#psychology (78 links)
- Discipline: Be The Machine « yield thought coderoom.wordpress.com
Rawr! Be the machine! Another version of "stop faffing about and just get on with it".
- The Data-Driven Life - NYTimes.com nytimes.com
In the cozy confines of personal life, we rarely used the power of numbers. The techniques of analysis that had proved so effective were left behind at the office at the end of the day and picked up again the next morning. The imposition, on oneself or one’s family, of a regime of objective record keeping seemed ridiculous. A journal was respectable. A spreadsheet was creepy. And yet, almost imperceptibly, numbers are infiltrating the last redoubts of the personal. Sleep, exercise, sex, food, mood, location, alertness, productivity, even spiritual well-being are being tracked and measured, shared and displayed.
- Anthropology in Practice: The Psychology of Liking anthropologyinpractice.com
Via askush.
- Less Talk More Rock- Boing Boing boingboing.net
An entire generation seems to have become used to experiences clogged with menus and text, spammed with awkward cutscenes, choked by voice acting, mangled by incongruent narrative, segmented by load times, stalled by informational messages. These elements serve to undermine the aesthetic coherence of the work -- they can dilute the magic, they can interrupt the flow, they can disrupt the basic audiovisual communication, they can break the spell.
Via infovore.
- GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 « Double Buffered doublebuffered.com · Archived on
Some notes from the session Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 presented by Jaime Griesemer from Bungie.
Via infovore.
- Game Design, Psychology, Flow, and Mastery - Blog - External Rewards and Jesse Schell's Amazing Lecture sirlin.net · Archived on
"The unspoken premise of [Jesse Schell's] DICE 2010 lecture is that people are prisoners to external reward systems. "External reward" is practically a curse word to me, a thing I'm ever vigilant against. I don't need experience point systems giving me a false sense of mastery, or Xbox "achievements" for watching the opening movie of a game (that's a real one). But people absolutely are driven by external rewards. So much so that Schell doesn't even question it, he simply takes it as given."
Via infovore.
Are some games intentionally designed to keep you compulsively playing, even when you're not enjoying it? Oh, hell yes. And their methods are downright creepy.
Via shrinkwrapped.
Why, then, did we throw everything we'd learned out the window when it came time to design achievements? I think that's what bothered me about early Xbox Live achievements more than anything — as goals, they violated too many game design guidelines. Too many of them wouldn't make any sense as in-game goals for progressing through content.
Via paul.irish.
"A player's motivation is more complex than "to have fun." Think on it closely and you'll agree – everyone plays to scratch a particular itch, and some games serve some itches better than others. While plenty of the details are complex and subjective, it's possible to divide play motivations into four different groups."
Bad title, interesting points. "I learned that introverts prefer to think before they speak, while extroverts tend to think /as/ they speak. I also learned what energizes introverts (solo activities) versus extroverts (social activities) [...] They seek out allies as trusted sounding boards and champions who can help spread the word about their quiet strengths."
- Maslow's hierarchy of needs - Wikipedia, the free encyclopedia en.wikipedia.org
- Why humans can't navigate out of a paper bag - life - 18 August 2009 - New Scientist newscientist.com
Makes me want to stop using Google Maps.
Via blech.
- Milton Glaser - Ten Things I Have Learned miltonglaser.com
- Dunning-Kruger effect - Wikipedia, the free encyclopedia en.wikipedia.org
"An example of cognitive bias in which "people reach erroneous conclusions and make unfortunate choices, but their incompetence robs them of the metacognitive ability to realize it". They therefore suffer an illusory superiority, rating their own ability as above average."
- Web Performance Matters - Journal - Acceptable Response Times webperformancematters.com
"The real question is not "What is the industry standard?" but rather "What response time will the users of my Web site or application find acceptable?"
- Design for Emotion and Flow - Boxes and Arrows: The design behind the design boxesandarrows.com
When attention becomes a scarce resource, it’s important to invest it wisely. Information architects and designers play a critical role in ensuring the products they design provide users’ with a return on their investment of attention.
Registration keeps out good posters and attracts trolls? Who'd have thought that?
- Seth's Blog: Why word of mouth doesn't happen sethgodin.typepad.com
- Founder's Syndrome: How Corporations Suffer -- and Can Recover managementhelp.org
This syndrome occurs when, rather than working toward its overall mission, the organization operates primarily according to the personality of a prominent person in the organization, for example, the founder, board chair/president, chief executive, etc
"Pagulayan runs a testing lab for Bungie that looks more like a psychological research institute than a game studio. The room we're monitoring is wired with video cameras that Pagulayan can swivel around to record the player's expressions or see which but
- Creating Passionate Users: The Asymptotic Twitter Curve headrush.typepad.com
"If my Cingular cell phone sends me a MySpace alert and I'm not there to get it, do I exist? But email, IMs, social networking, and blogs are nothing compared to the thing that may finally cause time as we know it to cease. I'm talking, of course, about T
- Software by Rob : Becoming a Better Developer Part 9: How to Criticize a Software Developer Without Getting Punched softwarebyrob.com · Archived on
The #1 rule of good criticism is be specific.
- New Scientist 11 steps to a better brain - Features newscientist.com
It doesn't matter how brainy you are or how much education you've had - you can still improve and expand your mind.