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Neil Movold

Six Circles - an Experience Design Framework - 0 views

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    James Kelway started the Six Circles - an Experience Design Framework, as an enquiry into how different design principles can be applied to the field of digital product design. The principles studied led to the emergence of six core themes; persuasion, behavior, visual design, usability, interaction and content. The book describes the importance of these areas and how working systematically with these themes will require a holistic mindset and approach that require multi-disciplinary teams within organizations to ensure the creation of quality products. It is also serves as a way to judge the effectiveness of digital products using the six lenses described
Neil Movold

5 Signs of a Great User Experience - 0 views

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    If you've used the mobile social network Path recently, it's likely that you enjoyed the experience. Path has a sophisticated design, yet it's easy to use. It sports an attractive red color scheme and the navigation is smooth as silk. It's a social app and finding friends is easy thanks to Path's suggestions and its connection to Facebook. In short, Path has a great user experience. That isn't the deciding factor on whether a tech product takes off. Ultimately it comes down to how many people use it and that's particularly important for a social app like Path. Indeed it's where Path may yet fail, but the point is they have given themselves a chance by creating a great user experience. In this post, we outline 5 signs that the tech product or app you're using has a great UX - and therefore has a shot at being the Next Big Thing.
Neil Movold

News Literacy: Critical-Thinking Skills for the 21st Century | Edutopia - 0 views

  • Every teacher I've worked with over the last five years recalls two kinds of digital experiences with students. The first I think of as digital native moments, when a student uses a piece of technology with almost eerie intuitiveness. As digital natives, today's teens have grown up with these tools and have assimilated their logic. Young people just seem to understand when to click and drag or copy and paste, and how to move, merge and mix digital elements. The second I call digital naiveté moments, when a student trusts a source of information that is obviously unreliable. Even though they know how easy it is to create and distribute information online, many young people believe -- sometimes passionately -- the most dubious rumors (1), tempting hoaxes (2) (including convincingly staged encounters designed to look raw and unplanned (3)) and implausible theories (4). How can these coexist? How can students be so technologically savvy while also displaying their lack of basic skills for navigating the digital world?
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    "Every teacher I've worked with over the last five years recalls two kinds of digital experiences with students. The first I think of as digital native moments, when a student uses a piece of technology with almost eerie intuitiveness. As digital natives, today's teens have grown up with these tools and have assimilated their logic. Young people just seem to understand when to click and drag or copy and paste, and how to move, merge and mix digital elements. The second I call digital naiveté moments, when a student trusts a source of information that is obviously unreliable. Even though they know how easy it is to create and distribute information online, many young people believe -- sometimes passionately -- the most dubious rumors, tempting hoaxes (including convincingly staged encounters designed to look raw and unplanned) and implausible theories. How can these coexist? How can students be so technologically savvy while also displaying their lack of basic skills for navigating the digital world?"
Neil Movold

How game designers are influencing the world of gamification - 0 views

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    To some people, gamification - the method of applying game mechanics and philosophy to nongaming applications in the real world - is a dirty word. Video games, after all, are more than just their mechanics: Some have elaborate narratives, fantastic musical soundtracks, and appealing graphics that all come together to create a seamless experience. When you strip a game down solely to its mechanics, it can seem cheap, soulless, and even exploitative when it comes to businesses and corporations using gamification for their own interests. But gamification isn't about creating games. It's about enhancing user engagement, something game developers know how to do. And as witnessed at this year's recent Gamification Summit held in San Francisco, game designers are clearly interested in helping this new industry with its growing pains.
Neil Movold

Designing your User Experience Culture - 0 views

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    Steve Johnson, Senior Director of User Experience, LinkedIn at Warm Gun on Nov 30th, 2012 in San Francisco
Neil Movold

Conversations That Share Tacit Knowledge - 0 views

  • Now when I’m asked, “What's the most effective way for people to share their tacit knowledge?” I always think of Hans and the answer I give is: “Tacit knowledge needs to be shared through conversation.” My reasoning is as follows. Our tacit knowledge is drawn from our experience as well as our years of study and is stored in bits and pieces in our brain, that is, it is not stored as answers or explanations but as fragments. What we call “tacit knowledge” is the human ability to draw on those fragments to construct a response to a new problem or question. Tacit knowledge is particularly useful when we are faced with a complex problem. By complex I mean a problem that does not have a factual, right or wrong answer, for example, "What architectural design would best fit this physical space and meet the needs of the client?" or “How would you stop an oil leak 5000 feet under water?” When an expert like Joachim faces a complex problem he brings together those bits and pieces of his experience and study that are relevant to that specific problem situation and puts those together to form a solution. Because he is embedded in the situation he knows the context and the end goal. In bringing together those bits and pieces that are in his head, he conducts, what Don Schon would call, a “reflective conversation with the situation.”
  • Tacit knowledge, then, is constructed in response to a question or to a problem at a specific moment in time. It is a magnificent human capability we have to be able to continually reconstruct what we know into new forms to face new situations.
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    Now when I'm asked, "What's the most effective way for people to share their tacit knowledge?" I always think of Hans and the answer I give is: "Tacit knowledge needs to be shared through conversation." My reasoning is as follows. Our tacit knowledge is drawn from our experience as well as our years of study and is stored in bits and pieces in our brain, that is, it is not stored as answers or explanations but as fragments. What we call "tacit knowledge" is the human ability to draw on those fragments to construct a response to a new problem or question.
Neil Movold

Gamification: Measuring and influencing user behavior - 0 views

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    Games are fun-well, unless you're playing with your super-competitive friend. And we all have one, don't we? Still, for the most part, games are entertaining-and that's why gamification has taken off as a technique to entice people to adopt various applications and processes. Gamification is defined as the use of game design techniques, game thinking, and game mechanics to enhance non-game contexts. In other words, gamification gets people interested in something they otherwise wouldn't notice while also encouraging them to compete in game-like activities.
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