When is a shovel not a shovel?
- thoughtless acts - users changing what things do
- people's needs change depending on their mode (like Zipcar, renting cars for short errands)
- things facilitate social exchange (like the way Guitar Hero pulls people into video games for flirtation)
- new hardware technology is facilitating the participation of newer audiences
- people are using these new interfaces to bond with each other
- with traditional video games, all interaction is through the screen, and the screen is the focus of innovation
- with, say, the Wii, the interaction is in the room as well as on screen
- also, avatar play: making Miis as gifts
- cross-generational play
unmet needs/opportunity areas
- family dynamics - mother as facilitator
- leveling the playing field by including the audience
- Wii host games
how do we prototype behaviors? inspire-evolve-validate
- bodystorming/role play
- iterative user testing - fake prototypes, interactive prototypes
- release the thing and begin a conversation
discusses IDEO prototyping workshop - connecting it to a challenge to spur new thinking about a project










Leave a comment