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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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      <rdf:Seq>	<rdf:li rdf:resource="http://styledeficit.tumblr.com/post/113415261382/the-smithsonians-design-museum-just-got-some"/>
	<rdf:li rdf:resource="http://panstudio.co.uk/2013/08/who-cares-about-talking-bins/"/>
	<rdf:li rdf:resource="http://www.asktog.com/papers/magic.html"/>
	<rdf:li rdf:resource="http://www.kitchensoap.com/2012/10/25/on-being-a-senior-engineer/"/>
	<rdf:li rdf:resource="http://anti-mega.com/antimega/2012/01/19/sand-in-the-vaseline"/>
	<rdf:li rdf:resource="http://www.honestgamers.com/reviews/9397/LA-Noire.html"/>
	<rdf:li rdf:resource="http://www.gamasutra.com/view/news/27300/DICE_2010_CMUs_Schell_On_The_Common_Threads_In_Unexpected_Successes.php"/>
	<rdf:li rdf:resource="http://www.cs.northwestern.edu/~hunicke/blog/?p=42091"/>
	<rdf:li rdf:resource="http://www.chewingpixels.com/gaming-made-me/"/>
	<rdf:li rdf:resource="http://www.kickerstudio.com/blog/2009/02/review-the-user-illusion/"/>
	<rdf:li rdf:resource="http://www.gamesetwatch.com/2009/01/column_diamond_in_the_rough.php"/>
	<rdf:li rdf:resource="http://www.gamasutra.com/view/feature/3890/persuasive_games_windows_and_.php"/>
	<rdf:li rdf:resource="http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html"/>
	<rdf:li rdf:resource="http://avantgame.blogspot.com/2008/11/these-games-are-experience-grenades.html"/>
	<rdf:li rdf:resource="http://www.game-ism.com/2008/09/22/selling-an-experience/"/>
	<rdf:li rdf:resource="http://www.kickerstudio.com/blog/2008/09/creating-products-not-experiences/"/>
	<rdf:li rdf:resource="http://antimega.textdriven.com/antimega/2008/08/15/this-is-not-my-beautiful-house"/>
	<rdf:li rdf:resource="http://www.chewingpixels.com/?p=826"/>
	<rdf:li rdf:resource="http://www.engadget.com/2008/06/21/takara-tomys-rpg-piggy-bank-level-up-by-saving-up/"/>
	<rdf:li rdf:resource="http://russelldavies.typepad.com/planning/2008/04/pre-experience.html"/>
	<rdf:li rdf:resource="http://www.adaptivepath.com/blog/2008/02/04/our-forthcoming-book-subject-to-change-creating-great-products-and-services-for-an-uncertain-world/"/>
	<rdf:li rdf:resource="http://blog.irvingwb.com/blog/2008/01/more-on-the-evo.html"/>
	<rdf:li rdf:resource="http://leapfrog.nl/blog/archives/2007/09/26/summary-of-my-playful-ias-argument/"/>
	<rdf:li rdf:resource="http://www.cityofsound.com/blog/2007/07/a-birth-in-13-p.html"/>
	<rdf:li rdf:resource="http://speedbird.wordpress.com/2007/06/22/on-the-ground-running-lessons-from-experience-design/"/>
	<rdf:li rdf:resource="http://www.raphkoster.com/gaming/etech07.shtml"/>
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  </channel><item rdf:about="http://styledeficit.tumblr.com/post/113415261382/the-smithsonians-design-museum-just-got-some">
    <title>Notes, links, etc | The Smithsonian's design museum just got some...</title>
    <dc:date>2015-03-12T10:05:11+00:00</dc:date>
    <link>http://styledeficit.tumblr.com/post/113415261382/the-smithsonians-design-museum-just-got-some</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Its weird really. You’re standing there in front of something, perhaps its an ancient artefact, buried for thousands of years - perhaps its a mummy, partially unwrapped. A real human being, you can see their face from all those years ago, see how they lived, what they ate. History, right there… But whatev’s. Look! There’s a telly over there!" Yep.]]></description>
<dc:subject>museums ux experience interaction technology denisewilton</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:40c2374a47e3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:museums"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ux"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:technology"/>
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</item>
<item rdf:about="http://panstudio.co.uk/2013/08/who-cares-about-talking-bins/">
    <title>Pan » Blog Archive » Who Cares About TV Bins?</title>
    <dc:date>2013-08-13T17:43:31+00:00</dc:date>
    <link>http://panstudio.co.uk/2013/08/who-cares-about-talking-bins/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["We need to be armed not only with outrage at the intrusion but with the opinion that every financially motivated imposition is a missed opportunity to enhance the city we live in. Services on our streets are always in change, post boxes and pay phones are becoming antiquated, but there is a real and exciting potential for these spaces to become something else, something human, something exciting and most importantly, something for us." Cracking post from Ben about Renew's bins, some of what we learned in Hello Lamppost, and how people do - and could - engage with the cities they live in.]]></description>
<dc:subject>renew hellolamppost cities infrastructure smartcity interaction experience panstudio benbarker</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:e0f3734f5189/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:renew"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:hellolamppost"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cities"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:infrastructure"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:smartcity"/>
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</item>
<item rdf:about="http://www.asktog.com/papers/magic.html">
    <title>AskTog: Magic and Software Design</title>
