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	<title>Design By Candlelight &#187; Gaming</title>
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	<link>http://www.designbycandlelight.com</link>
	<description>User Experience Design, even in the wee hours!</description>
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		<title>The Power of Gaming</title>
		<link>http://www.designbycandlelight.com/power-gaming/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=power-gaming</link>
		<comments>http://www.designbycandlelight.com/power-gaming/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 05:54:06 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Social Good]]></category>
		<category><![CDATA[cityarts talks]]></category>
		<category><![CDATA[gamers]]></category>
		<category><![CDATA[human behaviour]]></category>
		<category><![CDATA[jane mcgonigal]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=3011</guid>
		<description><![CDATA[Last night I went to the City Arts talk, The Power of Gaming with Jane McGonigal. You may or may not already be familiar with her.  She did the TED talk about how gaming can make a better world.  This later spawned, Gameful, which is the online headquarters for people who want to make a [...]]]></description>
			<content:encoded><![CDATA[<p>Last night I went to the City Arts talk, <a title="Event Link to the Power of Gaming" href="http://cityarts.net/event/the-power-of-gaming/">The Power of Gaming</a> with Jane McGonigal. You may or may not already be familiar with her.  She did the TED talk about how <a title="YouTube Link to the &quot;Gaming Can Make a Better World&quot; talk" href="http://www.youtube.com/watch?v=dE1DuBesGYM">gaming can make a better world</a>.  This later spawned, <a title="Gameful Site" href="http://gameful.org/">Gameful</a>, which is the online headquarters for people who want to make a better world. Gameful came from the idea that people consider gamers playful.  However, gamers are serious when they are playing games.  They are strategic and focused so playful as a word to describe gamers doesn&#8217;t work. Thus Gameful was born. Last night&#8217;s talk was a follow up of her ongoing work to better the world through gaming. My notes are below,</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;  Notes &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>Gamers are totally focused on the task at hand; willing to tackle anything with optimism. They&#8217;re willing to fail and learn from our mistakes. Gamers fail 80% of the time. It&#8217;s good to be in a place where failure is safe but still linked to reality. It can create change. They are willing to hang there till they are successful. Last Sept we reached 1 billion playing a game a day. We are already at 7 billion hours that&#8217;s 1 hour a day for over half the planet.</p>
<p><a title="Gameful Site" href="http://gameful.org/">Gameful</a> explores the idea that gamers aren&#8217;t really playful but strategic.</p>
<p><strong>Top 10 Emotions Gamers Feel</strong><br />
Creativity<br />
Surprise<br />
Excitement<br />
Content<br />
Awe<br />
Wonder<br />
Curiousity<br />
Pride<br />
Love<br />
Joy</p>
<p>No one has ever done a 3 level grand thumb wrestling game. Yet we paused the talk to do a level 3 thumb wrestling game.  We are the first in history to do so. Oxytoxin is created within the room with hand holding. The effect lasts for an hour.</p>
<p><strong>How does this translate into digital?</strong></p>
<ol>
<li>Most time now its being played with people we know in real life. Moat game play use to be single player. So that helps build relationships. So if you play a game I play we share a mutual experience together.</li>
<li><a title="Link to the Game Site for World WIthout Oil" href="http://www.worldwithoutoil.org/">World Without Oil</a>&#8230; Simulation experience to see into the future to figure out how we can survive or avoid an experience like that. Could you survive? Provoke an experience. Challenging experience. Can you surviving? Then make a community. Figure out how you&#8217;re going to cope if you can&#8217;t get food in a grocery store. Once you get thousands you get collective experience. Here&#8217;s how people who couldn&#8217;t. Communte to work or pastors get thier people to church etc. There&#8217;s a blog of where that OS. Players were earily close to reality when gas prices got high.</li>
</ol>
<p><strong>Game Examples:</strong><a title="Link to Foldit the online bioscience folding game" href="http://fold.it/"><br />
</a></p>
<ul>
<li><a title="Link to Foldit the online bioscience folding game" href="http://fold.it/">Foldit game: Game solves the need for a biological solution to aids/medicine. &#8221;Bio proteins are like a Rubix cubes with 100 sides like tetris.&#8221; Gamers have already deciphered the crystal structure of a protein that causes Aids in monkeys and were published in a journel of medicine. Perhaps as Jane points out they will win a Nobel Prize.</a></li>
<li>Now <a title="Link to Galaxy Zoo" href="http://www.galaxyzoo.org/">Galaxy Zoo</a> lets you discover items in the universe.</li>
<li>April is a game challenge on social entrepreneurship in Brazil w/collaboration around the world.</li>
<li>Tetris forced to play until you lose. There&#8217;s no solution. Golf has a spectrum of getting better. If you keep playing you get better</li>
</ul>
<p><strong>The Next Generation:</strong></p>
<ul>
<li>Engaged or enraged us is this up and coming generation. They aren&#8217;t getting engagement in clases now. They are playing games as Mich as they are in the classroom 10k hours)</li>
<li>In NYC, they are now allowing kids to take and retake tests till they get a score they like. Studies show we learn better that way. Similarly, we tend to collaborate more in games by taking the roles were better at.</li>
</ul>
<p><strong>Create an Epic Win:</strong></p>
<ul>
<li>Don&#8217;t trying to make everything a game (in conversation about <a title="Learn More About Gamification" href="http://gamification.org/wiki/Encyclopedia">gamification</a>). Think about what it feels like to play a game and what that means.</li>
<li><em>What would it feel like to have an epic win at the library? </em>If you play the game at the library you can make a real book and publish the book and leave it in the library. Mystery game based on searching for things in the library. You begin to realize that those who made history were willing to stand up. So then they had to make a declaration and get 56 signatures. 1100 stories written by the players. Library science meets night at the museum.</li>
<li>What super power would this give gamers. Focus on these outcomes for gamification. Make games that give people more hope and optimism about what they want to so.</li>
</ul>
<p><strong>Effects of Games on Humans:</strong></p>
<ul>
<li>Jane the concussion healer&#8230; Super better as now named  Symptoms were bad characters etc.</li>
<li>Playing games treat depression better then drugs. In fact games are shown to treat personal issues more then anything.</li>
<li>Gamers are a really critical crowd. Call of duty created a community online. If you are playing against people you don&#8217;t know tends to create the worst in people better to kill people you know. They are being really nice to each I&#8217;m the elite collective mission. If they can be of service to each other and part of something bigger then thy can be nice to each other. You like and respect people more after you play a game with them. It is better to kill your friends though then it is to kill people you don&#8217;t know.</li>
<li>Studies show that if we choose stress then we are more likely to grow.</li>
