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robertogreco : ixd   11

Selling on the slider — The Message — Medium
"The slider is a hot piece of technology that will play a central role in the future of prices.

The slider need not be cold, and it need not be rational.

It’s not economic efficiency that moves the slider, but emotion.

And for my money, this is the most interesting checkout screen on the whole internet.

[image]

That’s what you see when you’re about to buy a Humble Bundle. There’s a lot going on there, so let me just break it down quickly. The Humble Bundle is a popular product with roots in indie video games that’s expanded into music, movies, books, and more. The deal goes like this:

You, the potential customer, are presented with a bundle of merchandise. Maybe it’s a dozen video games; maybe a truckload of digital comics.
You decide what price you’d like to pay for all of it together. It can be as little as one penny! (This is section 1 in the screenshot above.)
You also decide how that price should be apportioned, splitting it between the content makers, a set of related charities, and the company Humble Bundle, Inc. (This is section 2 above.)

There are some nuances. Most bundles include extra content that you only receive if you meet a certain minimum payment — $10, perhaps. More interestingly, bundles almost always offer extra content that you receive only if you exceed the current average payment — an incentive that, of course, has the effect of slowly raising that average over time.

Honestly, it feels less like a checkout screen and more like a video game.

Humble Bundle’s sliders are the most elaborate you’ll find anywhere, but the basic element is all over the place."



"The slider is a natural fit when you’re buying something from a specific individual, possibly someone known to you or whose work you’ve long admired. It acts as an affinity-meter through which you can convert surplus units of love and gratitude into cold, hard dollars.

But there’s more to the slider, particularly in Humble Bundle’s implementation. It has to do with communication.

The information content of most payments is one bit: either you agree to the asking price and make the purchase, or you don’t. When a payment goes through a slider, that information content increases. When it goes through an interface like Humble Bundle’s… well, I mean, look at this!"
robinsloan  ixd  interactiondesign  pricing  2014  sliders  money  economics  humblebunndle  payment  internet  interface  web  online 
october 2014 by robertogreco
The Heterogeneous Home
"We believe that the home is becoming a more homogeneous place. The environment is increasingly filled with “any time”, “anywhere” portable devices such as cellular phones, laptops, and MP3 players that blur the traditional boundary of the home that helps individuals to define themselves in relation to the world. These technological changes are compounded by cultural changes towards a 24-hour, always connected lifestyle and structural changes towards more homogenous “cookie cutter” domestic spaces.

We assembled an interdisciplinary research team, including members with experience in interaction design, computer science, and anthropology, to study the increasing homogeneity of domestic space and to generate a series of design proposals for creating more heterogeneous environments. Our proposals present a range of theoretical arguments, drawn from concepts in environmental psychology, as well as provocative design sketches which led to interactive prototypes. Together, these artifacts…"

[via: http://betaknowledge.tumblr.com/post/40145729050/the-heterogeneous-home-by-ben-hooker-ryan ]
benhooker  allisonwoodruff  ryanaipperspach  2007  homes  domesticenvironment  anthropology  compsci  interactiondesign  ixd  homogeneity  heterogeneity  technology  design 
january 2013 by robertogreco
ignore the code: Buttons
"Lots of designers seem reluctant to rely on buttons when designing user interfaces for touchscreens, opting to go with more unusual interactions instead. Sure, gestures are sexy. They’re also easy, allowing you to remove clutter from your user interface.

But buttons are discoverable. They can have labels that describe what they do. Everybody knows how to use them. They just work. It’s why we use them to turn on the lights, instead of installing Clappers everywhere."
gestures  whatworks  2012  lukasmathis  via:litherland  ixd  ux  design  interfacedesign  buttons 
september 2012 by robertogreco
10 Timeframes | Contents Magazine
"The time you spend is not your own. You are, as a class of human beings, responsible for more pure raw time, broken into more units, than almost anyone else. You spent two years learning, focusing, exploring, but that was your time; now you are about to spend whole decades, whole centuries, of cumulative moments, of other people’s time. People using your systems, playing with your toys, fiddling with your abstractions. And I want you to ask yourself when you make things, when you prototype interactions, am I thinking about my own clock, or the user’s? Am I going to help someone make order in his or her life, or am I going to send that person to a commune in Vermont?

