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The Tarquin Engine is a tool for the creation and delivery of zooming infinite canvas webcomics. Might come in handy when delivering conceptual comics.
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Awesome little indie game: “Kumoon is a hybrid of a third person shooter and a puzzle game. Player controls a chick that tries to knock down boxes in various rooms by shooting them with a revolver, shotgun or a bazooka.”
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Interesting thoughts on the value of sketching in the design process. I liked the comparison of sketches to prototypes most.
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A thorough analysis of the problems Facebook ran into when introducing a new feature a while ago. It seems they still haven’t learnt though, ’cause I read something on a new user revolt recently.
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Nice little interview giving some insights on how Cheng uses comics at Yahoo! Includes some useful links to resources for comics creators.
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Interesting presentation from Nova on the directions mobile entertainment is headed.
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Shirky’s thoughtful reply to the much derided book Cult of the Amateur.
Author: Kars Alfrink
links for 2007-07-21
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Some really great information graphics here.
Game mechanics in web apps
A while ago there was a discussion on the IAI members list about game mechanics on web sites. Andrew Hinton pointed to the Google Image Labeler and LinkedIn‘s ‘profile completeness’ status bar and asked: “Can anyone else think of a use of a game mechanic like this to jump-start this kind of activity?” (Where “this kind of activity” is basically defined as something people wouldn’t normally do for its own sake, like say tagging images.)
I was thinking about this for a while the past week and seem to have ended up at the following:
On LinkedIn, having a (more or less complete) profile presumably serves some extrinsic goal. I mean, by doing so you maybe hope you’ll land a new job more easily. By slapping a status bar onto the profile that gives feedback on its completeness, the assumption is that this will stimulate you to fill it out. In other words, LinkedIn seems unsure about the presence of extrinsic motivations and is introducing an intrinsic one: getting a 100% ‘complete’ profile and as such making a game (in a very loose sense of the term) out of its professional network service. A good idea? I’m not sure…
On Google Image Labeler, the starting point for its design was to come up with a way to have people add meta-data to images. Google actually ‘bought’ the game (originally called The ESP Game) from CAPTCHA inventor Luis von Ahn, who before that did reCAPTCHA and after went on to create Peekaboom and Phetch. Anyway, in the case of the Image Labeler (contrary to LinkedIn) there was no real extrinsic goal to begin with so a game had to be created. Simply having fun is the only reason people have when labelling images.
Note that Flickr for instance has found other ways to get people to tag images. What happened there is (I think) a very nice way of aligning extrinsic goals with intrinsic (fun, game-like) ones.
‘Pure’ games by their very nature have only intrinsic goals, they are artificial and non-utilitarian. When you consider introducing game-like mechanics into your web site or application (which presumably serves some external purpose, like sharing photos) think carefully about the extrinsic motivations your users will have and come up with game-like intrinsic ones that reinforce these.
Update: Alper finished the LinkedIn profile completeness game and was disappointed to find there is no pot of gold at the end of the rainbow, mirroring the experience many players of real games have when finishing a game.
links for 2007-07-20
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Hadn’t bookmarked these first time around, might as well do it now. Excellent talk on the dynamics of social software with a particularly interesting part on driving user behaviour through rewards.
links for 2007-07-19
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Great talk by Shirky on how current coordination tools allow people to do huge things just for love (in stead of commercialism).
links for 2007-07-18
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Porter is starting a design service for social web apps. Seems like a logical move. Curious to see what he’ll be working on.
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Raszin rehashes some old Cooper style IxD wisdom. Can never say this too often though, so still worth reading. In short: Never ask for permission, always provide undo.
links for 2007-07-17
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Missed this when it came out; looking forward to seeing what kind of cool stuff indie Wii game developers will come up with.
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A fun presentation by Dan Cederholm on some of the bits that go into interface design for the web. I like his mix of design and technology knowledge.
links for 2007-07-14
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Veen explains where he got the inspiration for the new Google Analytics’ graphs from.
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An insightful little piece on how Schulze and Webb came to be. Inspirational.
links for 2007-07-13
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Goed nieuws voor game design studenten in NL — als je met écht iets goeds komt kan het zo maar bij een grote uitgever belanden (nou ja niet helemaal vanzelf, maar toch…)
links for 2007-07-12
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Some background on multi-touch interfaces including a link to a history of multi-touch by Buxton. Curiously missing is Philips’ Entertaible (ugh).
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First in a four-part series on failure. Lamantia talks about his experiences as an entrepreneur and two ancient cultures that have faced failure with very different levels of success.
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Funny but spot-on piece by Andy Smith on how to (not) treat your web developers. Recognizable.
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Interesting (and fun) design brief on creating toys and games using RFID.
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Will the iPhone’s release *really* ‘change the game’? I’m looking forward to the first reports of people actually using it as a case to get UX higher on the agenda.
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Greenfield points to the iPhone as an example of how in experience design execution of the whole service ecology is of importance.
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Coates might have come into contact with the beginnings of an ARG around the Watchmen movie. Eager to see how this plays out.
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Schulze lists some of his favorite comics he’s a Warren Ellis fan, evidently.
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Recording of great presentation by Will Wright on the stuff he uses as a toolbox for designing games.