<li>Women prefer collaboration over leaderboards unlike men. But leaderboards can make men less happy. Personal self besting is a bigger motivator and sharing with others.</li>
</ul>
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		<title>[Experiment] Illustrating Characters</title>
		<link>http://www.designbycandlelight.com/illustrating-characters/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=illustrating-characters</link>
		<comments>http://www.designbycandlelight.com/illustrating-characters/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 03:01:14 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[illustration]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=2976</guid>
		<description><![CDATA[I had always admired my friend, Miki Pierre, and her ability to illustrate characters of any variety.  Take a look at her work on her site and you can see it for yourself.  Recently, I&#8217;ve decided to start trying my hand at doing some of my illustration.  I&#8217;m fairly new to this so I went [...]]]></description>
			<content:encoded><![CDATA[<p>I had always admired my friend, <a href="http://www.gomiki.com/">Miki Pierre</a>, and her ability to illustrate characters of any variety.  Take a look at her work on her site and you can see it for yourself.  Recently, I&#8217;ve decided to start trying my hand at doing some of my illustration.  I&#8217;m fairly new to this so I went to Google and started with searching for tutorials on how to create my own characters. I found a <a href="http://www.noupe.com/graphics/40-character-mascot-illustrator-tutorials.html">list of tutorials</a> and <a href="http://vector.tutsplus.com/tutorials/illustration/how-to-create-a-web-site-mascot/">this one from Vector Tuts</a> on creating a web site mascot. In the end I took the overview from <a href="http://www.digitalartsonline.co.uk/tutorials/?featureid=1691&amp;pn=2">one tutorial</a> about creating a sketch of your character and then tracing it in Illustrator.</p>
<div>
<div><a href="http://www.designbycandlelight.com/wp-content/uploads/2012/01/lrtConceptSketch.jpg"><img class="alignnone  wp-image-2978" title="lrtConceptSketch" src="http://www.designbycandlelight.com/wp-content/uploads/2012/01/lrtConceptSketch-770x1024.jpg" alt="" width="462" height="614" /></a><a href="http://www.designbycandlelight.com/wp-content/uploads/2012/01/lrtConcept.png"><img class="alignnone size-full wp-image-2977" title="lrtConcept" src="http://www.designbycandlelight.com/wp-content/uploads/2012/01/lrtConcept.png" alt="" width="424" height="575" /></a></div>
</div>
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		<title>Addictions: Glitch</title>
		<link>http://www.designbycandlelight.com/addictions-glitch/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=addictions-glitch</link>
		<comments>http://www.designbycandlelight.com/addictions-glitch/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 02:31:40 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=626</guid>
		<description><![CDATA[Glitch by Tiny Speck is the latest game, currently in beta, to capture my attention and much of my time. Trailer below: I first learned about Glitch through my friend, Shelly Bowman, after sign up I immediately fell in love with this cute little browser based massive multi-player game. You can get a feel for [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://beta.glitch.com/">Glitch</a> by <a href="http://tinyspeck.com/">Tiny Speck</a> is the latest game, currently in beta, to capture my attention and much of my time. Trailer below:</p>
<p><iframe width="560" height="349" src="http://www.youtube.com/embed/b6O5QXj6n18" frameborder="0" allowfullscreen></iframe></p>
<p>I first learned about Glitch through my friend, <a href="http://twitter.com/#!/g33kgurrl">Shelly Bowman</a>, after sign up I immediately fell in love with this cute little browser based massive multi-player game. You can get a feel for the game from the trailer above  but some of the stuff the trailer doesn&#8217;t show is the intricate details such as the count down to the end of a skill training:<br />
<a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-11_1415.png"><img class="alignleft size-full wp-image-629" title="2011-06-11_1415" src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-11_1415.png" alt="" width="731" height="107" /></a></p>
<p><a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-11_1416.png"><img class="alignleft size-full wp-image-630" title="2011-06-11_1416" src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-11_1416.png" alt="" width="751" height="101" /></a></p>
<p>I enjoy it is it&#8217;s &#8220;sense of humor&#8221; and quirkiness. You can pet trees (which I swear must be a take from the fact this company is based near Berkeley, California), <a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-24_0941.swf">talk to yoga frogs</a>, nibble on pigs, massage butterflies, and they may even want to discuss things of this world with you (see below). In order to increase skill training time you can get <a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2318.swf">&#8220;Rock&#8221; to speed read</a>. They say the devil is in the details. In this case, the joy of the game is in the details and all those details help tell the story. Tiny Speck has gone so far to make their site a joy to use on mobile. I believe Glitch has a lot of potential to be a run away success when it goes public.</p>
<p><a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2250.png"><img class="alignleft size-full wp-image-639" title="2011-06-15_2250" src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2250-150x150.png" alt="" width="150" height="150" /></a></p>
<p><a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2249.png"><img class="alignleft size-full wp-image-638" title="2011-06-15_2249" src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2249-150x150.png" alt="" width="150" height="150" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2251.png"><img class="alignleft size-full wp-image-640" title="2011-06-15_2251" src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-15_2251-150x150.png" alt="" width="150" height="150" /></a></p>
<p><a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-23_1908.png"><img class="alignleft size-thumbnail wp-image-658" title="Quest Complete" src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-23_1908-150x150.png" alt="" width="150" height="150" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Update:</strong><br />
<a href="http://www.insidesocialgames.com/2011/04/12/tiny-speck-closes-10-7-million-second-round-on-social-mmo-glitch-enters-closed-beta/">Tiny Speck Closes $10.7 Million Second Round on Social MMO Glitch, Entering Closed Beta</a> Also of note, in the article, it&#8217;s mentioned that Tiny Speck will release an API for the Glitch animation to be utilized in other projects. </p>
<p><a href="http://blogs.wsj.com/venturecapital/2011/04/13/tiny-speck-expects-glitch-but-no-glitches-in-launch/">Tiny Speck Expects Glitch but No Glitches in Launch</a>: User will be able to grow the game in their own way by using the API to add streets and other sections of the game. A truly customizable experience. </p>
<p><a href="http://www.bcbusinessonline.ca/2011/02/07/stewart-butterfield-tiny-speck-gaming">Tiny Speck Founder, Stewart Butterfield, Talks Glitch</a></p>
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		<title>Addictions: Turntable.fm</title>
		<link>http://www.designbycandlelight.com/addictions-turntable-fm/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=addictions-turntable-fm</link>
		<comments>http://www.designbycandlelight.com/addictions-turntable-fm/#comments</comments>
		<pubDate>Mon, 20 Jun 2011 21:52:45 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[New Technology]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[addictions]]></category>
