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Pedro Gonçalves

Want To Hook Your Users? Drive Them Crazy. | TechCrunch - 0 views

  • online, feedback loops aren’t cutting it. Users are increasingly inundated with distractions, and companies find they need to hook users quickly if they want to stay in business. Today, companies are using more than feedback loops. They are deploying desire engines.
  • Desire engines go beyond reinforcing behavior; they create habits, spurring users to act on their own, without the need for expensive external stimuli like advertising. Desire engines are at the heart of many of today’s most habit-forming technologies. Social media, online games, and even good ol’ email utilize desire engines to compel us to use them.
  • At the heart of the desire engine is a powerful cognitive quirk described by B.F. Skinner in the 1950s, called a variable schedule of rewards. Skinner observed that lab mice responded most voraciously to random rewards.
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  • Humans, like the mice in Skinner’s box, crave predictability and struggle to find patterns, even when none exist. Variability is the brain’s cognitive nemesis and our minds make deduction of cause and effect a priority over other functions like self-control and moderation.
  • Recent neuroscience has revealed that our dopamine system works not to provide us with rewards for our efforts, but to keep us searching by inducing a semi-stressful response we call desire.
  • Email, for example, is addictive because it provides all three reward types at random intervals. First, we have a social obligation to answer our emails (the tribe). We are also conditioned to know that an email may tell us information about a potential business opportunity (the hunt). And finally, our email seems to call for us to complete the task of removing the unopened item notification in a sort of challenge to gain control over it (the self). Interestingly, these motivations go away as soon as we’ve actually opened all our emails and the mystery disappears. We’re addicted to checking email while there is still variability of reward and once that’s gone, emails languish in our inboxes.
  • We’re meant to be part of a tribe so our brains seek out rewards that make us feel accepted, important, attractive, and included.
  • But as sociable as we are, our individual need for sustenance is even more crucial. The need to acquire physical things, such as food and supplies, is part of the brain’s operating system and we clearly wouldn’t have survived the millennia without this impulse. But where we once hunted for food, today we hunt for deals and information. The same compulsion that kept us searching for food coerces us to open emails from Groupon and Appsumo. New shopping startups make the hunt for products entertaining by introducing variability to what the user may find next. Pinterest and Wanelo keep users searching with an endless supply of eye candy, a trove of dopamine flooding desirables. To see an example of how the hunt for information engages users, look no further then the right side of this page. There, you will find a listing of popular posts. Using intriguing images and short, attention-grabbing text, the list is a variable reward mechanism designed to keep you hunting for your next discovery.
  • We also seek mastery of the world around us. Game mechanics, found everywhere from Zynga games to business productivity apps like to-do lists, provide a variable rewards system built around our need to control, dominate, and complete challenges. Slaying new messages in your inbox stimulates neurons similar to those stimulated by playing StarCraft.
  • Variable rewards come in three types and involve the persistent pursuit of: rewards of the tribe, rewards of the hunt, and rewards of the self.
  • As B.F. Skinner discovered over 50 years ago, variable rewards are a powerful inducement to creating compulsions.
Pedro Gonçalves

How our brains work when we are creative: The science of great ideas - The Buffer Blog - 0 views

  • Among all the networks and specific centers in our brains, there are three that are known for being used in creative thinking. The Attentional Control Network helps us with laser focus on a particular task. It’s the one that we activate when we need to concentrate on complicated problems or pay attention to a task like reading or listening to a talk. The Imagination Network as you might have guessed, is used for things like imagining future scenarios and remembering things that happened in the past. This network helps us to construct mental images when we’re engaged in these activities. The Attentional Flexibility Network has the important role of monitoring what’s going on around us, as well as inside our brains, and switching between the Imagination Network and Attentional Control for us.
  • 1. an idea is nothing more or less than a new combination of old elements 2. the capacity to bring old elements into new combinations depends largely on the ability to see relationships
  • Preparing your brain for the process of making new connections takes time and effort. We need to get into the habit of collecting information that’s all around us so our brains have something to work with.
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  • A series of studies have used electroencephalography (EEG) and functional magnetic resonance imaging (fMRI) to study the neural correlates of the “Aha! moment” and its antecedents. Although the experience of insight is sudden and can seem disconnected from the immediately preceding thought, these studies show that insight is the culmination of a series of brain states and processes operating at different time scales.
  • Drop the whole subject and put it out of your mind and let your subconscious do its thing.
  • As we engage our conscious minds in other tasks, like sleeping or taking a shower, our subconscious can go to work on finding relationships in all the data we’ve collected so far.
  • Seth Godin wrote about how important it is to be willing to produce a lot of bad ideas, saying that people who have lots of ideas like entrepreneurs, writers and musicians all fail far more often than they succeed, but they fail less than those who have no ideas at all.
Pedro Gonçalves

Story 2.0: The Surprising Thing About The Next Wave Of Narrative | Co.Create | creativi... - 0 views