So that is my question for all of you: What is the new calendar? What are the new seasons? The new weeks and months and decades? As a class of individuals, we make the schedule. What can we do to help others understand it?

…how can we be sure, far more sure than we are now, that they spend those heartbeats wisely?"
seasons  perspective  history  unitsoftime  unitsofmeausre  timelines  timeframes  millenia  centuries  decades  heartbeats  seconds  hours  minutes  design  ixd  ux  computing  life  time  paulford 
june 2012 by robertogreco
Ceci n’est pas une caméra | Near Future Laboratory
"The extruded rounded rectangle isn’t bad, but it’s not so much camera as it is telescope. And if it’s signaling telescope, I’ll want to hold the thing up flush to my eyebeall, like a pirate or sea captain. And that’s fun as well. More fun, I’d suggest, than holding it out like I was getting ready to chuck a spear at someone.

The fact that I have to hold it several inches so I can pull focus on the display? Well, that’s several inches away from my subject and that little physical alignment schema of photographer —> intrusive-object —> subject is a bad set up. It ruins the intimacy of imaging making. I think that’s well-appreciated if thoroughly ignored aspect of the history of the camera design that the viewfinder makes a difference in the aesthetic and compositional outcome of picture taking. That’s a little bit of lovely, low-hanging fruit in the IxD possibilities for the future of image-making. It’s less a technology-feature, than a behavior feature…"
industrialdesign  productdesign  cameras  toshare  lytro  2012  interactiondesign  ixd  photography  julianbleecker 
january 2012 by robertogreco
The Future of the Book. on Vimeo
"Meet Nelson, Coupland, and Alice — the faces of tomorrow’s book. Watch global design and innovation consultancy IDEO’s vision for the future of the book. What new experiences might be created by linking diverse discussions, what additional value could be created by connected readers to one another, and what innovative ways we might use to tell our favorite stories and build community around books?"
ideo  future  ebooks  books  design  ipad  ixd  publishing  bookfuturism 
october 2010 by robertogreco
inspiring touch-related interaction design | re/touch: an encyclopædia of touch and culture
"re/touch brings together hundreds of cross-cultural examples of social norms and values involving touch—all categorised according to actions related to touching.
design  ethnography  rfid  database  interactiondesign  ixd  gestures  haptic  quotes  touch  senses  interface  resources  reference  research  culture  theory 
february 2009 by robertogreco
Leapfroglog - Playing With Complexity — slides and notes for my NLGD Festival of Games talk
"Data visualization traditionally draws displays of data about things that have happened...Games...models to generate fictional realities....By combining these two...data visualizations that describe what has happened, and predict what could happen."
visualization  design  games  complexity  interaction  play  information  hacking  data  software  simplicity  ixd  interactive  comics  mapping  personalinformatics  janemcgonigal  happinesshacking  nassimtaleb  gamedesign  blackswans 
july 2008 by robertogreco
Bill Buxton: Innovation vs. Invention [pdf] [via: http://liftlab.com/think/nova/2008/06/11/innovation-versus-invention/]
"innovation is far more about prospecting, mining, refining and adding value than it is about pure invention. Rather than focusing on the invention of the ‘brand new’, one might better strive for creative insights on how to combine, develop and levera
innovation  billbuxton  invention  creativity  experience  interaction  ux  user  ixd  filetype:pdf  media:document 
june 2008 by robertogreco
Putting people first » How immersive technology can revitalize the shopping experience
"Immersive technology solutions—which stimulate people’s visual, auditory, olfactory and tactile senses to connect with shoppers on an emotional level to create unforgettable shopping experiences—can open up a whole new world of energizing shopping
trends  ux  ixd  interaction  interactiondesign  marketing  advertising  technology  immersive  shopping  senses  experience  design 
january 2008 by robertogreco
Coroflot - Coroflot's Creative Seeds Blog
"feeding frenzy currently going on, as companies large and small seek interaction designers to do...well...whatever it is that they do...Determining how one actually becomes an Interaction Designer is an even tougher challenge."
ux  ixd  interaction  interactiondesign  usability  careers  core77  design  it  terminology  marketing  advertising  gamechanging 
january 2008 by robertogreco

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