    <dc:date>2012-10-28T20:14:09+00:00</dc:date>
    <link>http://www.asktog.com/papers/magic.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[This is marvellous: Tog on magic and software, and what one can teach the other. The stuff about perceived time periods, and also on distraction, is particularly great. It's not just about the functionality: it's about how you present it; showmanship all the way down. (And: I like the reminder about the kinds of honesty that are important, in order that dissimulation still works0.]]></description>
<dc:subject>tog design magic interaction experience software</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:1e73386c689d/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:magic"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
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</item>
<item rdf:about="http://www.kitchensoap.com/2012/10/25/on-being-a-senior-engineer/">
    <title>On Being A Senior Engineer</title>
    <dc:date>2012-10-28T08:03:56+00:00</dc:date>
    <link>http://www.kitchensoap.com/2012/10/25/on-being-a-senior-engineer/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Excellent, thoughtful article from John Allspaw on what experience in software engineering really looks like. Valuable reading both for software engineers, and also for the people who work with them.]]></description>
<dc:subject>engineering programming software development maturity seniority experience</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:e5b90b197f38/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:engineering"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:programming"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:maturity"/>
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<item rdf:about="http://anti-mega.com/antimega/2012/01/19/sand-in-the-vaseline">
    <title>Chris Heathcote: anti-mega: sand in the vaseline</title>
    <dc:date>2012-01-19T11:04:01+00:00</dc:date>
    <link>http://anti-mega.com/antimega/2012/01/19/sand-in-the-vaseline</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams - and, as Chris points out, when they do, it's for seams between all their own products.]]></description>
<dc:subject>saarinen rfid experience chrisheathcote seams design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:67d653541163/</dc:identifier>
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</item>
<item rdf:about="http://www.honestgamers.com/reviews/9397/LA-Noire.html">
    <title>HonestGamers - L.A. Noire review (Xbox 360)</title>
    <dc:date>2011-05-24T17:01:42+00:00</dc:date>
    <link>http://www.honestgamers.com/reviews/9397/LA-Noire.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Unlike the movies that influence it, LA Noire takes place in a world where editing hasn't been invented yet." Really good writing from Tom Chick; this was perhaps my favourite quotation. I genuinely wonder how many people playing this game have never played a "proper" adventure game - be it an old Sierra point-and-click, or something from the Phoenix Wright/Hotel Dusk school. Chick's line about the matchbook is exactly the thing adventure gamers got fed up with in the *late nineteen-eighties*. We don't need the bad parts of Sierra coming back to haunt is.]]></description>
<dc:subject>games lanoire adventuregames history historiography experience</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:f26c4bc9c467/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:lanoire"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:adventuregames"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:history"/>
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</item>
<item rdf:about="http://www.gamasutra.com/view/news/27300/DICE_2010_CMUs_Schell_On_The_Common_Threads_In_Unexpected_Successes.php">
    <title>Gamasutra - News - DICE 2010: CMU's Schell On The Common Threads In Unexpected Successes</title>
    <dc:date>2010-02-23T11:02:38+00:00</dc:date>
    <link>http://www.gamasutra.com/view/news/27300/DICE_2010_CMUs_Schell_On_The_Common_Threads_In_Unexpected_Successes.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
]]></description>
<dc:subject>games experience systems ubicomp ubiplay</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d0ef5ffd1acb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ubicomp"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ubiplay"/>
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</item>
<item rdf:about="http://www.cs.northwestern.edu/~hunicke/blog/?p=42091">
    <title>gewgaw » Place Making</title>
    <dc:date>2009-07-26T19:44:27+00:00</dc:date>
    <link>http://www.cs.northwestern.edu/~hunicke/blog/?p=42091</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["While creepily capitalist in its language, the scholarship within it is sound – echoing theories that Jacobs, Alexander others presented decades ago. What’s more – it contains a lot of the same arguments for iterative design that you see in traditional game design tomes. (For a special treat – try replacing the phrases like “destination” and “retail” with “MMO” and “boxed-game”)"
]]></description>
<dc:subject>games architecture experience friends place spaces cities</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f9e757583953/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:architecture"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:friends"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:place"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:spaces"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:cities"/>
