The video above shows the importance of a good story in promoting one’s product. A good story shapes the behavior of its audience—in this case, it sells beer!
Tag Archive for social gaming
Conceptual Design, Contributor, Cultural Differences, Interaction Design, Interface Design
Dating by blood type in Japan
by Roman Shumikhin •
Buerk, R. (2010). “Dating by blood type in Japan.” BBC News. Retrieved on 3 October, 2010: http://news.bbc.co.uk/2/hi/8646236.stm People in most parts of the world do not think about their blood group much, unless they have an operation or an accident and need a transfusion. But in Japan, whether someone is A, B, O or AB is a topic of everyday conversation. There is a widespread belief that blood type determines personality, with implications for life, work and love. Interest in blood type is widespread in Japan, particularly which combinations are best for romance. Women’s magazines run scores of articles on the subject, which has also inspired best-selling self-help books. There are employers who are discriminating against prospective candidates by asking about their blood type. A term for such behavior in Japan is burahara, which translates as blood group harassment. The preoccupation with blood ultimately dates back to theories of eugenics during the inter-war years. Stripped of its racial overtones, the idea emerged again in the 1970s. Now, blood typecasting is as common as horoscopes in the West, with the whiff of science—although dubious—giving it added credibility. Scientists regularly debunk the blood group theory but it retains its hold—some believe because,…
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…
Conceptual Design, Contributor, Flow, Interaction Design, Interface Design, Product Design Strategy
On “For digital artists, apps provide new palette”
by mabelev •
Harmanci, R. (2010). “For digital artists, apps provide new palette.” New York Times Online. Retrieved on October 4, 2010: http://www.nytimes.com/2010/08/20/us/20bciart.html To illustrate the impact of mobile/handheld-device technology on the arts, this article describes the work of several individual artists who have used iPhone/iPad applications as an artistic format. In my overview, I focus on the work by Scott Snibbe and pose the following question: what is it about handheld apps that sets them apart and makes them a more successful environment for interactive art than any other? Scott Snibbe is an artist for whom interactivity, i.e. the opportunity for audience participation, is a central theme. His installations are often designed to capture human bodily actions and respond to them. The audience thus has the experience of bringing an art piece’s content into existence. For example, in Falling Girl (2008) and Make Like a Tree (2006), people’s movements are replicated, with some time lag, by silhouettes projected onto screens, while in Blow-Up (2005) people’s breath triggers fans that reproduce its spatio-temporal contour. Snibbe’s very popular mobile apps are closely based on an earlier Dynamic Systems interactive series that involved manual action, except that their original version used more traditional cursor-based interface. …
Conceptual Design, Contributor, Cultural Differences, Interaction Design, Interface Design
Antisocial Networking?
by Roman Shumikhin •
Stout, H. (2010). “Antisocial Networking?” New York Times Online. Retrieved on 3 October, 2010: http://www.nytimes.com/2010/05/02/fashion/02BEST.html The main topic of this article is that technology may be changing the very nature of kid’s friendships. Children used to actually talk to their friends. But now, even chatting on cellphones or via e-mail is becoming rare. Today’s teenagers and preteens, prefer to make friends and communicate using cellphone texts and instant messages, or through the very public forum of Facebook walls and MySpace bulletins. People now are more likely to use their cellphones to text friends than to call them. The article shows two opposite points of view on the topic. The author believes the quality of human interactions is becoming worse without the intimacy and emotional component of regular face-to-face communications (hence the title of this article). The ease of electronic communication may be making teens less interested in face-to-face communication with their friends, but close childhood friendships help kids build trust in people outside their families, develop empathy, understand emotional nuances and read social cues like facial expressions and body language, and consequently help lay the groundwork for healthy adult relationships. On the other hand, online social networking allows children to become…
Conceptual Design, Contributor, Flow, Interaction Design, Interface Design, Users
Social Gaming Picks Up Momentum.
by Ben •
Article: Lee, E. (2008). “Social Gaming Picks Up Momentum.” SF Gate. Retrieved on 31 March, 2008. http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2008/03/31/BU5GVSA3F.DTL&tsp=1 1. Casual games built on top of social networks, known as social gaming, is becoming a new way for friends to reconnect and share past time each other. It has attracted users who were previously turned off by online gaming because players are playing against their friends instead of strangers. Because people are playing against their friends, there is less of a chance that the losing side will simply leave the game, which also makes the game more enjoyable. Playing games is also a way to show how a friendship is important, and doesn’t require having a topic or a conversation. 2. Some games are modeled after existing board games such as Risk and Scrabble, or even role playing games on consoles. However, the social network has allowed new game play to be developed, taking advantage of the network’s inherent social value. Friends for Sale, for instance, allows players to use their friends as stock and trade them. 3. Another innovation is people don’t need to be online at the same time to play a game together. One could race a friend at…