You’ve probably heard: If you have a hammer, everything looks like a nail. This is a commentary on how our problem solving perspective is influenced by the tools we happen to have in our hands at that moment. The tools, of course, don’t have to be physical. They can be systems, or lists, or a set of approaches that we’ve learned at school or that are enforced at work. And they can also be digital tools that we feel particularly comfortable using. These “tools” constrict our metal models, limiting the possible solutions to the design problems we face at work (or at home). It’s not a surprise that if we Google “WordPress Templates,” all the results look more or less the same. This is partly because of the tool — WordPress is a great tool, but as any tool, it limits the final creative output to what is easy. (Especially, if the designer is not a programmer.) Here’s a look at Google Image results for “WordPress Screenshots”: What’s interesting is the flip side of this phenomenon. Once we see a lot of nails, we expect nails as the solution. So it is not a surprise that not only do most…
Tag Archive for games
Background Knowledge, Background Knowledge Errors, Conceptual Design, Cultural Bias, Cultural Differences, Ethnographic & User Data, Pipsqueak Articles, Product Design Strategy, Users
US Rio+2.0 Breakout Session on Environmental & Conservation Education
by Olga Werby •
Below are the notes from the US Rio+2.0 conference hosted at Stanford last week. The notes are from the Education: Environment and Conservation breakout session. US Rio+2.0 Breakout Session Education: Environment and Conservation Attendees: Prof. Anthony D. Barnosky: Professor and Curator, Department of Integrative Biology at University of California Berkeley Wali Modaqiq: Deputy Director General (DDG), National Environmental Protection Agency (NEPA) of Islamic Republic of Afghanistan Dr. Khalid Naseemi: Chief of Staff & Spokes Person for National Environmental Protection Agency (NEPA) of Islamic Republic of Afghanistan Julie Noblitt: The Green Ninja — Climate-action Superhero Prof. Robert Siegel, M.D., Ph.D.: Associate Professor, Microbiology & Immunology Human Biology/African Studies at Stanford School of Humanities and Sciences Dr. Beth Stevens: Senior Vice President, Corporate Citizenship Environment and Conservation at Disney Worldwide Services, Inc. Madam Anyaa Vohiri, M.A., J.D.: Executive Director, Environmental Protection Agency of Liberia Olga Werby, Ed.D.: President, Pipsqueak Productions, LLC. Mostapha Zaher: Director General (DG), National Environmental Protection Agency (NEPA) of Islamic Republic of Afghanistan Our breakout group was partly the result of the conversation started the day before in the Environment session. Some of the members of our breakout group were present in that session as well. The main discussion…
Conceptual Design, Cultural Differences, Interaction Design, Interface Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Designing for the Blind
by Olga Werby •
Not much to add here — how many other cool video games are there for visually disabled? Using tactile clues instead of visual signals is a nice interaction design solution. Well done!
Cognitive Blindness, Pipsqueak Articles, Product Design Strategy, Scaffolding
Using Positive Emotion to Change Behavior
by Olga Werby •
Games can be used to change our behavior — make something fun, and we are likely to do it again and again. Psychologists call is positive reinforcement. Pleasure triggers our amygdalas — makes us make strong neural connections between the activity and positive emotion. Thrills are memorable and we seeks them out in our daily lives. Here are two examples of using fun to change people’s behavior, to make us do something we ordinarily don’t particularly want to: climb stairs and recycle. November 17th Update A fellow member of the Human Factors and Ergonomics Society (HFES), David Watts, recommended the following:
Attention Controls Errors, Perception, Perceptual Blindness, Pipsqueak Articles
Attention Control Errors & Perceptual Blindness
by Olga Werby •
Harvard Vision Lab created a few experiments that feature Attention Controls Errors and Perceptual Blindness. Below is one of their optical illusions. Directions: concentrate on the central white dot. Did the colors of the outside dots continue to shift throughout the video? If they stopped when the dots were rotating, then you’ve just experienced Silencing—the lab’s vocabulary for individual’s inability to pay attention to both motion and color shift at the same time. Here, we mostly call it Perceptual Blindness. My Personal Experience with this Illusion: The first time I watched the video, I think the colors stopped shifting…but I don’t really remember—I wasn’t paying attention! The second time, I saw the shift. When I showed the illusion to a colorblind individual, he saw the shift from the first viewing. To read about the complete experiment and to view more illusion videos, please visit the lab: http://visionlab.harvard.edu/silencing/
Cognitive Blindness, Conceptual Design, Contributor, Cultural Bias, Cultural Differences, Ethnographic & User Data, Interaction Design, Interface Design, Product Design Strategy, Users
Japanese Playing a New Video Game: Catch-Up
by Van Nga •
Tabuchi, H., “Japanese Playing a New Video Game: Catch-Up.” New York Times Online. Visited on October 4, 2010: http://www.nytimes.com/2010/09/20/technology/20game.html?_r=1 This article discuss how Japan is partnering with Westerns in the gaming industry. In the mid 1980s’ through 1990s most game franchises were developed from Japan. Some of Nintendo’s Mario, Pokemon, Sonic the Hedgehog from Sean and Gran Turismo from Sony. Japan is now at least five years behind in the industry. The best selling game was Call of Duty: Modern Warfare 2 which was developed in the United States. Concept Design: Japan use to define the gaming industry. Part of it’s problem is that they need to appeal to players that are located overseas. Interaction Design: Developers want to try and reach out to the West and collaborate. Collaboration in trying to make games have a more global appeal can possibly generate a bigger target audience. Capcom for example developed Take Shadow of Rome. This 2005 action game was made for European and American markets. Instead of designing over sized samurai swordsmen they designed over sized gladiators. Interface Design: The interface design are collaborating with people from overseas and learn their culture in order to appeal in the market. They…
Contributor, Ethnographic & User Data, Flow
Just Me and My Pessimism in the ‘Race of Truth’
by Arun •
Kolata, G. (September 2010). “Just Me and My Pessimism in the ‘Race of Truth’.” New York Times Online. Retrieved on 6 November 2010: http://www.nytimes.com/2010/09/21/health/nutrition/21best.html In this article the author recounts her experiences about a bike race she participated with her husband. Through the race she explains the factors that motivates people to stay with a sport, and mental strategies that would help in racing. The author and her husband signed up for a bike race without knowing what they were up to. Although their motivation was not win, they wanted to check where they stand and how well they perform. At the race they were intimidated by other racers who were part of professional teams with professional gear and equipments. So the author and her husband became anxious and thought they performed very badly in the time trial race. But when the results were announced, they were happy although they were in the bottom heap. The researchers call this phenomenon defensive pessimism—where atheletes do a social comparison with their co-participants and imagine they would perform worse if they are intimidated. But they would feel happy if they perform slightly better than a few. Research has shown that atheletes with defensive…