Exactly one week ago, I started my survey on mildly infuriating things. I used Instagram to push this survey and to recruit some participants. Up to today, 27 people took part and gave me some new prospects and ideas on my research topic.
Today I like to show you some of the results,
but the survey will finally end at the end of January.
Geschichten sind da, um erzählt zu werden. Was aber, wenn keine Geschichte da ist, sondern ein Produkt, welches zu bewerben ist? Dann ist es wichtig, das Produkt für sich eine Geschichte erzählen zu lassen, sowie eine Geschichte um das Produkt zu konstruieren. Geschichten erzählen sich nicht von selbst, sondern unterliegen einer Narrationsstruktur.
Die wohl bekannteste hiervon ist die 3-Akt-Struktur, eine klassische Erzählstruktur, welche in vielerlei Büchern, Filmen, sowie im Theater ihre Anwendung findet, jedoch auch in der Werbung von wesentlicher Bedeutung ist. Die Geschichte ist in drei Akte unterteilt, welche jeweils einen wesentlichen Teil zur Dramaturgie der Erzählung beitragen.
The main idea of this project was to develop an AI similar
to MarI/O, which has the purpose of mastering the game “Super Mario World”
completely on its own – by interacting and learning. At first, I thought it
would be sufficient if I managed to apply the AI to other emulated games.
I want to use this blog to glance over what was accomplished so far and what the next steps will be.
The aim of this survey is failed user experience. Everybody knows some issues with products, that haven’t been solved yet. These design flaws are still annoying users again and again. With this research I want to gain other opinions on this topic of „Mildly Infuriating Things“. What drives you crazy? Please check off all of the points you’ve already experienced and then write down your own thoughts!
Please take part in my survey of 5 minutes! I promise – it’s just a little bit annoying 😉
Mitte 2018 gelang den Forscher vom MIT nun der nächste wichtige Schritt bei der Verschmelzung von Technik und Textilien. So wurde nicht nur eine elektronische Faser kreiert, die mehr als 10 Waschgänge ohne Probleme übersteht, sondern auch eine vereinfachte Verkabelung hat, und somit leichter und schneller zu produzieren ist.
MarI/O was programmed in the Lua programming language.
“Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.” (https://www.lua.org/about.html)
As humans we get used to everyday things very fast. As designers we have to see, feel and improve these products and services.
He is talking about stickers on fruits that have been invented to put barcodes and quality seals on it. They solved a problem, but reinvented another: The rubbing process before eating the fruits. The interesting part is, that users get really upset by the first time scratching but then they get along with this issue and accept it in a way.
Our brains encode these everyday things into habits. This learning process is called habituation. Think about the first time you sat on the bike. Everything was new, exciting and quite hard to learn. Remember the skinned knees. But somehow you got better and better and used to it. The bike meant freedom to move faster and this was great. But the same goes for bad UX too, we forget about the annoying part. We like to filter all the information, so we have the chance to focus on new things.
He mentions Jerry Seinfeld (Comedian) and Mary Anderson (inventor of the windscreen wiper), they recognized this annoying parts and made something out of it.
Tony Fadell had been working for Apple and he is talking about his learnings from that time.
Steve Jobs taught him and his colleagues to stay beginners in the developing process. And to focus on tiny little details. Tony Fadell became well-known for inventing the iPod. He has always been an „early adopter“ and at one point he bought a new gadget and was very happy to unbox it, but then the disappointment – a tiny sticker, which said: „CHARGE BATTERY BEFORE USE.“ Back in the 90’s almost every product had this sticker on it. He says that Steve Jobs noticed this issue and said: „We’re not going to let that happen to our product.“ And so, excited customers could just start using the product. Today every product comes out fully charged.
Inzwischen haben sich längst unterschiedliche Multi-Media-Technologien in Klassenzimmer verirrt, was nicht zuletzt daran liegt, dass Computer, Tablets und Co. im Gegensatz zu früheren Hilfsmitteln wie Overheadprojektoren einen deutlich breiteren multimedialen Anwendungsspielraum zulassen. So können bereits mit ersten beiden genannten Geräten nicht nur visuell Informationen aufbereitet werden, sondern auch akustisch oder gar interaktiv bzw. taktil-kinästhetisch. Dadurch hat sich in den letzten Jahrzehnten auch der Begriff „Multimediales Lernen“ etabliert.
The last chapter introduced us to different ways to encourage player behaviour, by exploiting their desire for gratification. These techniques are short cycle loops, that repeat often and foreseeably, to reinforce the player’s desire to engage with the game mechanics. They do not, however, drive the player’s desire to play the game! Feedback loops (to be detailed in a later chapter) are not the reason why someone will pick up the game again and again.
Die Technik der Soft Dispalys würde vor allem die Medizinische Versorgung revolutionieren. Das Institut Empa in der Schweiz, hat optische Fasern für Sensoren hergestellt, deren Ziel es war, diese Fasern so biegsam wie möglich zu machen.