UX Week 2010 | Wyatt Mitchell | WIRED’s Digital Rebirth

#dc#dc comics#batman#bruce wayne#dc fanart#dick grayson#batfamily#batfam#tim drake



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UX Week 2010 | Wyatt Mitchell | WIRED’s Digital Rebirth
Interaction design class at UX Intensive with Tracey Varnell, Lead Experience Designer at Adaptive Path.
Strategy day at UX Intensive with Patrick Quattlebaum, Managing Director, Adaptive Path.
From UX Week 2013: Bill McIntyre on "Patterns of Play and Interaction"
Play is the work of childhood, and a lens through which we discover the world. Toy Inventor Bill McIntyre takes a look at essential play patterns from the world of toys and games and explores some ways to use these for building engaging, rewarding and (most importantly) fun interactive experiences.
About
Bill McIntyre invents toys and games for a living. After many years of building web applications for IBM eBusiness, The New York Times News Service, and others, Bill turned his love of toys, robots, and technology into Atomocom, a company that invents and builds electronic prototypes for toy inventors, toy manufacturers and game inventors. Bill has developed electronic Barbie prototypes, talking Tron action figures, infrared action games, computer connected dolls, and just about everything in between. Working with other toy inventors, manufacturers, and game designers from all over the industry has given him a unique perspective on technology and toys, and their potential for twenty-first century interactive play.
Here are the notes I took while viewing this presentation ...
“Play is whatever is done spontaneously and for its own sake.”
Tools of play:
Toy
Game
“Play is the work of childhood”
“Fun is just another word for learning.” - Ray Kostler
What makes something play:
Attitude
How do you make something playful:
Spontaneous
Voluntary
Free
Playing means choosing:
Play pattern
Theme
Narrative
Free from consequence
No real-life penalties
free to experiment
child as scientist
Adding consequences changes the whole context of play.
Mildren Parten - “Stages of Play” - 1932
Solitary Play
Parallel Play (Bowling, Golf)
Cooperative Play - activity becomes shared and organized. Roles may emerge. A group identity may emerge. Play is enhanced in you involve players together.
Play Pattern - common play experiences. A way to play that is separate from the narrative and theme.
Root of all play is exploratory play.
Sensory - Motor Discovery
Learning cause and effect
Tranformative play - creative play
Painting, drawing, sculpting
Changing the world
Construction play - blocks, legos, minecraft
Physical Play
Sports, dance, skill play
Pretend Play
Always has two elements:
Narrative -- something is going to happen
Theme -
Root is role-playing. Root of role-playing is nurturing. Exploring the parent-child relationship.Extends quickly to pets. Doll (action figure) play - you play multiple characters at the same time. Dynamic that lets you explore all sides of the situation. People explore social outcomes.
Doll houses/action playsets - enhance the narrative. Gives the child an environment where they have a sense of control.
Outfits = role
Props = role
Are there differences in the ways that boys and girls play?
All children draw from the same essential play patterns - times that different children utilize different patterns varies by child. “Pink Brain/Blue Brain” - Lise Eliot, Ph.D.
Disney Infinite Toybox
UX Week 2013| Ian Bogost | Fun
UX Week 2013| Ian Bogost | Fun
UX Week 2013 | Jason Kunesh | Rules of Thumb for Design Chicanery from Obama for America HQ
The composer Claude Debussy said 'Music is what happens in the spaces between the notes'. That's what we [UX designers] do; we create spaces where experience can emerge.
Jesse James Garrett