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HEY WHIPPLE » Blog Archive » Report From SXSW Interactive: "I See Dead Ad Jobs." I was born in the year 1954 when stamps were three cents. If you thought, “Wow, three cents??” you’re a digital immigrant like me. You’re a digital native if you thought, “What are stamps?” Unfortunately, there is a third group: digital rejectors — you’ve met them. Worse, they don’t realize they’re dead. Full disclosure: I am a digital d-bag. Case in point: From my collection of laminated ads, I offer this one. A print ad I did in 1994 for a new website. I still like the ad but the point here is that it was written in 1994, a brief fifteen years ago; when Netscape Navigator was the big browser and Mortal Kombat II was the hot game. Jesus. (Oops. Here’s the point. Okay, so now we’re doing a slow dissolve from 1994 to April 2010. On my iPhone, the “mysxsw” app reveals the details about our session’s focus: “With the advertising landscape changing at the speed of light, how do the traditional advertising pros adapt? I think it brave of Damon to host such a session. That’s Damon.
Brenda Laurel Interview Why is design research important? Perhaps the single most pernicious sort of folly I have seen over nearly thirty years in the computer field is the belief on the part of engineers, designers, and marketing people is that they "just know" what will work for their audience. For extremely observant, experienced designer, this may indeed be true, but such people are exceedingly rare, and those who are most successful have "trained" their intuition by carefully observing and reaching deep understanding of certain kinds of people, cultures, and contexts. Full-blown ideas for great, innovative products do not come from research subjects. You've said that good design needs to understand "deep, roiling currents of our dynamic culture." Well, "research" is a pretty broad term. As Henry Jenkins' work demonstrates so well, it is also extremely useful to delve into the currents and eddies of particular "fandoms" or subcultures. What should designers look for when doing research?
Bartle Bogle Hegarty | When the world zigs, zag | Global Exclusive interview with Brenda Laurel: We "brought girls roaring into the online game space" Brenda Laurel spoke at TED in early 1998 — at a watershed moment. In 1997, she launched Purple Moon to make smart computer games aimed at girls. By 1999, the company had come to a much-publicized end. But between start and finish, Purple Moon marked a sea change in the girl-game market. The TED Blog interview Laurel via email last week, to get the rest of the Purple Moon story, and to talk about how the experience changed her and (just maybe) changed the world. Brenda Laurel: Games for girlsFrom the interview: I adored those [games]. Can you talk a bit about Purple Moon’s development in the two years after this talk — you mention more Rockett titles, for instance. Yes, but in a more general way. Then we developed a series based on soccer (The Starfire Soccer Challenge), because women’s soccer was such a big deal to girls in that time period — during the time when American women were getting close to winning the World Cup. You bet. And then — what’s next for you?
Anomaly | New York City | London Urgent Evoke - A crash course in changing the world. Wieden+Kennedy Games that launch companies, games that heal: Q&A with Jane McGonigal Jane McGonigal is a game designer with an apparently simple idea: some of the billions of hours we spend playing games can be used to solve real world problems, and it can be done by playing games. Her new book, Reality Is Broken, explores the power of games to change people’s lives. It’s just out this week. The TED Blog caught up with her in the middle of the release to talk about games, saving the world, and the simple power of Angry Birds. Since your TEDTalk, you’ve managed a full run of Evoke, you social entrepreneurship game. It was really exciting! The most eye-opening outcomes were how many real-world businesses, real-world social enterprises were founded by players of the game over the course of the ten weeks, and then actually launched in the summer following the game. One example is this great project called Libraries Across Africa. That’s fantastic. The subtitle is “Why games make us better, and how they can change the world.” Exactly. The reception was great. Right.
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