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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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      <rdf:Seq>	<rdf:li rdf:resource="http://kotaku.com/5833631/gamification-is-here-to-stay-and-its-not-bullshit"/>
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	<rdf:li rdf:resource="http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection"/>
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	<rdf:li rdf:resource="http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/"/>
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  </channel><item rdf:about="http://kotaku.com/5833631/gamification-is-here-to-stay-and-its-not-bullshit">
    <title>Gamification is Here to Stay (And it's not Bullshit)</title>
    <dc:date>2011-08-23T22:14:58+00:00</dc:date>
    <link>http://kotaku.com/5833631/gamification-is-here-to-stay-and-its-not-bullshit</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Gamification is a polarizing and divisive topic with many proponents and vocal skeptics and cynics. But it is not bullshit. Gamification is real and its benefits are tangible. Gamification is here to stay.]]></description>
<dc:subject>gamification games ux z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5fd844342ab2/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:ux"/>
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<item rdf:about="http://www.lostgarden.com/2008/10/princess-rescuing-application-slides.html">
    <title>Lost Garden: The Princess Rescuing Application: Slides</title>
    <dc:date>2011-08-22T17:57:13+00:00</dc:date>
    <link>http://www.lostgarden.com/2008/10/princess-rescuing-application-slides.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications. The talk was recorded and should be up sometime this week. When it appears online, I'll link to the video from this post.]]></description>
<dc:subject>gamedesign ux gamification ui z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9994afe88c4b/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamification"/>
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<item rdf:about="http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection">
    <title>Plants Vs Zombies: Introduction to perfection - Edge Magazine</title>
    <dc:date>2011-08-14T10:42:22+00:00</dc:date>
    <link>http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The formula for the perfect game may be an area of hot discussion, but most would argue that games that are easy to get into and difficult to put down goes along the right lines. Players' early experience of a game is critical: this is the period in which they're making up their minds whether to devote more time, and often money, to the rest of it. 

So how do we make games with a polished early experience? Let's take some lessons from a game which I think does it incredibly well, PopCap's Plants Vs Zombies. ]]></description>
<dc:subject>games ux ui experience design interface z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bcc487f8c4bb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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<item rdf:about="http://altdevblogaday.com/2011/08/08/motion-controlled-emotions/">
    <title>Motion Controlled Emotions « #AltDevBlogADay</title>
    <dc:date>2011-08-08T21:50:42+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/08/08/motion-controlled-emotions/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Games are made of verbs. Run, jump, punch, crouch. Hand held controllers are able to simulate the input of the player to use those verbs in a rather precise way, be it on/off or analog. And as developers, designing around verbs is a pretty straightforward affair which we have been doing since the first game was played. But when it gets to adverbs, the emotional variables of a verb, neither the controller or developer seems to be aware of what to do with them beyond pure visuals.

Enter motion controls. While initially it is the verbs we assign to the gestures, such as swing a sword, we quickly find out that they just don’t quite match up the crisply defined input of a controller.  Motion Controls also lack a tactile sense of feedback in many cases, making all those verbs feel hollow when we don’t feel the physical reaction. It is a fun gimmick, but we quickly grow tired of the theatrics and plug our plastic hands back into the machine.

So if verbs aren’t best used for motion controls, how can we use them as adverbs and adjectives?]]></description>
<dc:subject>ui ux motion gestures interfacedesign z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:31d0ead1c033/</dc:identifier>
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<item rdf:about="http://www.kiasa.org/2011/06/24/thought-for-the-day-101/">
    <title>Killed in a Smiling Accident. » Blog Archive » Thought for the day.</title>
    <dc:date>2011-06-25T16:40:53+00:00</dc:date>
    <link>http://www.kiasa.org/2011/06/24/thought-for-the-day-101/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[MMOs are games where you play combat primarily in the user interface rather than the game world.
I think this is best realised in the classic ‘standing in the fire’ error of new raiders: essentially people stand in the fire because it is an element of playing in the game world, where levelling-up has trained those players to instead play in the interface. Combat is in the cooldowns; you watch timers, health bars, debuff bars, and only when you get to raiding or the more ambitious small group dungeons do you need to start looking into the game world too, in order to step out of the fire, dodge the laser beam, jump over the furious shrew of ruin.]]></description>
<dc:subject>mmo ux interface z3 usability gamedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:be46aaff1bfc/</dc:identifier>
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<item rdf:about="http://www.gabrielweinberg.com/blog/2011/04/toddler-app-user-interface-guidelines.html">
    <title>Toddler app user interface guidelines - Gabriel Weinberg's Blog</title>
    <dc:date>2011-04-11T14:48:31+00:00</dc:date>
    <link>http://www.gabrielweinberg.com/blog/2011/04/toddler-app-user-interface-guidelines.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My son Eli has been using iPad apps since he was one and we have about 50 toddler apps. With the big caveat that this post is based off essentially a sample size of one, here are some toddler app user interface guidelines.]]></description>
<dc:subject>apps ipad ui games design ux z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:26a43aef6d44/</dc:identifier>
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<item rdf:about="http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/">
    <title>Why Angry Birds is so successful and popular: a cognitive teardown of the user experience</title>
    <dc:date>2011-03-09T10:25:04+00:00</dc:date>
    <link>http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Why is it that over 50 million individuals have downloaded this simple game? Many paid a few dollars or more for the advanced version. More compelling is the fact that not only do huge numbers download this game, they play it with such focus that the total number of hours consumed by Angry Birds players world-wide is roughly 200 million minutes a DAY, which translates into 1.2 billion hours a year. To compare, all person-hours spent creating and updating Wikipedia totals about 100 million hours over the entire life span of Wikipedia (Neiman Journalism Lab). I say these Angry Birds are clearly up to something worth looking into. Why is this seemly simple game so massively compelling? Creating truly engaging software experiences is far more complex than one might assume, even in the simplest of computer games. Here is some of the cognitive science behind why Angry Birds is a truly winning user experience.]]></description>
<dc:subject>design games psychology ui ux z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8345f2c41434/</dc:identifier>
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<item rdf:about="http://www.useit.com/alertbox/kinect-gesture-ux.html">
    <title>Kinect Gestural UI: First Impressions (Jakob Nielsen's Alertbox)</title>
    <dc:date>2011-01-03T14:14:49+00:00</dc:date>
    <link>http://www.useit.com/alertbox/kinect-gesture-ux.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Kinect is a new video game system that is fully controlled by bodily movements. It's vaguely similar to the Wii, but doesn't use a controller (and doesn't have the associated risk of banging up your living room if you lose your grip on the Wii wand during an aggressive tennis swing).

Kinect observes users through a video camera and recognizes gestures they make with different body parts, including hands, arms, legs, and general posture. The fitness program, for example, is fond of telling me to "do deeper squats," which it can do because it knows how my entire body is moving. Analyzing body movements in such detail far exceeds the Wii's capabilities, though it's still not going to put my trainer down at the gym out of work.]]></description>
<dc:subject>games ui ux kinect gaming z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:39f515bfcfa0/</dc:identifier>
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