by Amish Patel
Make the Kinection!
Microsoft Kinect is the technology which is undoubtedly poised to unlock the next generation of digital design and allows us to bridge the gaps between physical and digital.
As Kinect becomes more prevalent, more open and generally smarter we need to look at how this new technology expands our palette of interactive experiences.
Join members of the XBOX Design team in a conversation about the essence of Kinect, the power it holds, its unique challenges, capabilities and a glimpse into the future!
by Stephanie Puri and Matthew Armstrong
A few years ago, Gearbox Software started a user research department called "Truth" while developing Borderlands. The team started with 2 people, no budget and a stack of flyers. By treating our testers as part of a community, this program has gone from a few testers in a list to a database of thousands in a short time. Truth was vital to the success of Borderlands, and saw over 600 people participating in 170 sessions in the last year of development. Stephanie Puri (Truth Team Manager and User Researcher) and Matthew Armstrong (creator, designer, and director of Borderlands) share concrete examples from the development of Borderlands that demonstrate how anyone with a need for information and some creative thinking can get the feedback they need with the resources they have.
by Tom Noland, Gigi Peterkin, David Rose and Christine Robins
There’s no secret behind what makes for healthy living. Don’t smoke, eat right, and get some exercise to start. The problem is, being healthy feels a lot like work.
So our core question: How can we make healthy behavior as seductive as a kiss or as addicting as a bag of potato chips? Once you go in for one, you can’t stop.
This panel will shed light on what’s working – and what’s not – when it comes to using interactive tools to turn good health habits into actions people crave. We’ll explore the role of rewards and recognition; the forces such as love and fear; and the effectiveness of fun, enchantment and ambient integration.
More specifically, we’ll take a close look at innovative programs that are helping to change people’s engagement in their health, and drive new habits; and we’ll also explore the successes of non-health programs such as Angry Birds for how we can translate their stickiness to health.
And then we’ll talk about what happens when the “game” is over. Do people relapse? How can that be prevented – if at all?
by Justin Hall, Ben Cerveny and Robin Hunicke
Play is a human thing. Before games, even before language, we play. Play is the first tactic we use for understanding our environment and each other. Let's forget about "gamification" for a second (phew!) and look at where unstructured play can take us in digital experiences. Tablets and smartphones provide a whole new context for interaction, and by all accounts it seems that whatever experiences arise there, they will be far more playful than on the desktop. The networked entertainment system, already the site of much of the culture around 'gaming', is branching out to offer all sorts of different media experiences. How can play help make sense of this new landscape? Both Planetary by Bloom Studio and Journey by That Game Company explore new types of contemplative play and help define a new genre in gaming and applications.