		<category><![CDATA[applications]]></category>
		<category><![CDATA[human behaviour]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=612</guid>
		<description><![CDATA[I&#8217;ve recently discovered two new start up created applications which have me absolutely addicted, Turntable.fm &#038; Glitch (post to come next week). Turntable.fm is a music streaming &#038; sharing application that allows users to create rooms with up to 5 DJ&#8217;s to rotate songs within their own particular music genre(s) of choice. It was recently [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently discovered two new start up created applications which have me absolutely addicted, <a href="http://turntable.fm/">Turntable.fm</a> &#038; <a href="http://beta.glitch.com/">Glitch</a> (post to come next week). </p>
<p>Turntable.fm is a music streaming &#038; sharing application that allows users to create rooms with up to 5 DJ&#8217;s to rotate songs within their own particular music genre(s) of choice. It was recently <a href="http://techcrunch.com/2011/06/08/turntable-addiction/">featured in TechCruch</a> as the latest early adopter addiction.</p>
<p><a href="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-19_0930.png"><img src="http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-19_0930-300x277.png" alt="" title="Turntable.fm" width="300" height="277" class="alignleft size-medium wp-image-613" /></a> Words cannot do justice to explain just how addicting this app is especially when you&#8217;re at the tables in a room full of people. You find yourself feeling that anticipation a DJ must feel when they are up on the tables, beat matching song after song, hoping to see the floor moving. &#8220;Will they like my song? Will they hate it? Oh no, they aren&#8217;t dancing! They must hate it.  Oh wait, there&#8217;s one person dancing now, now another&#8230; Ok, ok, this is going to be ok.&#8221; Now you may wonder &#8220;but how do people &#8216;dance&#8217; virtually?&#8221; I&#8217;m glad you asked for <a href='http://www.designbycandlelight.com/wp-content/uploads/2011/06/2011-06-19_0931.swf'>Turntable.fm has thought of that</a>. Users dance when they click the awesome button on the application. DJ&#8217;s can get booted if the audience clicks lame enough times. Awesome clicks win you DJ points which allow you to get bigger and bigger advatars. </p>
<p>Like most things social, human behavior factors into the enjoyment of the app. In this case, users have created their own rules for some rooms.  One of the most popular rooms &#8220;80&#8242;s Play 3 &#038; Step Down&#8221;, was started by one user with the rule that you can only play 3 songs then you must step down. The moderation of the room passes from one person to the next to ensure the queue stays constant and consistent with new users stepping up and stepping down based on whether or not they have already played 3 songs. This rule started because users found that many of the DJs would just stay on the tables even long after rooms would fill up, never giving others a chance to step up and spin. </p>
<p>On the flip side it was interesting to step into some of the other rooms which were less considerate. I stepped into the country room and watched as one DJ got &#8220;lamed&#8221; out of their seat at the tables including chants from the crowd, &#8220;Lame her out. Click lame! Do it. This is miserable. Lame! Lame! Lame!&#8221; Crowds can be brutal. But I imagine it to be no different in some ways to being a real DJ in a real club. All you can hope for is that people like what you play. </p>
<p>Turntable runs on the Amazon EC2 servers and occasionally has trouble with lag, songs won&#8217;t play or will play a different song then the user has queued, and could use some way of customizing rooms a bit more by adding rules around how many songs you can play so more users get a turn. I&#8217;d also like to see other ways of integrating my music to the DJ queues (uploads don&#8217;t always work so perhaps a partnership with iTunes &#038;/or Youtube. In fact, might be fun to have a Video DJ in the same room spinning video). Private messaging would be nice too if they can also create a way to block a user from communicating with you. A random button would also be quite nice so when you add your songs in you can click random and they will shuffle. </p>
<p>Much like Guitar Hero played to our dreams of being rock stars, Turntable, plays into our dreams of being a DJ, and it does it really well. I&#8217;d love to see it affect the real world with DJ spin offs in the clubs. Would be quite fun I think. </p>
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		<title>Social Games Summit: Engagement</title>
		<link>http://www.designbycandlelight.com/social-games-summit-engagement/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=social-games-summit-engagement</link>
		<comments>http://www.designbycandlelight.com/social-games-summit-engagement/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 23:51:16 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[leaders]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=437</guid>
		<description><![CDATA[Notes from the Social Gamine Summit: Engagement talk &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212; .@cquarles &#8220;innovation will be more important and flattery less as time goes on&#8221; .@mark_skaggs look at the long term for engagement. 30, 60, 90 days. We get scared when day 1 is not at 60. Long term 30% is great! Meaure: high teens as a benchmark, [...]]]></description>
			<content:encoded><![CDATA[<p>Notes from the Social Gamine Summit: Engagement talk</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<p>.@cquarles &#8220;innovation will be more important and flattery less as time goes on&#8221;<br />
.@mark_skaggs look at the long term for engagement. 30, 60, 90 days. We get scared when day 1 is not at 60. Long term 30% is great!<br />
Meaure: high teens as a benchmark, it&#8217;s not natural to bring people back regularly in some genre&#8217;s</p>
<p>Measure engagement: DAU, MAU (what are these again? Is there a workshop on game metrics?)<br />
.@mark_skaggs &#8220;striking the balance between marketing and spam&#8221; Can Z not send me emails about games I don&#8217;t play anymore?</p>
<p>Metrics drive the knowledge of the user. Get the user to trust you to drive monetize.<br />
Tap into social desire. (Buying virtual roses for a love on Facebook for V. Day.) Understand emotions. Tap into them.</p>
<p>Use special events. (Superberries only available for a certain time.) Create urgency call to action.<br />
How do you surprise and delight business users in business systems when the goal is often get in and get out?<br />
Super berries and AMA award related items in Farmville and Sorrority Life drew users in.<br />
Adding on cities added &#8220;segments&#8221; to mafia wars and drew more users back in.<br />
Surprise and delight users.<br />
Its time for casual social games to look beyond the point and click for engaging content. (Absolutely!!)<br />
Facebook photo is like your brand or your friend&#8217;s brand.<br />
More and more mobile developers are looking to go cross platform</p>
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		<title>Future of Social Gaming Panel</title>
		<link>http://www.designbycandlelight.com/future-social-gaming-panel/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=future-social-gaming-panel</link>
		<comments>http://www.designbycandlelight.com/future-social-gaming-panel/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 23:38:51 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[panel]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[talks]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=531</guid>
