Archive for the 'experience' Category

Menu Mind Manipulation

Tuesday, August 17th, 2010

I came across an article today which grabbed my attention. It was about the design of restaurant menus and the ‘tricks’ used to get you to buy… an interesting intersection between design and psychology. The article relates to the work of William Poundstone, US author of Priceless: The Myth of Fair Value (and How to Take Advantage of It). According to Poundstone, the way particular food items are presented within a menu is a key factor which drives us to buy them. For example, when people open a menu, the first thing they do is look at its upper right-hand corner according to Poundstone. As you’d think, this is the place where restaurants place their highest profit item and one that sets the ‘tone’ of the eatery. According to Poundstone this item, known as an “anchor” is often an expensive item such as a plate of seafood. (And for those familiar with them, eye tracking and usability testing can find similar areas for websites). The article also includes other tasty morsels of information about how are minds are ‘manipulated’ via menu design… sounds like there’s plenty of ‘thought for food’ in that!

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Article in The Age: http://bit.ly/b4Mgce
Priceless at Amazon : http://amzn.to/9G0w0H

Being Human

Friday, July 17th, 2009

I recently came across a Microsoft Research report entitled “Being Human” which I thought was worth sharing with you. The report is a result of the “HCI 2020″ conference, held by Microsoft Research in Spain that aimed to answer the question “What will Human-Computer Interaction (HCI) be like in 2020?”. The report explores changes in our world - technologies, people and society, changes in interaction and then presents a view of the future. It will be interesting to see the crossover with these views and what gaming will offer in the future.

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Links

Being Human Report Download (PDF 3MB)
Being Human Website http://tiny.cc/ntjaN

The Power of Free Play

Sunday, March 15th, 2009

Having a personal passion for play as a means for learning, when I came across a recently published Scientific American article on the benefits of “free play” I thought it was worth sharing. Just before I get to that, many of the articles within my blog reflect my strong belief in structured activities such as games and simulations as a means for learning. However, what may not be as apparent is my equally strong belief in the power of unstructured - or free - play. So when I read this Scientific American article, I knew I had to share it with you.

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While many games are well defined closed systems, free play provides opportunity for new information and interactions to enter the play system and be explored. This was a something I explored in my doctoral thesis taking Einstein’s Theory of Special Relativity as a specific example of the evolution of 20th Century physics. The kernel of the theory was derived from insights from dreams and creative imaginings, and one which ultimately founded a new concept of reality. For me this is the true power of free play — to creatively explore ideas, and it also highlights the how the products of play can generate new ontological insights through imagination and creativity. As noted in the article:


Certainly games with rules are fun and sources of learning experiences—they may foster better social skills and group cohesion, for instance, says Anthony D. Pellegrini, an educational psychologist at the University of Minnesota. But, Pellegrini explains, “games have a priori rules—set up in advance and followed. Play, on the other hand, does not have a priori rules, so it affords more creative responses.”

Some of the other key points of the Scientific American article :

  • unstructured, imaginative play is needed for the cognitive, emotional and social development of children
  • play may provide animals (including humans) with skills that will help them survive and reproduce
  • play is also critical for emotional health, possibly because it helps kids work through anxiety and stress
  • with free play, kids use their imagination and try out new activities and roles
  • play is a way in which children learn… and actually appears to make kids smarter
  • The article highlighted the importance of free play on human development on several levels — cognitive, emotional, social — and for developing creativity. Thinking creatively helps kids to come up with solutions to events, problems and experiences they encounter. It also reaffirmed the need for balancing free play activities with goal oriented activities such as games. And as I mentioned previously, beyond childhood, the products of play have the power to create new realities as observed in 20th Century physics.

    Links
    The Serious Need for Play (Scientific American)
    http://www.sciam.com/article.cfm?id=the-serious-need-for-play

    Funology

    Monday, March 9th, 2009

    Recently organisers of the Funology panel from the SXSW Interactive Festival (USA) contacted me and I was involved in some stimulating discussion about usability as it applied to games and thought it was worth sharing with you. Here’s a shortlist of some resources on game usability and playtesting I forwarded to them.

    Heuristic Evaluation for Games:
    http://www.forum.nokia.com/Resources_and_Information/Documentation/Usability/Games_Usability_Guidelines.xhtml

    http://melissafederoff.com/heuristics_usability_games.html

    http://friendlymedia.sbrl.rpi.edu/heuristics.pdf

    http://www.behavioristics.com/downloads/usingheuristics.pdf

    http://www.upasoc.org/upa_publications/jus/2006_february/usability_game_development

    Accessibility for Games:
    http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php?page=1

    Playtesting:
    http://www.mgsuserresearch.com
    http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo
    http://www.boxesandarrows.com/view/researching-video

    Contextual Inquiry:
    http://xeodesign.com

    Game Experience:
    http://www.agdc.com.au/05presentations/sat_jeff_pobst.ppt

    Books:
    Game Usability

    Funology

    Better Game Characters by Design

    plus…

    Theory of Fun for Game Design

    Rules of Play

    Art of Game Design

    Game Design Workshop

    You can find more about the SXSW Interactive Festival, including the Funology Panel at the official site; http://2009.sxsw.com.

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