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“Good design… is designing enablers or tools that include the use cases given, but have breathing room, rather than designing strictly to the use cases. It could be said that this reduces usability, and it often does, but with the flipside of user value
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Portfolio of illustrator Mar Hernandéz. Found her through Weplaythis. Lovely work.
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Interview with Quicksilver developer Nicholas Jitkoff who now works at Google. Also includes an interesting video of him talking at Google about how QS came to be and where it’s headed.
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“…the potential for the game creator Web app is promising for folks like me with little to no coding skills.”
Author: Kars Alfrink
links for 2008-01-23
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The notion of non-touch gestural interfaces is interesting in and of itself, but I personally enjoy looking at these diagrams even more. Documenting and designing gestures, the visual vocabulary needed for this, is what really interests me.
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How I learned to stop worrying and opened my wi-fi.
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“Steve [Portigal] is talking not about personas, but poorly conceived personas. Like any tool, personas can be wielded effectively or not.”
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Site with lots of wonderful illustrations by Kevin Cornell, who also seems to be a pretty funny writer. Makes me think I’m too serious.
Spectra of learnability
They gave us Donald Norman’s The Design of Everyday Things1 to read in interaction design school. I remember reading it and—being young an cocky—finding it all very common sense and “Why do they ask us to read this stuff?” And so on.2
I am rereading it now, in the hopes of sharpening my argument for playful user experiences.
(There are a lot of things I want to blog about actually, such as how Hill and Webb‘s adaptive design reminds me of Salen & Zimmerman‘s transformative play, why Cook rejects MDA while Saffer embraces it and more.)
Anyway, my new copy of DOET has a nice introduction by Norman in which he summarizes a few core concepts form the book. On page xi—writing on conceptual models—he writes:
“[G]ood design is … an act of communication between the designer and the user, … all the communication has to come about by the appearance of the device itself.”
In other words, if you can’t figure “it” out by just looking at it, it’s not well designed. Where “figure it out” basically means understand how to operate “it” successfully. Of course this is an important concept, but I think something’s missing.
In games, it’s not enough just to be able to figure out how to make Mario jump—for instance—you want to learn how to jump well.
It’s about skill and mastery in other words. A “Norman Door” (a door that is difficult to open) can be fixed so that people can open the door easily. But a door has a narrow spectrum of learnability. Or as Koster would probably say: The pattern to “grok” is really simple.
And anyway, why would you want to become a master at opening doors, right?
But a lot of the things I’m working on (for instance creative tools, but also toy-like environments) have more complex patterns and therefore (wether I like it or not) have a wider spectrum of learnability. And that’s where usability alone is not enough. That’s where in testing, I’d need to make sure people don’t just understand how to do stuff by looking at it. (That’s the start, for sure.) But I also want to be able to tell if people can get better at doing stuff. Because if they get better at it, that’s when they’ll be having fun.
links for 2008-01-22
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Danish serious game production seeking to educate people’s attitude towards the conflict in Palestine.
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Why oh why hasn’t Apple addressed this. My iPod Touch is nearly useless at the moment because of no 802.1X support…
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Smith’s book is here: “There isn’t a large body of research around tagging and there is no widely accepted “tagging theory,” … Much of the conventional wisdom … around tagging is being challenged by new … applications of the basic tagging techniques
links for 2008-01-19
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Useful summary of the web of data argument put forward by Coates, Biddulph and others. Down to earth. Explains the value of this approach well.
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“WriteMaps is a free web-based tool that allows you to create, edit, and share sitemaps online.” Perhaps useful sometime?
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Easy to understand explanation of Bayesian rating.
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How to create a webclip icon for use with iPhone and iPod Touch. Why not do this for leapfrog.nl, I think.
links for 2008-01-18
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“Another theory is, picross is just too unique. Especially for the mobile users. If you look at other games, the ones making noise are the very very simple and familiar ones.” Nonograms might take too long to solve for them to be suited to snack gaming.
Slides for my Oslo UXnet meetup talk
Last night I presented at the January UXnet meetup in Oslo. When Are invited me to come over I thought I’d be talking to maybe 60 user experience people. 200 showed up—talk about kicking off the year with a bang. I think the crew at Netlife Research may just have written UXnet history. I’m not sure. (Don’t believe me? Check out the RSVPs on the event’s page at Meetup.com)
The talk went OK. I had 20 minutes, which is pretty short. I finished on time, but I had to leave out a lot of examples. The original talk on which this was based is a 2 hour lecture I deliver at UX companies. (I did this last year for instance at InUse.)
The lack of examples was the biggest point of criticism I got afterwards. I’ll try to make up for that a bit in a later post, listing some examples of web sites and apps that I would call in some way playful. Stay tuned.
For now, here are the slides (no notes I’m afraid, so it’ll be hard to make any sense of them if you weren’t there). Thanks to Are Halland for inviting me. And greetings to all my friends in Oslo. You’ve got a beautiful UX thing going on there.
links for 2008-01-16
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Long, good overview of Dan Hill’s thoughts on adaptive design, interaction design, hackability and architecture. I agree with one of the commenters that he should write a book about this. Required reading for IxDs I’d say.
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“FATWORLD is a video game about the politics of nutrition. It explores the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S.”
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Context aware stuff keeps fascinating me: “Shelf is an app for MacOS that looks at the current foreground application, and tries to figure out if what you’re looking at corresponds to a person in your Address Book. Then it’ll tell you things about the
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“…it clearly demostrates the power of access and general enablement that Playyoo is creating for the everyday gamer with an idea…”
links for 2008-01-15
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Reach the 16th floor by cooperating with previous incarnations of your own cursor. Fun little game concept.
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I’m impressed with this awesome effort to catalogue Thomas Jefferson’s library on LibraryThing. Not so much because I’m into Jefferson, but because of the potential of similar efforts for people I do find interesting. Time to revamp my LT account.
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“The web’s greatest strength, I believe, is often seen as a limitation, as a defect. It is the nature of the web to be flexible, and it should be our role as designers and developers to embrace this flexibility”
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Well-written, accessible article by Greg Costikyan seeking to define games. Over 10 years old but reads like it was written yesterday. “I have to believe that the solitary nature of most computer games is a temporary aberration…”
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Wired’s special on snack culture from a while back. Reference material for my GDC Mobile 2008 talk.
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Fun fact considering that I’ve been spending some time in Estonia lately: “Every Estonian eID holder (around 80% of Estonian population) has an unique OpenID with the format open.id.ee/[firstname].[lastname](.number)”
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“When working with games, it is helpful to consider both the designer and player perspectives. It helps us observe how even small changes in one layer can cascade into others. In addition, thinking about the player encourages experience-driven (as opposed to feature-driven) design.”
links for 2008-01-14
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“Flickr is playful, and it is structured to bend the trajectory of users back into it. […] With Flickr you get the feeling that you are playing in partnership with the developers, both of you playing together […] You have different abilities, that’s all”