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Daily insights on user experience, experience design and people-centred innovation,
by international UX consultancy Experientia.
Searched by tag:

Play

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.

22 June 2016
A united energy economy: Experientia helps wrap up the CITYOPT Nice pilot project

Can behavioral change address local energy issues, raise people’s awareness energy consumption issues, and directly support non-profit organizations at the same time? With the Nice pilot of the CITYOPT project, we have seen strong suggestions that it can. It also suggests that the sense of belonging to a local community is a strong motivation for […]

23 May 2016
Experientia white paper: “Conducting clinical trials is about working with patients”

Patient-centricity is one of the defining issues facing clinical trials in the pharma industry. The past few years have seen a growing awareness by pharmaceutical companies of the importance of patient-centricity – but they have also illustrated that not everyone is clear on just what patient-centricity is, or how to achieve it. After using UX […]

12 April 2016
The latest on innovation in Energy Efficient Buildings: annual round-up of EU Commission projects

Every year, the Energy-efficient Buildings (EeB) Public Private Partnership (PPP) publishes the EeB PPP project review – a round-up of energy-efficiency projects that have been co-funded by two European Commission schemes. This year, the print and digital booklet design was done by Experientia, in particular by our talented visual and interaction designer Dohun Jang. Experientia […]

8 March 2016
Behavioral modeling – Shaping cultural change and behavioral evolution

One of the things we do here at Experientia that really sets us apart from other UX agencies is behavioral modeling. Our cognitive and behavioral models go beyond the standard customer journeys and personas (both useful tools, and often preliminary steps to behavioral modeling) to create frameworks that can be used to make people more […]

1 March 2016
Singapore’s main newspaper on Experientia’s design with the elderly

Arti Mulchand reports in the Straits Times, Singapore’s main newspaper, on Experientia’s “Design for Ageing Gracefully” project: Putting faces to end-users early in the design process is changing the way designers and organisations are approaching products aimed at Singapore’s growing elderly demographic. Experientia’s ethnographic study, which was commissioned by DesignSingapore Council in a collaboration with […]

18 January 2016
Experientia website completely reshaped

Experientia is pleased to announce that we’ve started 2016 with a brand new website. Experientia’s now officially 10 years old, and we decided that the best way to celebrate is by building a new website that showcases our growth – with new projects, new people in the staff, and two new locations in Lausanne and […]

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 […]

7 July 2009

The future of innovation is … together

  David Simoes-Brown alerts us on UK’s Nesta Connect about an excellent new collaborative book about The Future of Innovation where hundred of authors give their views. Over 350 leading thinkers from business, government, consulting and academia from around the globe share their thoughts, experiences, dreams, visions, hopes, concerns, and passions around The Future of […]

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