Posted in 2010s, Articles
Jodie Moule, “The A-B-C of Behaviour” (2011)
We all seem to be talking about changing behaviour through good design…but changing behaviour is actually really hard. Working as a psychologist in a detox unit at the start of my career has admittedly shaped my view of what it takes to change someone’s behaviour; and whilst I learnt it certainly isn’t impossible, it often takes time. Combine this with the fact that most human behaviour is not considered to be overly planned, with ‘conscious thought’ playing, at best, a small role in shaping our choices…things start to become a little tricky for us as designers. So how do we start to make sense of what influences someone to change their behaviour, given we are often charged with creating designs that are ultimately intended to encourage, if not drive, some form of behaviour change?
Posted in 2010s, Articles, Ubicomp
Ben Bashford, Emoticomp (2011)
Interaction designers are used to using personas (research based user archetypes) to describe the types of people that will use the thing they’re designing – their background, their needs and the like but I’m not sure if we’ve ever really explored the use of personas or character documentation to describe the product themselves. What does the object want? How does it feel about it? If it can sense its location and conditions how could that affect its behaviour? This kind of thing could be incredibly powerful and would allow us to develop principles for creating the finer details of the object’s behaviour.
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I think you could develop a persona for every touchpoint of the connected object’s service. Maybe it could be the same persona if the thing is to feel strong and omnipresent but maybe you could use different personas for each touchpoint if you’re trying to bring out the connectedness of everything at a slightly more human level.
Posted in 1990s, Basics, Non-Fiction Books
Paul Heckel, The Elements of Friendly Software Design (1991)
Posted in 1990s, Articles, Interface Design
Masaaki Kurosu and Kaori Kashimura, “Apparent Usability vs. Inherent Usability: Experimental analysis on the determinants of the apparent usability” (1995)
Posted in 2010s, Game Mechanics, Presentations
Sebastian Deterding, “Pawned: Gamification and Its Discontents” (2010)
Posted in 2000s, Basics, Ergonomics
Rob Tannen, “Ergonomics for Interaction Designers” Part 1 Part 2 Part 3 (2009)
Posted in 2000s, History, Presentations
Karen McGrane, “Foundations of Interaction Design” (2008)