Rajat Paharia, founder and Chief Production Officer of Bunchball, discusses participation engines and the use of game dynamics and behavioral economics to incentivize and motivate user participation on the web.
Rajat Paharia, founder and Chief Production Officer of Bunchball, discusses participation engines and the use of game dynamics and behavioral economics to incentivize and motivate user participation on the web.
We are often asked how and when Design Studio should be used in a startup or enterprise whose product team embraces agile. We hope this article answers some questions about how to effectively use Design Studio (as well as variations on it), and to avoid potential pitfalls so those practicing some flavor of agile UX will be better armed to solve difficult problems in their work.
The description of Design Studio in The Design of Design Studio was meant to serve as the canonical example, and is best suited for the beginning of a significant series of projects focused around one theme, or a set of themes. The output of such a design studio session may span many iterations. There are, however, many variations of Design Studio that can be employed to good effect for the smaller problem spaces within agile processes. For example, a Scrum team may need to explore a more targeted problem space that they identify during iteration planning prior to a sprint.
This should not imply, however, that we use Design Studio during what is sometimes called “Iteration 0,” although there is no reason why it couldn’t be used then. We don’t happen to follow the “staggered sprints” model popularized by Desiree Sy and Lynn Miller at Autodesk. Instead, we solve problems as whole Scrum teams and bring the ideation, design, and development phases as close as possible to the same kickoff point so the concepts can inform story-gathering and estimation sessions.
Audio: Secret Machines, First Wave Contact.
Pretense: an artful or simulated semblance; “under the guise of friendship he betrayed them”
The rape of [the] creative praxis must bear in mind certain maxims formulated by SemanticWill in a punch-drunken stupor:
“Art not ashamed to publish thy disease?”
–Sir Philip Sidney, Astrophel and Stella, 1591
As of this date, there are no known viruses which can infect merely through reading a mail message.
–U.S. Computing Incident Advisory Capability Report, Dec. 6, 1994
I don’t think this means we all hope to be viral (certainly not like some social media douchebags). I was thinking this morning about the ideas related to the “Wisdom of Crowds,” and that there should exist a steady theoretical tradition of looking at crowds as the self-fulfilling prophecy of a meta-species. As autonomous emergent entities existing independent from the cognitive processes of the individuals it is made of; capable of consciously acting in the world. When looking for factual proof of the existence of such a sim-active, instead of viral-like adaptive, intelligence, one can only start by assuming that this entity must produce some observable patterns. Patterns we can isolate and possibly decode.
Many poets, and all mystic and occult writers, in all ages and countries, have declared that behind the visible are chains on chains of conscious beings, who are not of heaven but of earth, who have no inherent form but change according to their whim, or the mind that sees them. You cannot lift your hand with influencing and being influenced by hoards. The visible world is merely their skin.
[William Butler Yeats – 1888]
Words for Tuesday 04.19.11:
Praxis is the process by which a theory or lesson becomes part of lived experience through a cycle of action-reflection-action [1]. “It’s about how we live. It’s about everything we do; it surrounds us.”[2]
Incunabulum, n. An incunabulum is a book, single sheet, or image that was printed — not handwritten — before the year 1501 in Europe.
Ecphrasis, v. Ecphrasis or ekphrasis (from Greek ek out + phrasis speaking, verb ekphrazein, to proclaim or call an inanimate object by name) in modern times is taken to be the graphic, often dramatic description of a visual work of art while anciently the word applied to a description of any things, persons, or even human experiences.
Example of Ecphrasis:
Thetis’ silver feet took her to Hephaestus’ house,
A mansion the lame god had built himself…
She found him at his bellows, glazed with sweat
As he hurried to complete his latest project,
Twenty cauldrons on tripods to line his hall
With golden wheels at the base of each tripod.
….He was getting these ready,
Forging the rivets with inspired artistry.
[Homer, Iliad, 18:398, Lombardo translation]
What is [it[being SemanticWill's article[text exhibiting patterns]]]?
