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Daily insights on user experience, experience design and people-centred innovation,
by international UX consultancy Experientia.
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We are an international experience design consultancy helping companies and organisations to innovate their products, services and processes by putting people and their experiences first.

4 August 2017
The human side of autonomous cars — with Nissan Research’s Melissa Cefkin

Reposted from Medium Beyond the engineering challenge of creating cars that drive themselves lies the social challenge. Before autonomous cars are ready to navigate our roads, they must be able to navigate the vastly more complicated nuances of human behaviors and interactions — from that friendly nod that says “You first” at a four-way stop, to the […]

31 May 2017
 Intervista a Todd Harple di Intel sul tech-fashion

Ripostato da Medium – English version Il mondo del fashion sta diventando sempre di più digitale — e non si tratta solo di dispositivi da indossare, ma anche e soprattutto di abbigliamento, realizzato con tessuti in cui sono effettivamente integrati dei sensori in grado di misurare e monitorare il corpo di chi li veste. Dato che la […]

8 May 2017
Why service design is the new black — Intel’s Todd Harple on fashion tech

Reposted from Medium – Versione italiana The world of fashion is becoming increasingly digital — and not just wearable devices, but with clothing made from fabrics that actually integrate sensors and technology that can monitor and measure the wearer. As fashion starts to go beyond outward appearance, fashion designers need to broaden their skillsets, to make sure […]

31 March 2017
Experientia guide to Milan Design Week 2017

It’s that time of year again – Milan’s don’t-miss event for the design community is here. If you’re looking to get inspired at Milan Design Week, then check out our top picks for the latest edition, from Experientia’s designers, strategists and partners. Milan might be best known for its busy streets, traditional cafés and world […]

12 January 2017
Experientia’s CITYOPT project awarded prestigious French award for its sustainable development design

Following the 2016 Smart Innovation Award at “FIMBACTE Trophées du Cadre de vie”, the CITYOPT project has once again been recognized, this time in the prestigious French design competition: “Observeur du Design 2017”, in the Service Design category. In June 2016, CITYOPT won the first stage of the Observeur du Design. Now the project has […]

1 December 2016
More on upcoming conference on design & sustainable innovation for smart cities

Last month Putting People First announced the upcoming conference on design & sustainable innovation for smart cities in Nice France. Meanwhile we are pleased to announce the full event agenda (see below). This event will feature professionals from leading research institutes and industry gathering to present key initiatives which combine Energy Efficiency and Service Design […]

28 February 2017

How technology gets us hooked

From a young age, humans love to press buttons that light up and make a noise. The thrill of positive feedback lies at the heart of addiction to gambling, games, and social media, reports Adam Alter for The Guardian. “The sense of creating something that requires labour and effort and expertise is a major force […]

23 October 2015

IKEA Play Report 2015

IKEA has undertaken a major research-driven project in 2014 across 12 countries (report here) to explore the subjects of children’s development and play, and young people and parents’ perception of family life at home. This is a follow-up to the 2009 Play Report which interviewed 7,833 parents of 0-12 year olds and 3,101 children aged […]

23 April 2013

Plant Wars player patterns: visualization as scaffolding for ethnographic insight

The latest contribution to Ethnomining, the April 2013 Ethnographymatters edition on combining qualitative and quantitative data, edited by Nicolas Nova, is by Rachel Shadoan and Alicia Dudek who present an interesting case study, based on visualizations, involving an on-line role-playing game. “We embarked on a study to understand both how the Plant Wars players played […]

9 July 2012

In a Fisher-Price lab, apps become child’s play

At a Fisher-Price lab, researchers watch children at play to come up with ideas for new products, including toys that incorporate apps on iPads and iPhones. At Fisher-Price, “we bring babies in with their moms and watch them at play with different types of apps, different types of products,” said Deborah Weber, senior manager of […]

12 June 2012

Augmented sensing through smartphones

So how are we doing to augment our senses through digital technologies? Here are some of the products currently on the market that allow people to augment their sensing (and sense-making) through external sensors, with result summaries visualised on smartphones and the web: – Health and healthy living: AsthmaSense, DigiFit, FitBit, Up – Sleep: Lark […]

1 May 2012

Gamification and UX: where users win or lose

In this long article, Peter Steen Høgenhaug explores how and when to use gamification to improve the user experience of websites and apps, and also when not to use it. Using game theories in areas not otherwise associated with games is often referred to as gamification. This term, however, has gotten a rather negative air […]