		<description><![CDATA[Notes from the Social Gaming Panel: @davemcclure zynga growth evidence of success in harvesting CPA/cpc land grab strat last year, IMHO. Timing&#8217;s everything. @chasnote is that a lot? Seems light if Job&#8217;s estimates on connected devices are right considering Tv&#8217;s $7.3bn upfront. Just sayin&#8230; Re: future of social gaming panel. Think if they play cards [...]]]></description>
			<content:encoded><![CDATA[<p>Notes from the Social Gaming Panel:</p>
<p>@davemcclure zynga growth evidence of success in harvesting CPA/cpc land grab strat last year, IMHO. Timing&#8217;s everything.<br />
@chasnote is that a lot? Seems light if Job&#8217;s estimates on connected devices are right considering Tv&#8217;s $7.3bn upfront. Just sayin&#8230;<br />
Re: future of social gaming panel. Think if they play cards right they can pull a Jobs &amp; do to Hollywood what web has done to print.<br />
Panel of Social Gaming experts respond to question &#8220;what&#8217;s prediction of growth for space?&#8221; W/request to define the space. Broad definition.<br />
More social gaming predictions: more vertical vs horizontal/everyone plays hits; FB still dominates; mobile convergence<br />
If you want to understand where FB will go you need to understand the mind of an ambitious 26-year old w/comprehensive vision.<br />
Some context to FB changes for game developers: invest a lot of money in game features, fb changes, throw app in trash.<br />
Lyng @playdom predicts: international market growth; deeper, maybe hardcore gamer hits &amp; massive changes on fb platform (again)<br />
Jonathan @zynga predicts: farmville-like blockbuster coming, possibly from indie; international market growth in next year.<br />
Zynga &amp; playdom&#8211;big stakes players in FB ecosystem&#8211;say they believe changes that benefit users offer long-term success potential for dev.<br />
Discussion about FB socialgraph changes impacting game develpers. Cautious responses from panel ranging from light jabs to endorsement.<br />
&#8220;Future of Social Gaming&#8221; panel incl VC ThinkPink, Zynga, Playdom &amp; others (pic) http://twitgoo.com/z5wg9<br />
Nooman, COO of 25-person PeanutLabs showing some smart tactics to increase in-game monetiaztion that marketers can apply irl.<br />
DeLoura invites app developers for launch. No in app payment systems but coming. Email mdeloura at gmail dot com for deck/more inf.<br />
DeLoura wrote 14 lines of script, loaded a flash game into store &amp; ready to sell in the store. Demoed Goog Pacman as example.<br />
Chrome webstore will be in browser, one-click install &amp; buy for web apps (for starters, right?)<br />
DeLoura extolling virtues of Chrome for gaming. Says browser went frm 30-70mm users in past 9-months.<br />
First up: Mark DeLoura of Google/Chrome&#8211;1st gaming hire at Google. Begins talk w/sober stats on trad gaming biz in decline.<br />
&#8220;Future of Social Gaming Panel&#8221; @ Googleplex in Mtn Vw. Healthy presence of geeks in crowd. Good sign.<br />
VC trends over 7 years: web investments less cap intensive. 20% volume of investments; 10% of dollars. http://bit.ly/9GFj70 via @shervin<br />
Pepsi&#8217;s tapping valley talent the way they&#8217;ve sourced relevance from Hollywood &amp; Madison Avenue. Smart (client): http://adage.com/u/DxwwRa<br />
FB launches new data dashboard around Like function: http://bit.ly/ch5aM3</p>
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		<title>UX Video of the Week: When Games Invade Real Life</title>
		<link>http://www.designbycandlelight.com/ux-video-week-games-invade-real-life/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ux-video-week-games-invade-real-life</link>
		<comments>http://www.designbycandlelight.com/ux-video-week-games-invade-real-life/#comments</comments>
		<pubDate>Sat, 03 Apr 2010 05:45:54 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[ux video of the week]]></category>
		<category><![CDATA[branding]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=356</guid>
		<description><![CDATA[Games are invading the real world &#8212; and the runaway popularity of Farmville and Guitar Hero is just the beginning, says Jesse Schell. At the DICE Summit, he makes a startling prediction: a future full of points in the making. While brushing our teeth, getting enough sleep, everything we do we collect points for tax [...]]]></description>
			<content:encoded><![CDATA[<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/8FSsztwbRW0&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/8FSsztwbRW0&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<p>Games are invading the real world &#8212; and the runaway popularity of Farmville and Guitar Hero is just the beginning, says Jesse Schell. At the DICE Summit, he makes a startling prediction: a future full of points in the making. While brushing our teeth, getting enough sleep, everything we do we collect points for tax breaks, special incentives by companies. In one case there are points for the amount of soda we drink because we are not that far from every can of soda having a CPU and small camera to monitor our behaviour. </p>
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		<title>Rethinking my Blog: Girls &amp; Games</title>
		<link>http://www.designbycandlelight.com/rethinking-blog/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=rethinking-blog</link>
		<comments>http://www.designbycandlelight.com/rethinking-blog/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 09:29:33 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[female gaming]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[girl games]]></category>
		<category><![CDATA[Mafia Wars]]></category>
		<category><![CDATA[Playdom]]></category>
		<category><![CDATA[Sorority Life]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=237</guid>
		<description><![CDATA[I came home today from playing soccer, injured.  If you know me, then you know that is not all that uncommon. I may regret this in the morning. Or perhaps not as it got me inspired to blog. First I want to state that for 2010 I think I will be talking about User Experience [...]]]></description>
			<content:encoded><![CDATA[<p>I came home today from playing soccer, injured.  If you know me, then you know that is not all that uncommon. I may regret this in the morning. Or perhaps not as it got me inspired to blog.</p>
<p>First I want to state that for 2010 I think I will be talking about User Experience in a more generalized way.  I find I put too much pressure on myself to say something profound in my blog. Like every blogger in the blog-o-sphere must say something profound that has massive universal impact rather than simply saying, &#8220;I think this about that.&#8221; Thus in order to take the pressure off and to encourage more blogging, I will blog about anything I think impacts experience or technology. I&#8217;ll ask more questions. I&#8217;ll talk about stuff that inspires my thinking. Speaking of, my biggest inspiration lately has been gaming.</p>
<p><strong>Girls and Games.</strong></p>
<p>Ask most females and they would tell you they are either 1) not a gamer or 2) there aren&#8217;t enough &#8220;girl games&#8221; out there for them. What does that really mean though?</p>
<p>Let&#8217;s start with point one: &#8220;I&#8217;m not a gamer&#8221;</p>
<p>Any girl who tells you this is simply lying. Truth is they have probably played several games as a kids. As a member of the female gender, they play games with their friends, lovers, and others they come across. They are just not the &#8220;normal&#8221; type of game we might think of. Girls are competitive in nature.  If you don&#8217;t believe me, watch females play soccer or volleyball. (Or fight over a man.)</p>