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</item>
<item rdf:about="http://www.chewingpixels.com/gaming-made-me/">
    <title>chewing pixels » Gaming Made Me</title>
    <dc:date>2009-07-14T22:50:15+00:00</dc:date>
    <link>http://www.chewingpixels.com/gaming-made-me/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
]]></description>
<dc:subject>simonparkin games writing experience</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:09e2c1ef540d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:simonparkin"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
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</item>
<item rdf:about="http://www.kickerstudio.com/blog/2009/02/review-the-user-illusion/">
    <title>Review: The User Illusion</title>
    <dc:date>2009-02-13T10:39:25+00:00</dc:date>
    <link>http://www.kickerstudio.com/blog/2009/02/review-the-user-illusion/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["“The User Illusion” is what Alan Kay and the PARC designers called “the simplified myth everyone builds to explain (and make guesses about) the system’s actions and what should be done next.” Nørretranders says the user illusion is “a good metaphor for consciousness. Our consciousness is our user illusion for ourselves and our world.” The world we experience is really an illusion; colors, sounds, smells, tastes, etc. are interpretation made by our brain." This sounds interesting, if a challenging read.
]]></description>
<dc:subject>interaction experience psychology behaviour senses consciousness brain</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:c86d5767dfb6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:behaviour"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:senses"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:consciousness"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:brain"/>
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</item>
<item rdf:about="http://www.gamesetwatch.com/2009/01/column_diamond_in_the_rough.php">
    <title>GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince</title>
    <dc:date>2009-01-07T10:04:37+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2009/01/column_diamond_in_the_rough.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
]]></description>
<dc:subject>games storytelling narrative difficulty experience flow princeofpersia gamesetwatch</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:167b1c0bfb51/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:storytelling"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:difficulty"/>
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</item>
<item rdf:about="http://www.gamasutra.com/view/feature/3890/persuasive_games_windows_and_.php">
    <title>Gamasutra - Persuasive Games: Windows and Mirror's Edge</title>
    <dc:date>2008-12-23T16:33:28+00:00</dc:date>
    <link>http://www.gamasutra.com/view/feature/3890/persuasive_games_windows_and_.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
]]></description>
<dc:subject>games play gamasutra innovation experience mirrorsedge ianbogost seeing looking</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d7650764286e/</dc:identifier>
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<item rdf:about="http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html">
    <title>Fullbright: The immersion model of meaning</title>
    <dc:date>2008-11-26T22:42:16+00:00</dc:date>
    <link>http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
]]></description>
<dc:subject>stevegaynor games immersion systems mechanics openworld narrative experience freedom meaning</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a854a67830ad/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:stevegaynor"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:immersion"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:mechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:openworld"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:freedom"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:meaning"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://avantgame.blogspot.com/2008/11/these-games-are-experience-grenades.html">
    <title>Avant Game: These Games are Experience Grenades</title>
    <dc:date>2008-11-23T16:10:51+00:00</dc:date>
    <link>http://avantgame.blogspot.com/2008/11/these-games-are-experience-grenades.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
]]></description>
<dc:subject>education learning games pain pleasure play design experience</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:373bbd4cdd61/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:education"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:learning"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:pain"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:pleasure"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.game-ism.com/2008/09/22/selling-an-experience/">
    <title>Selling an Experience</title>
    <dc:date>2008-09-23T06:54:11+00:00</dc:date>
    <link>http://www.game-ism.com/2008/09/22/selling-an-experience/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Let’s no longer think in terms of selling them a game.  Let’s instead think of selling them an experience." A nice article on the changing shape of game design, particularly when it comes to narrative and participatory hooks.