3 November 2011

Digital product strategy, gamification, and the evolution of UX

Greg Laugero writes about two trends that have recently entered the realm of digital product development. First is the incorporation of gaming concepts into products that seemingly have nothing to do with gaming. Second, the importance of designing products that are not only easy to use but a pleasure to use. Read article

27 June 2011

Book: Ethnographies of the Videogame

Ethnographies of the Videogame: Gender, Narrative and Praxis by Helen Thornham, City University London, UK Ethnographies of the Videogame Ashgate, July 2011, 218 pages [Amazon UK link] Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of […]

7 May 2011

Serious play: the business of social currency

Social currency is shared information that encourages further social encounters. It’s not a new concept, but the social web increases its prevalence. In the web-based collaboration software platform called Rypple, a simple act of thanking someone on a team and using a badge as a way to show your gratitude is a form of social […]

10 April 2011

Book: A new culture of learning

A New Culture of Learning: Cultivating the Imagination for a World of Constant Change by Douglas Thomas and John Seely Brown Publisher: CreateSpace – January, 2011) Paperback, 140 pages (Amazon link) The 21st century is a world in constant change. In A New Culture of Learning, Douglas Thomas and John Seely Brown pursue an understanding […]

2 September 2010

Interactions magazine on human nuances

The current issue of Interactions Magazine is generally on the nuances of what makes us human, writes co-editor-in-chief Jon Kolko, and more in particular “about authenticity, complexity, and design-and the political, social, and human qualities of our work”. Here are the articles that are currently available for free: interactions: authenticity, complexity, and design by Jon […]

21 August 2010

Creating immersive experiences with diegetic interfaces

Imon Deshmukh of Cooper thinks that interfaces can be more closely integrated with the environment in which they operate. In an article on the Cooper blog, he shares some of what he heas learned from the universe of video games and how it might be applicable to other kinds of designed experiences. “A key area […]

23 June 2010

IKEA’s Playreport

Playreport is a global research project on children, families and play, initiated by IKEA. The company conducted 11,000 interviews in 25 countries, and spoke to 8,000 parents and 3,000 children aged 7-12. It is therefore, according to IKEA, the largest global research project ever conducted on parenting, children and the state of play around the […]

17 May 2010

User experiences for children, for seniors and for play

UX Matters is another one of these great resources for the user experience community. Here three recent articles: Designing user experiences for children By Heather Nam (Mediabarn) Creating a great experience for Web site users should always take the users’ perspectives into consideration. While a user’s age can be a contributing factor in a design’s […]

23 March 2010

Eleven gambits for influencing user behaviour

In his blog, Dan Lockton, a Ph.D. researcher at Brunel University (UK), describes eleven behavioural change patterns “drawn from games or modelled on more playful forms of influencing behaviour.” “My main interest here is to extract the design techniques as very simple design patterns or ‘gambits’* that can be applied in other design situations outside […]

24 August 2009

The iPhone is not easy to use: a new direction for UX Design

Fred Beecher argues on Johnny Holland that “the iPhone is surprisingly difficult to use, but it sure is fun! And that is why it’s a game-changer.” “As a user experience designer, I thought my job was to make things not suck. Until recently. As technology has evolved, human behavior has evolved along with it. Since […]

3 August 2009

Learning from games: a language for designing emotion

Joe Lamantia, an Amsterdam based experience architect, discussed the role of emotion in game design. In his article, Lamantia draws heavily on the work by Nicole Lazzaro, a leading games researcher and design consultant. “Emotion is one of the most powerful elements of an experience, and also the most difficult to design. Yet games regularly […]

28 July 2009

Stanford seminars on people, computers and design

“CS547. Human-Computer Interaction Seminar (Seminar on People, Computers, and Design)” is a course of the Stanford HCI Group, coordinated by Terry Winograd, on topics related to human-computer interaction design. Below is a run-down of the 2008-2009 speakers (all videos are available online): September 26, 2008 – Tristan Harris , Apture New models for browsing (video) […]

23 July 2009

How the digital world is changing the rules of modern courtship

As part of a feature series on Facebook (see below), Newsweek explores how the digital world is changing the rules of modern courtship: “It wasn’t so long ago that the idea of a college romance playing out online—for better or for worse—would have been deemed weird, nerdy, or just plain pathetic. As the thinking went, […]

14 July 2009

Playful innovation and simplicity by Philips

In an exploration into how games can add value to the innovation process, Philips Design has created ‘Spark’, a board game that stimulates creativity and innovative thinking. To play Spark, the players move counters representing different characters around the board, with each space along the way describing a certain situation. By considering the potential outcomes […]

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