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…
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…
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…
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…
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…
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…
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…
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…
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…
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.…