  • Here’s the problem with interactivity: There’s no evidence people actually want it in their stories. No one watches Mad Men or reads Gone Girl yearning for control of the story as it unfolds. Interaction is precisely what most of us don’t want during story time. The more we interact with a story, the more we have to maintain the alertness of the mind operating in the real world. We can’t achieve the dreamy trance that constitutes so much of the joy of story--and the power. And the more I think about it, the more convinced I am that Finnegan’s Wake, for all its splendor as a kind of impressionistic word painting, repels readers because of its interactivity. Most critics think that Joyce was trying to get away from what he called “wideawake language” to re-create the chaos of dreaming life. Paradoxically, however, the sheer difficulty of Finnegan’s Wake forces readers to maintain a “wideawake” frame of mind as they attempt to puzzle their way through. They can’t slip into the waking dream of story time.
  • Story resists reinvention. As the example of Finnegan’s Wake shows, storytelling is not something that can be endlessly rejiggered and reengineered. Story is like a circle. A circle is a circle. The minute you start fussing with the line you create a non-circle. Similarly, story only works inside narrow bounds of possibility. Imagine narrative transportation as this powerful brain capacity that is protected by a lock. The lock can only be opened with a specific combination. For as long as there have been humans, the ways of undoing the lock have been passed down through generations of storytellers. Going back to the earliest forms of oral folktales and moving forward through stage plays, to printed novels, and modern YouTube shorts, the fundamentals of successful storytelling have not changed at all.
  • When it comes to the fundamentals of story, there is not now--and never will be--anything new under the sun.
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  • A tablet computer is a bit like the clay tablet from 3000 BC or the printing press from 1450--a technology that is radically changing how we consume stories, without changing the fundamental elements of the stories themselves.
Pedro Gonçalves

Tumblr's Teenaged, Double-Edged Sword | TechCrunch - 0 views

  • Tumblr blogs tend to lack the glossy, professional, high-minded design of other social networking sites, including the behemoth that is Facebook and the SMS-inspired Twitter. If anything, these teenaged Tumblrs harken back to earlier web days where users built their own pages on AngelFire and Geocities, with atrocious backgrounds, upgraded cursors, and dancing GIF images galore. GIFs, in fact, are so hugely popular on Tumblr that the company even began experimenting with GIF-based ads.
  • According to Pew Internet’s study from earlier this year, 13 percent of Internet users ages 18-29 use Tumblr, while only 5 percent of those 30-49 do, 3 percent of those 50-64
  • Demographic data from Quantcast further drives home just how youthful a site Tumblr has become. 21 percent of its audience is under 18, 30 percent is 18 to 24, and 22 percent is 25 to 34
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  • Site users don’t tend to have kids of their own, make somewhere between $0 and $50,000 (66 percent do), have either no college (41 percent) or college backgrounds (48 percent), and tend to reflect a more ethnically diverse makeup.
  • Ten out of the ten top Hollywood studios advertise on Tumblr now
  • the U.S. is Tumblr’s top traffic source.
  • Tumblr’s future, for now, seems to be closely tied to its young adult demographic, their whims, and perhaps even their historical aversion to online ads. This audience has grown up connected, is often skeptical and cynical when it comes to brand advertising
  • It’s not an easy group to reach, which makes Tumblr’s revenue potential tricky to pin down. Too much or the wrong kind of advertising, and a fickle teen audience may find a new home elsewhere. Though Tumblr is now home to over 100 million blogs, if a good chunk belong to teens, it’s difficult to count that as serious traction –  today’s teens are less committed to their digital creations than adults, having already invented methods like “whitewalling” and “super-logoff” to erase and hide their Facebook pages, and are now turning to “ephemeral” messaging apps like Snapchat, which delete their communications upon viewing.
  • Tumblr will need to be careful with the results of those advertisers’ efforts. Overdone marketing messages could sour Tumblr’s most engaged users on their online hangout. Done well, however, Tumblr could endear itself to its reblog-happy user base even more, connecting aspirational imagery and content with those who are still young enough to dream they can spend their way into new feelings.
Pedro Gonçalves

Waiting For Prometheus | TechCrunch - 0 views

  • What matters is that they are even capable of viewing and collecting our personal, private data in this way. Why is it even possible that Verizon has this level of data to disclose? Why is it even possible that Apple can infer and cache our locations based on metadata? Why is it even possible that our emails can be skimmed for advertising opportunities? If we did not explicitly permit these things, then we have implicitly done so by choosing to go ahead and use the Internet this way either because the pros outweighed the cons. But now the cons are starting to add up.
  • we use the Internet as a sort of phantom extension of our own computers, putting things where they are accessible to us but we are not responsible for them. This was the so-called web 2.0: every personal computer and device, vastly more powerful and connected than ever before, yet acting as a thin client. Clearly, this is where we began to lose touch with reality.
  • How did we decide we were in control of the data we sent Google or Facebook? Why would we submit to such an obvious delusion? Does anyone really believe that these companies have our best interests in mind to any greater a degree than a dairy farmer and his cows? We submitted because they were the only option
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  • And now, after we voluntarily put all our data in someone else’s keeping, alternately trusting and ignoring them when they told us how they can read it but wouldn’t dare, could sell it but don’t need to, might disclose it to the government but only if they have to, we’re finding out they’ve been doing all this and more the whole time. We’ve been pouring our data into the river for years and just pretending there was no one downstream.
  • I believe we are going to decentralize and cellularize once we realize how needlessly dependent on distant and dubiously beneficial third parties.
  • In a way, we want the opposite of Pandora’s box. Something that, once shut, no one can open but us: Pandora’s lockbox.
  • the direction of development in the tech sector really does seem geared towards trivialities.
  • Here, then, is the real question: where is the breakthrough device or software that decouples our data from the oppressive web 2.0 superstructure with no loss to functionality? One might ask: where is the Napster for privacy?
  • The networks that we have come to rely on were once only possible through powerful intermediaries. But what was once symbiotic has become parasitic, and those intermediaries have now outlasted their usefulness and squandered whatever trust they conned out of us when we were given the choice between tainted privilege and safe obsolescence. We did it their way. It’s time to take the highway.
Pedro Gonçalves

