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Design with Intent Toolkit

Design with Intent Toolkit

Human-Centered Design Toolkit For years, businesses have used human-centered design to develop innovative solutions. Why not apply the same approach to overcome challenges in the nonprofit world? This project, funded by International Development Enterprise (IDE) as part of a grant from the Bill & Melinda Gates Foundation, sought to provide NGOs and social enterprises with the tools to do just that. IDEO, in collaboration with nonprofit groups ICRW and Heifer International, developed the HCD Toolkit to help international staff and volunteers understand a community’s needs in new ways, find innovative solutions to meet those needs, and deliver solutions with financial sustainability in mind. The HCD Toolkit was designed specifically for NGOs and social enterprises that work with impoverished communities in Africa, Asia, and Latin America. The HCD toolkit has been used by organizations throughout the developing world, including Acumen Fund, AyurVAID, Heifer International, ICRW, IDE, Micro Drip, and VisionSpring.

Learning from game design: 11 gambits for influencing user behaviour | Design with Intent Games are great at engaging people for long periods of time, getting them involved, and, if we put it bluntly, influencing people’s behaviour through their very design. Something conspicuously missing from Design with Intent v.0.9 is a satisfactory treatment of the kinds of techniques for influencing user behaviour that can be derived from games and other ‘playful’ interactions. I hope to remedy this in DwI 1.0, so here’s a preview of the eleven patterns I’ve included in the new Ludic Lens on behaviour change: patterns drawn from games or modelled on more playful forms of influencing behaviour. These aren’t original, by any means. People such as Amy Jo Kim (see her great presentation ‘Putting the fun in functional’), Sebastian Deterding, Francisco Inchauste, Jeremy Keith, Geke Ludden, and of course Ian Bogost have done work which explores this area from lots of different angles, and it also draws on decades of research in social psychology.

Get Mental Notes Thank you to everyone who helped make Mental Notes a huge success. Of the original 5,000 decks, all (except for a small personal reserve) are gone. Don't fret! There's more in store: An expansion pack is in the works… There's a planned kickstarter campaign (where I'll offer up the remaining 1st run decks). Don't miss out! © Copyright Stephen P. IxD - User-Centered Interaction Design Patterns for Interactive Digital Television Applications First book that deals exclusively with HCI and usability for interactive TV applications Comprehensive collection of empirically-validated guidance for designing interactive television user interfaces First integration of design guidance into the specific production process of interactive broadcasting services A new approach to interaction design patterns, overcoming the deficits of previous approaches When a new technology – such as interactive digital television – is introduced to a wider audience, ease of use is often critical to success. By focusing on these usability issues with the aim of supporting user acceptance for interactive TV, Tibor Kunert provides clear guidelines for designing the user interfaces on interactive TV applications. This guidance is presented in the form of design patterns, and a new approach is proposed that helps designers and developers to explore design alternatives and to evaluate the trade-offs that need to be made in order to maximise usability.

Game Theory « Young Urban Confessional Ah heh. Ah heh heh heh. So I’m going to go ahead and post as if I hadn’t just stopped for two weeks. But this post is actually sort of why I suddenly stopped posting; I came to a weird realization about why I started this blog, and in general why I go through a lot of activity cycles- the same one I mentioned in one of my first posts, where I begin something in earnest, throw myself into it passionately for a few days and then abruptly stop. And I realized this because of a game. Echo Bazaar! I said “obsessed” in the previous paragraph, because I did become obsessed. The basic problem was the game mechanism. Of course, if you’ve worked out the “optimal method” of gaming a system, in your own time, in the shower or while waiting for coffee, you’re probably addicted. And the thing is, I definitely had an unhealthy relationship to the game, and I’ve attributed it so far to the game mechanism to having to “come back” to the game to optimize playing. Like this: Like Loading...

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