A Celebration of Ludic Interfaces

Where traditionally people try to design technology with goals such as efficiency, accuracy, and ease-of-use, ludic interfaces instead aim to prioritise a different set of ideals, such as play, user-generated content, and co-operation. Ludic interfaces are typically low-cost and aim to encourage playfulness (as you can see from the name’s origins in the word ‘ludicrous’). […]

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Dark Pattern – RedSave & Chairman Mao

Harry Brignull has introduced the idea of Dark Patterns – website’s using UX principles to promote business goals over the end-user’s experience. When shopping online for a replacement watch, I stumbled upon a particularly nasty one. I thought I’d share: Let’s start with some back-story. While in Hong Kong recently, I found the most amazing […]

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Natural Language Programming – Can players become designers?

It has been identified that an issue preventing user’s from fully understanding, and taking design decisions in the development of technology projects is the lack of ability of typical users to create code themselves, and articulate their ideas fully. To truly engage a user as a design partner, it therefore seems useful to make programming […]

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Does WarioWare DIY make users into designers?

As established in a paper by Allison Druin, there are degrees to which user’s can be engaged into the design process. At the very low end of the scale are simple users, with the level of engagement increasing through ‘testers’, ‘informants’ up to full ‘design partners’. Design partners have the strongest level of engagement and […]

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