The past is gone. The future hasn’t happened yet. The present is a liminal space between two non-existent things. We’re encouraged to stay present and live in the moment. But who really does that? Primarily, it’s young children and adults under duress. Young children live in the moment; their time is now. A toddler of a certain disposition doesn’t understand that taking a nap now will make them happier later. That kind of thinking requires conceptualizing a future self and taking actions now for its benefit. Those concepts take time to develop. Children typically develop time perception roughly equal to that of an adult by about eight years of age. [(2021) Development of Young Children’s Time Perception: Effect of Age and Emotional Localization] Another set of humans who are trapped in the moment are people caught in disasters — be it wars, personal attacks, illness, weather events, or earthquakes. Like young children, these individuals are also anchored in the present. When faced with the immediate demands of a catastrophe, there is little room left to consider the past or the future. Typically, as adults, we find ourselves oscillating between the past and the future, seldom pausing to embrace the now.…
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Review: Gamification at Work: Designing Engaging Business Software
by Olga Werby •
Interaction Design Foundation is about to publish Janaki Mythily Kumar’s and Mario Herger’s 2013 book: “Gamification at Work: Designing Engaging Business Software.” [reference: Kumar, Janaki Mythily and Herger, Mario (2013): Gamification at Work: Designing Engaging Business Software. Aarhus, Denmark, The Interaction Design Foundation. ISBN: 978-87-92964-06-9.] Kumar and Herger put together history and background of gamification among a broad spectrum of ventures and included a quick guide for how to apply some of the ideas and key concepts to the design of corporate dynamics for your company! Here are a few gems from the book: Figure 2.1: Player Centered Design Process. Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported). Figure 3.3: Bartle Player Types. Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported). If you think of these as user-types, then Kumar and Herger provide a set of ideas of how to design to meet the needs of these different player groups. They provide a great Player Persona Template. In Chapter 4, they explain how to gather the data for a particular company and develop user personas based on actual ethnographic information. Chapter 5 explores the motivational drivers and even…