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A piece that looks at the “boring future” as described by J.G. Ballard and the extreme obsessions that arise from living in its consumerist culture. Rossignol (the author) then proposes games should be more extreme and weird and violent (in stead of less) to alleviate said boredom. I am all for weird stuff, but I do think this article misrepresents Ballard’s views somewhat.
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For those with access to academic papers, this piece is worth having a look. It describes a method for coming up with design ideas ‘in the wild’. Useful for those designing ubicomp systems, service design and (my personal interest) pervasive games.
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Having done interaction design for large organizations, I can only agree with “Mr. X” who writes “doing the design isn’t the hard part”. On the other hand, I like Dustin Curtis’s take on why some companies succeed in delivering a good experience while others don’t: they have taste.