An article by the personification|persona SemanticWill should not be defined. Defining a SemanticWill article would be like defining what chemicals cascading through synapses is, or what a codex of insanity is, or what an experimental hypermedia art installation is. “I do not like that presumptuous Philosophy which in its rage of explanation allows no static signification; no symbol representative of the vast Terra Incognita of Knowledge, for the Facts and Agencies of Mind and matter reserved for future Explorers.” – Remix of Samuel Taylor Coleridge
Perhaps it would be better to |de|-define the x,y,z of what I write. It is not a diary, it is not dated, it is not autobiography per se, it is not a dreambook. It is the recursive processing of meta-narrative inscribed within a conceptually simulated noospace. It is the intertextuality of a Mendelbrot. It is not the underlying algorithm, it is the recognized pattern of lies and truths woven together. Pattern recognition, I was thinking, is useful when you think about the nonlinearity of the creative process. Which, of course, reminds me of something Toffler wrote, the great cybernetic fallacio-mechanism that he is:
“Today, the technologies of deception are developing more rapidly than the technologies of verification. Which means we can use a television camera, plus special effects, plus computers, etc. to falsify reality so perfectly that nobody can tell the difference. And the consequences of that eventually could be a society in which nobody believes, everybody knows that seeing is not believing, and nobody believes anything. With the exception of a small minority that decides to believe one thing fanatically. And that’s a dangerous social/cultural situation.
One of the consequences of living through a period like this, which is in fact a revolutionary period, is that the entire structure of society and the processes of change become nonlinear. And nonlinearity I think is defined almost by the statement that ‘small inputs can have large consequences.’ While large inputs can sometimes have very small consequences. That also means in a political sense that very small groups can, under a given set of circumstances, achieve power. And that is a very threatening idea for anything remotely resembling what we believe to be democracy. So we’re going into a period, I think, of high turbulence and considerable danger, along with enormous possibilities.”
[interview with Alvin Toffler, in Modulations: A History of Electronic Music]
The reader returns to a previously-visited node of writing and eventually departs along a new path. Some of the things I write create recurrence and so express the presence of structure. Kolb’s “Socrates In The Labyrinth” discusses the role of in argumentation-augmentation, showing how hypertext cycles emerge naturally from traditional argumentative forms. Cyclical repetition also modulates the experience of the hypertext, emphasizing key points while relegating others to the background. I may break a cycle automatically by using relative or conditional links, or may use breadcrumbs to guide the user to depart along a new trajectory. Relying on breadcrumbs to break cycles is far more common in other’s writing than mine, but that’s because I prefer to hold the reader captivated while vultures peck at their eyes.
The reader rejoins a previously-visited part of the hypertext corpus after consuming me and continues along a previously-traversed trajectory through one or more spaces by means of tags, before the cycle is broken. Revisiting a previously-visited article to read the comments, moreover, may itself provide a fresh experience because the new context (introduced by the reader by commenting, or the interchange with the author) can change the meaning of a passage even though the words remain the same. Measured and planned repetition of themes across comments, articles, connections, can reinforce the writer’s message; recursive cycles thus lend themselves not only to a variety of simulated effects, but also to familiar writerly motifs:
Hallucination was the meta-recursive process made manifest, deja vu, compulsion, break-beat, ripple, canon, isobar, daydream, and theme and variation…Of time-shift there is the death of uber-morosoph SemanticWill as writer and the near disintegration of the manufactured persona…but before the self [dis] integrates, it is killed off so that the persona itself can supercede by means of simulation. [Cycle]
This blog is not a web site per se, it is not even writing if you prefer to see it that way, but writing seems well-suited to the ‘Idea of This Article,’ as does code. My article’s are more a kind of progressive codework (as lived reality) than manifested outcome.
“Hypertext for the writer was like the poster of Dali for the artist. This is one gambit I can start with your argument through juxtaposition, Benjamin. It beats getting befuddled with Stanley Fish ‘inter-textuality’ and the reader reading himself.” [John Walter, Comment 1, Benjamin & Work of Art, Evans]
The hypertext-space of blog articles are driven by the brutal violence of links, juxtaposed subtly (too much?) in blue suggests a feeling of being depressed – yet it also suggests other states of emotion such as being active, dynamic, visited, anchored, floating. I am waiting to be ported somewhere, anywhere, but here. But where is here? That nagging question that all of the choreographers keep asking as we invent the universe.