<p>That brings me to point two: &#8220;The games out there aren&#8217;t interesting to me.&#8221;</p>
<p>I had an interesting conversation with the people at <a title="Playdom Web Site" href="ttp://www.playdom.com" target="_blank">Playdom</a> during an interview a few weeks back. It turns out the game, &#8220;<a title="Sorority Life on Facebook" href="http://apps.facebook.com/sororitylife/?auth_token=b3519e60b8ec93e598b54a6a30b6b42e&amp;next=http%3A%2F%2Fsister-facebook-dynamic-lb.sistersapps.com%2Fprod_facebook%2Fsisters%2Fsororitywars%2F" target="_blank">Sorority Life</a>&#8220;, has a strong appeal to women in their 30/40/50&#8242;s whom have the desire at the end of the day to &#8220;kill&#8221;. (In other words they love the fight feature where they can challenge other women and win battles for money, power, status, or game items.) It is a release of stress for them.</p>
<p>While I was not a fan of Sorority Life (because it felt too girly),  &#8221;<a title="Mafia Wars on Facebook" href="http://apps.facebook.com/inthemafia/?zy_link=appage&amp;_fb_q=1" target="_blank">Mafia Wars</a>&#8221; (by <a title="Zynga's Web Site" href="http://www.zynga.com/" target="_blank">Zynga</a>) appealed to me for much of the same reason. Fascinating, isn&#8217;t it?</p>
<p>Why then aren&#8217;t more games built for girls that allow us to play to our competitive natures? The game industry is missing a key component to the type of experience girls would want in games. Perhaps there would be more peace in the world if we could take out our aggression within games?</p>
<p>Then again, probably not.</p>
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		<title>Mafia Wars (on Facebook) and Friend Invites</title>
		<link>http://www.designbycandlelight.com/mafia-wars-on-facebook-and-friend-invites/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=mafia-wars-on-facebook-and-friend-invites</link>
		<comments>http://www.designbycandlelight.com/mafia-wars-on-facebook-and-friend-invites/#comments</comments>
		<pubDate>Thu, 09 Apr 2009 06:54:53 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[User Experience]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=152</guid>
		<description><![CDATA[Recently as I have been between consulting gigs I have been playing a lot of Mafia Wars on Facebook. I started playing in hopes that if I had an interview with Zynga (the creators of the game) that I would have something to talk about. However that interview never came. Meanwhile I ended up engrossed [...]]]></description>
			<content:encoded><![CDATA[<p>Recently as I have been between consulting gigs I have been playing a lot of Mafia Wars on Facebook. I started playing in hopes that if I had an interview with Zynga (the creators of the game) that I would have something to talk about.  However that interview never came. Meanwhile I ended up engrossed in this game. (If you could call it that.)</p>
<p>There is something fun in the experience of being a Mafioso and going out on jobs doing what you. I partially enjoyed the aspect of living this double life as my character grew and I was able to take out other families (hitlist) or rough up a local &#8220;gang&#8221; (robbing).  For a period the challenge of getting to that next level (street thug to hitman to capo and so on) was an incredible thrill.  If I mastered a level then I got a bonus and even going after that seemed like an interesting challenge.  However, with most games there comes a point when you find yourself losing interest.</p>
<p>What&#8217;s interesting about Mafia Wars is not only the role playing aspect but how they used that in relation to a casual game. It is literally a game you can pick up and put down whenever the mood strikes (unless you are out of energy and/or health).  However this is also a problem for the game. As one starts to lose interest they stop going to visit the game as much thus energy or health builds faster (seemingly) and they eventually find themselves in a place where they need to invest in the game (to buy Godfather points) or invite other friends to play with them.  The first creates a problem for the recently unemployed and the second creates a problem with friends whom don&#8217;t care to add extra apps. Leaving customers to feel &#8220;put upon&#8221; to spend money or invite friends (who will probably grumble at the invite). Lou Carbone said in his talk, &#8220;Creating Customer Loyalty&#8221;, (at MX West 2007) we need to concern ourselves about with customers feel. User experience and (for games) &#8220;fun&#8221; is only one aspect of creating a system (games or otherwise) but really how does the customer feel?</p>
<p>I understand that companies need to make money in order to thrive but a customer feeling &#8220;put upon&#8221; is really only going to walk away. Thus how about an added solution to the game of Mafia Wars? Add an extra element to the game to allow users to make more Godfather points because as it stands now it takes weeks to get enough to do anything (unless you pay) and I feel there should be a balance that encourages me as a user to come back.</p>
<p>Give users an opportunity to win Godfather points through a shooting game (learning to be a hitman) or a &#8220;grand theft auto&#8221; casual game that teaches about other aspects of being a Mafioso. They must gain a certain number of points in the game to get a certain number of Godfather points and perhaps they can only play so many times a day.</p>
<p>All this does is add another level of rewards to help keep users engaged. If they still don&#8217;t feel like they are making enough and still want to invest in the game then definitely give them that option but adding this adds a balance that doesn&#8217;t exist right now.</p>
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		<title>IxDA 09 Redux SF</title>
		<link>http://www.designbycandlelight.com/ixda-09-redux-sf/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ixda-09-redux-sf</link>
		<comments>http://www.designbycandlelight.com/ixda-09-redux-sf/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 05:30:20 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Business - General]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Information Architecture]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[ixda]]></category>
		<category><![CDATA[san francisco]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=165</guid>
		<description><![CDATA[I went to the SF Redux of Interaction 09 and had a great time not only getting to know some new people but also learning more about Interaction Design. Here&#8217;s some quick thoughts and notes of what I saw: &#8212;&#8212; Steve Portigal was up first to walk us through his sold out workshop called, &#8220;Well, [...]]]></description>
			<content:encoded><![CDATA[<p>I went to the <a title="IxDA SF Presents Interaction 09" href="http://ixdasf.ning.com/events/ixda-sf-presents-interaction09">SF Redux of Interaction 09</a> and had a great time not only getting to know some new people but also learning more about Interaction Design. Here&#8217;s some quick thoughts and notes of what I saw:</p>
<p>&#8212;&#8212;</p>
<p><a title="Steve Portigal's Consulting Site" href="http://www.portigal.com/">Steve Portigal</a> was up first to walk us through his sold out workshop called, &#8220;<a title="Steve Portigal's Workshop " href="http://interaction09.crowdvine.com/talks/show/2565">Well, we did all this research … now what?</a>&#8221;</p>
<p>My Twitter Feeds on SP:</p>
<p>&#8220;Who cares about terminology. Examine, infer and apply to business or design.&#8221; I&#8217;d say apply to both. Why should they be different.</p>
<p>&#8220;Stay out of solution land. Try different methods&#8221;</p>