]]></description>
<dc:subject>design experience games narrative participation genre</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:cd21bbb2caae/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:narrative"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:participation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:genre"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.kickerstudio.com/blog/2008/09/creating-products-not-experiences/">
    <title>Kick It › Creating Products, Not Experiences</title>
    <dc:date>2008-09-08T11:53:32+00:00</dc:date>
    <link>http://www.kickerstudio.com/blog/2008/09/creating-products-not-experiences/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...it’s my feeling that experiences can’t really be designed. You can only provide the resources for people to have an experience; then it’s the people (users) themselves who create the experience." Dan Saffer hits the nail on the head at his new studio's blog. Can't wait to see what comes out of Kicker.
]]></description>
<dc:subject>products experience design dansaffer kicker studio experiencedesign interaction</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d1da92195447/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:products"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:dansaffer"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:kicker"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:studio"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experiencedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://antimega.textdriven.com/antimega/2008/08/15/this-is-not-my-beautiful-house">
    <title>Chris Heathcote: anti-mega: this is not my beautiful house</title>
    <dc:date>2008-08-18T08:32:46+00:00</dc:date>
    <link>http://antimega.textdriven.com/antimega/2008/08/15/this-is-not-my-beautiful-house</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Just as the words consumer and user are condesending to people, the word experience is condesending to the activity of people, or life. And it’s condescending to the people who work hard to create the products and services. Everyone seems to be an experience manager these days, but we should be proud of what we do." When Heathcote blogs, he blogs big. Great post.
]]></description>
<dc:subject>management design hr experience userexperience brand strategy service</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f4ee34ea45c0/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:management"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:hr"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:userexperience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:brand"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:strategy"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:service"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.chewingpixels.com/?p=826">
    <title>chewing pixels » My Virtual Sins: A Gamer’s Confession</title>
    <dc:date>2008-07-05T21:52:53+00:00</dc:date>
    <link>http://www.chewingpixels.com/?p=826</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[...and this is why games are great.
]]></description>
<dc:subject>games play simonparkin writing experience experiential</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a517fc900caa/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:simonparkin"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experiential"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.engadget.com/2008/06/21/takara-tomys-rpg-piggy-bank-level-up-by-saving-up/">
    <title>Takara Tomy's RPG Piggy Bank: level up by saving up - Engadget</title>
    <dc:date>2008-06-21T14:11:36+00:00</dc:date>
    <link>http://www.engadget.com/2008/06/21/takara-tomys-rpg-piggy-bank-level-up-by-saving-up/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[You save money; you level up in the electronic game that's attached to the piggybank...
]]></description>
<dc:subject>electronics consumer games play levelling experience saving</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4d4ee4313b97/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:electronics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:consumer"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:levelling"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:saving"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://russelldavies.typepad.com/planning/2008/04/pre-experience.html">
    <title>russell davies: pre-experience design</title>
    <dc:date>2008-05-27T20:03:03+00:00</dc:date>
    <link>http://russelldavies.typepad.com/planning/2008/04/pre-experience.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["if we're trying to create great experiences, that we align the expectations to help the case we want to make."