These articles could be pseudo-autobiographical works-in-progress, where the (personification) of [artist] who creates one surfs the electrosphere for useful, samples it, manipulates it, remixes it, and then exhibits it in an mediated networked public that makes it feel like something more than just a diary website – the re-contextualization makes the simulacra real. This simulation is probably done in the trans-linguistic act of writing itself. The writing I speak of is more than just a diary entry with links to things I’ve found on the net and is more than just text. It is design-writing, video ecriture, mix-master-illogical mash-up audio, a color field of graphic disturbance in ascii. It is [sub]Verse-ive because it finally transcends or crowds out linear narrative – This is non-euclidean text space. Human portals are fine, they are even dandy — in fact, they may even end up being a kind of virtual dandyism strutting their stuff in net space — but they are not true blog. A true blog article is not true at all. It is pseudo. It is unreal. It is simulacra gone down the rabbit hole after Alice has taken the red pill.
Semanticwill-out. 04.19.2011 5:23:55am EST
- Alan Moore
“By engaging in meaningful conversations, we manage to impose meaning on an otherwise pretty chaotic world,” Dr. Mehl said. “And interpersonally, as you find this meaning, you bond with your interactive partner, and we know that interpersonal connection and integration is a core fundamental foundation of happiness.”
- Venessa Miemis
From: Sharing social experience is key to better teams and awareness
This collection of pictogram history posters was designed by H-57creative agency as a part of their collaborative project with the website First Floor Under. The posters are designers’ take on famous biographies, real and fictional, expressed in not more than three or four steps. Thus, the lives of Michael Jackson, Hitler, Darth Vader, Jesus, Marie Antoinette, Napoleon, Bruce Lee and Caesar were summarized in a pictographic and humorous way. And, according to H-57, more similar works are coming:
We want to create many of them to give our point of view on the most famous world stories. Unfortunately, the ones with tragic ending are the funniest and most interesting.
With the popularity of typography and infographics on the rise, we see a lot of movie and music posters, art and literary works getting beautiful minimalist makeovers. These H-57 historic strips are a noteworthy addition to the array of inspiring designs.
Miss is an LED suspension lighting fixture, designed by Davide Groppistudio. Its slim and simple form (the item is only 1.25 inches in diameter) is able to deliver dramatic effect. Balancing between light and shadow, this poetic piece gives targeted concentrated illumination to objects and surfaces. Used in groupings, Miss is able to create an even stronger impact.
I like how the beam of light is stretched out of a slender tubular shape, becoming part and expansion of it. An understated piece, purposely reduced to a single line, gives depth to the space it occupies. The lamp comes in matte black and white.
I will be hosting this workshop on November 12th, 2011 at our SoHo offices. Check it out if your interested in how to bring ethnography to your product user experience practice.
As a proven way to uncover the shared values, beliefs and practices that inform the decisions we make and the actions we take as social beings, we are poised for a resurgence of interest in design ethnography for interaction design. This new interest is being driven by the designer’s increasing concerns for:
WORKSHOP OBJECTIVES
This workshop will begin in the studio with an overview of ethnography and common ethnographic techniques in the context of design. We will discuss traditional and emerging digital approaches to ethnography. Next we’ll divide into teams to give workshop participants the opportunity to put these principles into practice as we venture out into the city to conduct our “fieldwork.” Following our short period of participant observation with the “urban natives” we will return to the studio and discuss what we learned. Finally, we will discuss how to apply what we learned to problems of design and brainstorm ideas on opportunities for products, services, and other interventions that could fit into the lives of our subjects.
WHO SHOULD ATTEND
- UX professionals
- People interested in ethnography as it relates to UX
WHAT YOU WILL DO
This workshop will begin in the studio with an overview of ethnography and common ethnographic techniques in the context of design. We will discuss traditional and emerging digital approaches to ethnography. Next we’ll divide into teams to give workshop participants the opportunity to put these principles into practice as we venture out into the city to conduct our “fieldwork.” Following our short period of participant observation with the “urban natives” we will return to the studio and discuss what we learned. Finally, we will discuss how to apply what we learned to problems of design and brainstorm ideas on opportunities for products, services, and other interventions that could fit into the lives of our subjects.