<p>When stuck come up with really bad ideas to encourage creativity.</p>
<p>&#8212;&#8212;-</p>
<p>Second was Kumi Akiyoshi with &#8220;<a title="IxDA Summary of Talk" href="http://interaction09.crowdvine.com/talks/show/2598">Feeling: What Makes an Engaging Product?</a>&#8220;.  The slides from the presentation are below:</p>
<div id="__ss_1240405" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="Interaction09 - Feeling: what makes an engaging product?" href="http://www.slideshare.net/Kumi_Akiyoshi/feeling-what-makes-an-engaging-product?type=powerpoint">Interaction09 &#8211; Feeling: what makes an engaging product?</a><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ixdainteraction09-090402130436-phpapp02&amp;rel=0&amp;stripped_title=feeling-what-makes-an-engaging-product" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ixdainteraction09-090402130436-phpapp02&amp;rel=0&amp;stripped_title=feeling-what-makes-an-engaging-product" allowscriptaccess="always" allowfullscreen="true"></embed></object>View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/Kumi_Akiyoshi">Kumi_Akiyoshi</a>.My Twitter Feeds:</p>
<p><span class="status-body"><span class="entry-content">Design for experience = playful + lightness (anthromorphism) + community + quality of craft + socially responsible</span></span></p>
<p><span class="status-body"><span class="entry-content">At MSN what is the value proposition?</span></span></p>
<p><span class="status-body"><span class="entry-content">&#8220;People are emotional about visual design&#8221; &#8211; is that why wireframes are normally black and white? (CBSi)<br />
</span></span></p>
<p>&#8212;&#8212;-</p></div>
<p>Third was Ian Swinson with &#8220;Postcard Patterns&#8221;.</p>
<p><span class="status-body"><span class="entry-content">Postcards = simple straight forward messaging</span></span></p>
<p>&#8212;&#8212;-</p>
<p>Fourth was Nadya Direkova with &#8220;What’s in a game? A look at game design best practices as prime influencers of interaction design.&#8221;   The slides from the presentation are below:</p>
<div id="__ss_1043681" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="Game design for web designers: IXDA'09 Talk" href="http://www.slideshare.net/nadyadirekova/ixda-talk-game-design-techniques-for-engagement-in-web-applications?type=powerpoint">Game design for web designers: IXDA&#8217;09 Talk</a><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ixda-whats-in-a-game-ndirekova-razorfish-1234986968338101-1&amp;rel=0&amp;stripped_title=ixda-talk-game-design-techniques-for-engagement-in-web-applications" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=ixda-whats-in-a-game-ndirekova-razorfish-1234986968338101-1&amp;rel=0&amp;stripped_title=ixda-talk-game-design-techniques-for-engagement-in-web-applications" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/nadyadirekova">Nadya Direkova</a>.</div>
</div>
<p>Twitter:</p>
<p><span class="status-body"><span class="entry-content">Is google a single player or multiplayer game? How many of us get to design apps in 3d?</span></span></p>
<p><span class="status-body"><span class="entry-content">This is review so far. It&#8217;s all about the same from my game design class at Parsons.</span></span></p>
<p><span class="status-body"><span class="entry-content">Simply controls. Friend invites to play with friends. (AdverGames)</span></span></p>
<p><span class="status-body"><span class="entry-content">Create a reward in health. Physical Therapy&#8230; Doing # of exercises = whatever</span></span></p>
<p>&#8212;&#8212;</p>
<p><span class="status-body"><span class="entry-content">Kim Goodwin &#8220;each one teach one&#8221; &#8211; people are now saying I experienced good design. This is easier than that.</span></span></p>
<div id="__ss_1018927" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="Each One, Teach One - Kim Goodwin, Cooper" href="http://www.slideshare.net/cooper_journal/each-one-teach-one-kim-goodwin-cooper?type=presentation">Each One, Teach One &#8211; Kim Goodwin, Cooper</a><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=each-one-teach-one-1234398793235632-1&amp;rel=0&amp;stripped_title=each-one-teach-one-kim-goodwin-cooper" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=each-one-teach-one-1234398793235632-1&amp;rel=0&amp;stripped_title=each-one-teach-one-kim-goodwin-cooper" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/cooper_journal">Cooper Journal</a>.</div>
</div>
<p>Twitter:</p>
<p><span class="status-body"><span class="entry-content">&#8220;Nothing special about the iPhone. Technology is simple. It&#8217;s design they are selling. And we&#8217;re paying a lot of money for good design.&#8221;</span></span></p>
<p><span class="status-body"><span class="entry-content">&#8220;Corporate Americas new found belief in design is fragile.&#8221;</span></span></p>
<p><span class="status-body"><span class="entry-content">A lot of good ideas end up collecting dust. &#8220;It&#8217;s someone else&#8217;s fault. We need to take responsibility.&#8221;</span></span></p>
<p><span class="status-body"><span class="entry-content">Sales people understand progressive commitment. Get people involved in the research and so on to understand reasoning. Pushes commitment.</span></span></p>
<p><span class="status-body"><span class="entry-content">Even those who are use to rational decisions can be susceptable to emotion. (Ie the Mini Cooper)</span></span></p>
<p><span class="status-body"><span class="entry-content">Bargaining a normal part of Change Management. &#8220;I&#8217;ll have the salad with the cake.&#8221;</span></span></p>
<p><span class="status-body"><span class="entry-content">Ixd = generation creation</span></span></p>
<p>&#8212;&#8212;</p>
<p>In summary -</p>
<p>Personal gripe: <span class="status-body"><span class="entry-content">Another thing about less is more on presentation slides&#8230; Less information focuses the audience on you and what you are saying. Avoids </span></span><span class="status-body"><span class="entry-content">info overload</span></span></p>
<p><span class="status-body"><span class="entry-content">At the bar afterwards:  &#8220;We&#8217;re designing behaviour&#8221;</span></span></p>
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		<title>Why We Should Define UXD</title>
		<link>http://www.designbycandlelight.com/why-we-should-define-uxd/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=why-we-should-define-uxd</link>
		<comments>http://www.designbycandlelight.com/why-we-should-define-uxd/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 01:46:03 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Data Visualization]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Testing]]></category>
		<category><![CDATA[definitions]]></category>
		<category><![CDATA[ixda]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=160</guid>
		<description><![CDATA[The San Francisco division of the IxDA recently held a &#8220;redo&#8221; of the recent Interaction 09 Conference in Vancover. The slide that left me most moved was the one below: This slide opened my eyes to how vital it is that we define user experience. After all if we do not define what we do [...]]]></description>
			<content:encoded><![CDATA[<p>The San Francisco division of the IxDA recently held a &#8220;redo&#8221; of the recent Interaction 09 Conference in Vancover. The slide that left me most moved was the one below:</p>
<p style="text-align: center;"><img style="border: 0pt none; vertical-align: top;" src="http://farm4.static.flickr.com/3621/3421909264_342a9c6bff.jpg?v=0" alt="User Experience Specialist Definition" width="400" height="294" /></p>
<p style="text-align: left;">
