moves in some of the dance styles of the day. Their creativity was informed by this research.
A pitfall to avoid in research is letting your preconceived ideas or your values bias your findings. You literally have to hang them at the door if you’re going to get good data. For example, I didn’t have a clue about how to design the player experience in some games I designed for little girls. But my design research showed me that these girls need emotional rehearsal space for the choices that come up in their lives. That led to a strategy of what we called “emotional navigation” for the interaction strategy. Likewise, we all wanted to believe that little girls were wonderful, wise and innocent, but if we hadn’t probed their social behaviors we would not have presented them with something realistic or respectful enough to engage them.
There is no ideal user. There are a bunch of different people who have enough in common that you can design for them. To meet them where they are – at their messy desk with the cat on the keyboard, or in a state of agitated math anxiety, or taking half-hearted swipes at managing their finances – is to show them respect. They are not ideal users. They are YOUR users, if you treat them right. And if you meet them where they are, you can bring them along to a happier place through your design of their experience.
And this is where your values come back into the picture – when you know your people and you begin to see how you can bring them along to some new ways of thinking, doing, being. That’s the essence of your creative process.
When I was designing games for little girls in the late 1990s, most were afraid they’d break a computer, and few thought that technology had anything to offer them. How times have changed! Both incrementally and dramatically, we have met them where they are and taken them along into good relationships with technology. Informed by design research, we can not only create great user experiences – we can also help people grow and change in positive ways. That’s pretty cool.