Flat Pixels: The Battle Between Flat Design And Skeuomorphism - 0 views

  • Defining Skeuomorphism This obscure word describes the way designs often borrow a particular feature from the past, even when the functional need for it is gone. Examples include pre-recorded shutter noises on smartphones to remind us of film cameras, or calendar apps that feature torn paper and metal rings. Or, as Wikipedia tells us [1]: A skeuomorph is a physical ornament or design on an object copied from a form of the object when made from another material or by other techniques.
  • the digital world has seen skeuomorphism popularized in the past couple years mainly thanks to the recent iOS-inspired trend of rich textures and life-like controls.
  • By opposition, the other side of the coin would be the newly popular "flat style", of which Microsoft's Metro UI is probably the main example. Flat Style embraces visual minimalism, eschewing textures and lighting effects for simple shapes and flat colors.
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  • this trend is not always about skeuomorphism – which implies a connection to a past incarnation of a similar design – but rather often about realism [2]: a purely visual style that tries to imitate real-world materials and textures, exemplified by Apple's tacky over-use of leather textures in some of their own apps.
  • skeuomorphic designs tend to look realistic (to make the connection with the original object clear), and realistic designs tend to be skeuomorphic (otherwise the realism would look out of place).
  • touch target couldn't be smaller than a certain size (Apple's Human Interface Guidelines recommend at least 44 by 44 pixels).
  • showing less on the screen, but doing more with it.
  • realism done wrong can morph into kitsch
  • the problem of getting skeuomorphism wrong: making something look like a physical object, but not work like it
  • That problem is that when borrowing elements from a design's previous incarnation, you often also bring its limitations along for the ride, even when these limitations have no reason to exist anymore
  • When done right, skeuomorphism and realism will trigger strong associations with real-world counterparts. This is both a strength and a weakness: sometimes, the association can be so strong that it will stop you from improving on what's already been done.
  • Gone were the shadows, highlights, gradients, and textures of iOS apps. Instead, Metro offered flat squares of color with big typography.
  • Microsoft's new design philosophy certainly seemed to strike a chord within the tech sphere, with many praising Metro's strong focus on typography and colors.
  • And while flat design is often purely visual, it does resonate with designer's love of minimalist concepts, embodied by the famous Antoine de Saint-Exupery that “perfection is achieved not when there is nothing left to add, but when there is nothing left to take away”.
  • Two of the most talked-about games in recent month, Letterpress and Hundreds both feature flat designs. In fact, Letterpress creator Loren Brichter even revealed that the whole game only uses a single image!
  • When you have a high-definition display and screen-optimized fonts, you quickly realize you don't need much else to create beautiful work.
  • is pushing many designers towards prototyping in the browser directly, foregoing static mockups entirely.
  • Add all this together and you begin to see why many designers are moving away from texture-heavy realism towards the more flexible and lighter-weight flat style.
  • keep in mind that the needs of users should always come before our aesthetic pursuits
  • visual style is nothing more than a means to an end [15]. If the situation calls for realism, go nuts on textures and highlights. On the other hand, if a flat aesthetic achieves the design's goal better then it might be time to go on a gradient diet.
  • With the recent releases of their newer mobile apps, Google has started pushing a style that some describe as "almost flat" [18], or maybe "skeuominimalism" [19]. Unlike the drastic visual wastelands of Gmail or Google Reader, this new style uses elements like shadows and gradients in a tasteful, subtle way. This style offers the best of both world: realism's affordances and subtle hints combined with the purity and simplicity off flat design.
  • another way to look at it is that it's simply design done right: seeking efficiency and simplicity without sacrificing usability to the altar of minimalism.
  • I will pick a camp and put my chips in with flat design (specifically, Google's less-extreme variety).
  • Google is not so much pioneering a new style as showing us what digital design looks like when it's done right
  • catch up with what the web has to offer, we'll have to get our hands dirty and start coding [21]. And when you're both designing and coding a layout, you start to appreciate the value of keeping things lightweight.
  • Flat design also forces you to really care about typography and layout, two areas where web design has traditionally lagged behind its more established print cousin.
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