<p style="text-align: left;">This slide opened my eyes to how vital it is that we define user experience. After all if we do not define what we do then we risk not being heard, understood, or taken seriously. With standards and definitions then we can pass down our knowledge to younger practitioners and build credibility in the marketplace.</p>
<p style="text-align: left;">Other images from the IXDA Redux are found <a title="IxDA Redux Photos on Flickr" href="http://www.flickr.com/photos/candlelight1228/sets/72157616381716951/">here</a></p>
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		<title>Pattie Maes &amp; Pranav Mistry: Unveiling the &#8220;Sixth Sense,&#8221; game-changing wearable tech</title>
		<link>http://www.designbycandlelight.com/pattie-maes-pranav-mistry-unveiling-the-sixth-sense-game-changing-wearable-tech/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pattie-maes-pranav-mistry-unveiling-the-sixth-sense-game-changing-wearable-tech</link>
		<comments>http://www.designbycandlelight.com/pattie-maes-pranav-mistry-unveiling-the-sixth-sense-game-changing-wearable-tech/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 22:50:17 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[new technology]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=156</guid>
		<description><![CDATA[Pattie Maes &#38; Pranav Mistry demonstrate a &#8220;Minority Report&#8221; type of interactive gaming. How would this change the way we interact with the web and games in general. User experience of the future goes 3D?]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="446" height="326" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /><param name="bgColor" value="#ffffff" /><param name="flashvars" value="vu=http://video.ted.com/talks/embed/PattieMaes_2009-embed_high.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/PattieMaes-2009.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=481" /><param name="src" value="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" /><embed type="application/x-shockwave-flash" width="446" height="326" src="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" flashvars="vu=http://video.ted.com/talks/embed/PattieMaes_2009-embed_high.flv&amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/PattieMaes-2009.embed_thumbnail.jpg&amp;vw=432&amp;vh=240&amp;ap=0&amp;ti=481" bgcolor="#ffffff" wmode="transparent" allowfullscreen="true"></embed></object></p>
<p>Pattie Maes &amp; Pranav Mistry demonstrate a &#8220;Minority Report&#8221; type of interactive gaming. How would this change the way we interact with the web and games in general. User experience of the future goes 3D?</p>
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		<title>Music on Websites</title>
		<link>http://www.designbycandlelight.com/music-on-websites/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=music-on-websites</link>
		<comments>http://www.designbycandlelight.com/music-on-websites/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 19:19:01 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Business - General]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Web Design]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://www.designbycandlelight.com/?p=140</guid>
		<description><![CDATA[While exploring the option of spending a couple weeks in Italy in a dance intensive, I visited the site of the recommended hotel: Park Hotel La Grave In process my computer crashed and on reload Firefox reloaded all my open tabs. Then as if from no where, there was music filling the air on a [...]]]></description>
			<content:encoded><![CDATA[<p>While exploring the option of spending a couple weeks in Italy in a dance intensive, I visited the site of the recommended hotel: <a href="http://www.lagrave.it/ParkHotelLaGraveENG.htm">Park Hotel La Grave</a></p>
<p>In process my computer crashed and on reload Firefox reloaded all my open tabs. Then as if from no where, there was music filling the air on a constant loop. I started going through each tab scrolling up and down frantically looking for the off switch. It was no where to be found. Instead I find myself reminded of Eddie Izzard&#8217;s skit about trying to get the printer to work:</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/k6C_HjWr3Nk&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/k6C_HjWr3Nk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>No matter where I turn. I cannot find the off switch. Finally after 10 minutes of this frustration, I find the switch at the bottom of the home page!</p>
<p>Don&#8217;t get me wrong, there are definite distinct advantages to using sound in the right places at the right time. Jakob Nielsen points out that sound can <a href="http://www.useit.com/alertbox/9512.html">&#8220;enhance the user experience substantially&#8221;</a>.  He adds that testing within a game environment using the same graphics but higher and lower quality sound led users to believe that the game had better graphics when better sound was utilized.  However that was a game environment not a website.</p>
<p>When exploring the web most users are looking for information.  In this case, I was looking for the amenities, price, and any reviews on the hotel. I didn&#8217;t care whether or not the hotel had a good atmosphere.  After all in a hotel you mainly sleep.  You aren&#8217;t looking for a home. Thus the music only frustrated me when I couldn&#8217;t locate the module to turn it off.</p>
<p>If you would like to use sound to create an experience than use it wisely and place it where the user can find it. The top right or even the right rail work beautifully for this purpose. The worst thing you can do to your user is frustrate them because you will lose them as a customer.  Remember you never get a second chance to make a good first impression and on the web that is even more vital.</p>
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		<title>Pac-Manhattan (Alternate/Augmented Reality Game)</title>
		<link>http://www.designbycandlelight.com/pac-manhattan-alternateaugmented-reality-game/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pac-manhattan-alternateaugmented-reality-game</link>
		<comments>http://www.designbycandlelight.com/pac-manhattan-alternateaugmented-reality-game/#comments</comments>
		<pubDate>Thu, 14 Dec 2006 23:34:00 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://designbycandlelight.cordelia.titaninternet.co.uk/test/?p=96</guid>
		<description><![CDATA[LINK A large scale urban game utilizing the pacman game framework. &#8212;&#8212;&#8212;&#8212;&#8212;&#8211;More&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; Blast Theory &#8211; UK Cloud Walkers Alternate Reality Game &#8211; What is it? Augumented reality game is a game which auguments reality. Article: &#8220;This is not a game&#8221;]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.pacmanhattan.com/">LINK</a></p>
<p>A large scale urban game utilizing the pacman game framework.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;More&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p><a href="http://www.blasttheory.co.uk">Blast Theory &#8211; UK</a><br />
<a href="http://cloudmakers.org/">Cloud Walkers</a><br />
<a href="http://en.wikipedia.org/wiki/Alternate_reality_game">Alternate Reality Game</a> &#8211; What is it?<br />
Augumented reality game is a game which auguments reality.</p>
<p>Article: &#8220;This is not a game&#8221;</p>
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		<title>Microsoft to sell game making tools</title>
		<link>http://www.designbycandlelight.com/microsoft-to-sell-game-making-tools/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=microsoft-to-sell-game-making-tools</link>
		<comments>http://www.designbycandlelight.com/microsoft-to-sell-game-making-tools/#comments</comments>