]]></description>
<dc:subject>design experience advertising desire psychology behaviour</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:dba4ba21fcb5/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:advertising"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:desire"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:behaviour"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.adaptivepath.com/blog/2008/02/04/our-forthcoming-book-subject-to-change-creating-great-products-and-services-for-an-uncertain-world/">
    <title>adaptive path » blog » Peter Merholz » Our Forthcoming Book: Subject to Change: creating great products and services for an uncertain world</title>
    <dc:date>2008-02-05T11:47:00+00:00</dc:date>
    <link>http://www.adaptivepath.com/blog/2008/02/04/our-forthcoming-book-subject-to-change-creating-great-products-and-services-for-an-uncertain-world/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The book addresses our philosophy in creating products and services, the importance of the right kinds of research, of making design an organizational competency, [and] of thinking of your offerings as part of a larger system..." Looks good!
]]></description>
<dc:subject>adapativepath servicedesign design services products experience book writing</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:33a450e67e47/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:adapativepath"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:servicedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:services"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:products"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:book"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://blog.irvingwb.com/blog/2008/01/more-on-the-evo.html">
    <title>Irving Wladawsky-Berger: More on the Evolution towards the Knowledge Economy</title>
    <dc:date>2008-01-14T08:25:07+00:00</dc:date>
    <link>http://blog.irvingwb.com/blog/2008/01/more-on-the-evo.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Nocera mentions Bezos’ belief that if you do something good for one customer, they will tell one hundred others. [...] Put it all together, and you begin to see what a truly empowered, truly knowledge-based global economy looks like."
]]></description>
<dc:subject>amazon service experience knowledgeeconomy</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:3fa0b93b5c85/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:amazon"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:service"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:knowledgeeconomy"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://leapfrog.nl/blog/archives/2007/09/26/summary-of-my-playful-ias-argument/">
    <title>Summary of my Playful IAs argument (Leapfroglog)</title>
    <dc:date>2007-10-02T10:05:32+00:00</dc:date>
    <link>http://leapfrog.nl/blog/archives/2007/09/26/summary-of-my-playful-ias-argument/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery." Kars' whole talk is great, really.
]]></description>
<dc:subject>games play interface ui interaction design ia experience discovery</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f38ed3384a23/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interface"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ui"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ia"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:discovery"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.cityofsound.com/blog/2007/07/a-birth-in-13-p.html">
    <title>cityofsound: A birth, in 13 places</title>
    <dc:date>2007-07-30T09:47:22+00:00</dc:date>
    <link>http://www.cityofsound.com/blog/2007/07/a-birth-in-13-p.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I thought I would write a little about how the places and spaces that were familiar to us had begun to warp and twist in entirely new ways, and how I experienced new, unfamiliar places as a result of the birth."
]]></description>
<dc:subject>architecture design birth personal writing london city experience</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:61c4ce83893f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:architecture"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:birth"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:personal"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:writing"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:london"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:city"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://speedbird.wordpress.com/2007/06/22/on-the-ground-running-lessons-from-experience-design/">
    <title>On the ground running: Lessons from experience design « Speedbird</title>
    <dc:date>2007-06-26T10:25:03+00:00</dc:date>
    <link>http://speedbird.wordpress.com/2007/06/22/on-the-ground-running-lessons-from-experience-design/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Remarkable piece from Adam Greenfield on experience design. The second time I've seen the Saarinen quotation pop-up, too. A must-read.
]]></description>
<dc:subject>design experience interaction ux product service article</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:cff1a05bd5e6/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:ux"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:product"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:service"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:article"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.raphkoster.com/gaming/etech07.shtml">
    <title>The Core of Fun - Raph Koster</title>
    <dc:date>2007-03-31T09:19:46+00:00</dc:date>
    <link>http://www.raphkoster.com/gaming/etech07.shtml</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[All the slides from Raph's ETech Keynote
]]></description>
<dc:subject>play fun games interaction design experience</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f933d7baba1f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:fun"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:interaction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:design"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:experience"/>
</rdf:Bag></taxo:topics>
</item>
</rdf:RDF>