WHAT YOU WILL GET OUT OF IT
Whether or not you currently employ up-front research in your design process, this workshop will show how to embrace ethnographic principles in the work you do to improve your ability to:
- Build empathy for the people who engage with the products and services you create
- Improve understanding of the reasons that people use your products and services the way they do
- Identify opportunities for new products or services or for improvements to those that already exist
AGENDA
10:00 – Overview of ethnographic methodology, description of assignment (in the studio)
11:30 – Q&A and snack
11:45 – Ethnographic fieldwork (out in the city)
12:30 – Lunch and discussion
12:45 – Analysis and synthesis
1:45 – Q&A and closing
WHEN
Saturday, November 12th 2011
10am – 3pm
WHERE
The Ladders
137 Varick Street
3rd Floor
New York, NY 10013
Map
PRICE
$25
The workshop is limited to 20 people. You will need an ID and be on the RSVP list in order to be allowed upstairs to the event.
Next week, September 15-16, is the Gamification Summit here in New York City. There look to be at least 4 solid talks categorized as “design intensive,” including Gamification by Design, Designing for User Motivation, and especially The Science of Gamification with Lithium’s Michael Wu. In preparation for this event, I decided to check all my bookmarks for articles and presentations that I have found most useful in wrapping my head around this topic. I hope you find them useful as well.
Article in Gaming Business Review
Slideshare & article by Margaret Wallace
The goal of game dynamics is to drive a user-desired behavior predictably. Therefore we must understand how humans behave, in order to understand game dynamics. And to do this, I’d like to take a psychologist’s perspective and try to understand human behavior though psychological models and frameworks. There are many such models, and they are useful in different contexts, so the criteria for choosing a model/framework should be whether it can give you the understanding you need to address your problem.
Whether you view him as towering, trendy, or trivial, 22-year-old Seth Priebatschgot people talking after his March 12 SXSW keynote, “The Game Layer on Top of the World.” Priebatsch heralds our nascent decade as the flash point for games and social influence, whereas the last decade brought us the structure and connectivity of all things social.
GoogleTalks Video: Gabe Zichermann
Game mechanics and game dynamics are able to positively influence human behavior because they are designed to drive the players above the activation threshold (i.e. the upper right of the ability-motivation axis), and then trigger them into specific actions. In other words, successful gamification is all about making these three factors occur at the same time. As I mentioned last time, the temporal convergence is the key.
When designing game-based applications for a general US population, it may be of interest to examine the frequency of personalities in order to target the broadest reaching gamification strategies. Many personality models are available for study and although each have their own criticisms in scientific approach, it is interesting to look at these reports as a starting basis for design.
Gamification is a hot topic. Missed it? On Google Trends it first appeared as a blip in late October 2010 and then took off in January so quickly that it appeared on NPR’s Weekend Edition in March. Investors seem interested, and it already has a sold-out conference and a fast-growing list of agencies that will help you “do gamification.” You can even join a quest to become a gamification expert.
“Behavioral economics…has emerged as a discipline, bringing together economics and psychology to understand how social, cognitive, and emotional factors influence how people make decisions, both as individuals and at the market level.”
Slideshare Presentation: Amy Jo Kim
“Gamification” is a hot topic in the design community these days and it’s up to us, as designers, to turn it into an opportunity for the good. Check out my presentation on how to design for behavior change in healthcare for more details.
It’s time to get real on gamification. I’ve seen much written about gamification. About what it is, how it works, and how to use it. Gamification as a kind of social mechanism that can be readily imported into a new or existing service to liven it up. To enhance and augment interaction and engagement. To make things fun.
Slideshare Presentation: Amy Jo Kim
Not too long ago, the “G” word (for games) seemed to have a negative connotation in the corporate world. It was seen as a little too relaxed and irrelevant to business, so gaming was never really discussed in the business context. I suppose it was traditionally believed that if you are playing games then you are not working. However, as Dr. Stuart Brown so eloquently states in his TED talk, “play is not the opposite of work.” This is the foundation of gamification.
Poster series explaining complex philosophical theories through basic shapes.
London based graphic designer Genis Carreras (or ‘gex’ as he likes to call himself) has created a series of minimal and witty Philosophy Posters. The project is an attempt to explain complex philosophical theories through basic shapes. Carreras offers his take on such ideas as solipsism, humanism, determinism, absolutism, relativism, nihilism and many others.
These aesthetically pleasing pieces are also aiming for an educational value, which is why each poster includes a brief summery of the philosophical notion. There is also a book in the works, called Philographics, in which all these posters are compiled for one very short read. Who knows, maybe minimalism is all we need to make other ‘isms’ easier to grasp…