		<pubDate>Tue, 05 Sep 2006 23:34:00 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Business - General]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[business]]></category>

		<guid isPermaLink="false">http://designbycandlelight.cordelia.titaninternet.co.uk/test/?p=72</guid>
		<description><![CDATA[[LINK] LOS ANGELES (Reuters) &#8211; Microsoft Corp. (Nasdaq:MSFT &#8211; news) on Monday will announce the availability of software tools aimed at encouraging independent and hobbyist video game makers to create titles for its new Xbox 360 console. The move from Microsoft, which kicks off its two-day Gamefest video game development conference in Seattle on Monday, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://news.yahoo.com/s/nm/20060814/tc_nm/media_microsoft_dc;_ylt=AmGXyBkon69GOxK3336YUGtU.3QA;_ylu=X3oDMTA4ZnRnZjhkBHNlYwMxNjk1">[LINK]</a></p>
<p>LOS ANGELES (Reuters) &#8211; Microsoft Corp. (Nasdaq:MSFT &#8211; news) on Monday will announce the availability of software tools aimed at encouraging independent and hobbyist video game makers to create titles for its new Xbox 360 console.</p>
<p>The move from Microsoft, which kicks off its two-day Gamefest video game development conference in Seattle on Monday, comes as the popularity of user-created content on the Internet grows and as the software giant builds a large audience for its Web-connected Xbox Live online service.</p>
<p>Microsoft said its tool kit, called XNA Game Studio Express, will make it easier for enthusiasts to create games to run on Microsoft&#8217;s next-generation Xbox 360 console or personal computers running its Windows operating system.</p>
<p>A test version of the tool kit will be out by August 30. The final product will be available this holiday season for an annual subscription of $99 per year for Xbox 360 game development. The software will be free to people making games to run on Windows.</p>
<p>Microsoft said more than 10 universities, including the University of Southern California and Southern Methodist University, will include XNA Game Studio Express and Xbox 360 development in their fall curricula.</p>
<p>YouTube is a wildly popular Web site featuring videos from ordinary people around the world. Its star has risen as Internet giants Yahoo Inc. (Nasdaq:YHOO &#8211; news) and Google Inc. (Nasdaq:GOOG &#8211; news) have been investing in user-generated content such as Web logs, known as blogs, and video.</p>
<p>Peter Moore, vice president of Microsoft&#8217;s interactive entertainment business, said individuals will own the games they create using the tools and that the company will do revenue sharing deals with people who create games for the Xbox 360.</p>
<p>&#8220;I&#8217;d love to send a royalty check to a kid,&#8221; said Moore, who added that Microsoft hopes to get the tool kit into high schools.</p>
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		<title>Mobile Technology</title>
		<link>http://www.designbycandlelight.com/mobile-technology/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=mobile-technology</link>
		<comments>http://www.designbycandlelight.com/mobile-technology/#comments</comments>
		<pubDate>Sat, 01 Oct 2005 22:12:00 +0000</pubDate>
		<dc:creator>rphillippi</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://designbycandlelight.cordelia.titaninternet.co.uk/test/?p=37</guid>
		<description><![CDATA[Mobile games take a step forward Games on mobile phones have come a long way since Snake or endless knock-offs of arcade classics such as Asteroids and Space Invaders. Now many of the big name titles first created for consoles and PCs are turning up in shrunken versions for handsets that an increasingly large section [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://news.bbc.co.uk/2/hi/technology/4295504.stm">Mobile games take a step forward</a></p>
<p>Games on mobile phones have come a long way since Snake or endless knock-offs of arcade classics such as Asteroids and Space Invaders.</p>
<p>Now many of the big name titles first created for consoles and PCs are turning up in shrunken versions for handsets that an increasingly large section of the population own.</p>
<p>But, says Thor Gunnarson of British mobile game maker Ideaworks3D, the whole industry is just getting started.<lj-cut></p>
<p>Handsets, he says, are getting powerful enough to cope with what he dubs &#8220;console class&#8221; gaming, which means they are able to cope with 3D graphics that scroll past at a rate of at least 20 frames a second.</p>
<p>Speed kings</p>
<p>Before now many of the mobile gaming conventions we are used to, such as competing against &#8220;ghost&#8221; opponents rather than real people, have come about because of the limitations of phone networks.</p>
<p>Data transfer rates on second generation networks are too slow to play real people in real time.</p>
<p>But, said Mr Gunnarson, such limitations disappear with 3G networks simply because they can ship more data back and forth more quickly.</p>
<p>Console class games are coming to phones<br />
Once latency or delay drops below 3.5 milliseconds it becomes invisible to users, said Mr Gunnarson, and 3G networks will definitely ship data between handsets fast enough for that.</p>
<p>&#8220;That&#8217;s good enough for multi-player gaming and real time racing,&#8221; he said.</p>
<p>But what will also make a big difference is the way that people pay for the data they consume via their phone.</p>
<p>Currently most operators charge users for the megabytes they use. A pricing mechanism, said Mr Gunnarson, that does not encourage people to spend lots of time browsing the web or downloading extra levels for games.</p>
<p>Flat rate pricing transformed the net industry and drove a huge rise in the numbers of people going online.</p>
<p>In the US, Verizon&#8217;s VCast network uses flat rate pricing as does KDDI in Japan. Both have seen the numbers of mobile gamers increase rapidly.</p>
<p>If you can swap huge amounts of data in and out of a handset without incurring extra charges, it also changes the types of games you get on a handset. No longer do they have to be restricted to a file that the phone&#8217;s own memory can store.</p>
<p>Instead, extra parts can be added as they are needed. This also frees up game makers to think big, he said.</p>
<p>&#8220;Something like Need for Speed Underground 2 (NFSU2) would not be economically viable to deliver to the consumer before we saw flat rate data networks,&#8221; he said. &#8220;There are megabytes of data flowing back and forth.&#8221;</p>
<p>Flat rate pricing helps players and game makers<br />
As a result, games can be much bigger. The mobile version of NFSU2 has about 40 hours of game play in it. All of it expected to be consumed in small chunks.</p>
<p>&#8220;It relies completely on network-based storage and only pulls down levels, cars and characters it needs at that point in time,&#8221; he said. &#8220;It&#8217;s constantly shuffling data back and forth.&#8221;</p>
<p>Another game that Mr Gunnarson expects to be big on handsets is Sims 2 Mobile &#8211; again which would be hard to do without the advent of 3G.</p>
<p>The key feature of this Ideaworks developed title is the connection with the PC version.</p>
<p>A Sim can be created for the PC version, converted to a mobile character and then uploaded to a handset.</p>
<p>Although the way the game is played has been changed for the handset, with floating menus and different modes for exploring or interacting, the experience is as close as possible to the full version, said Mr Gunnarson.</p>
<p>&#8220;It&#8217;s a big challenge to get a relatively complicated game like this on a mobile phone,&#8221; he said, &#8220;not least because you have to be able to play the game with one hand.&#8221;</p>
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