Toilets & the stories they tell

I saw this ad on my walk this morning. It was interesting. I like it. What I like is how it forced me to make a story out of it. I just had to imagine the different elements and explain it. The woman, the man, the beautiful landscape, and the toilet.

This is a good example of what Michael Leis calls juxtaposition.

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See Also
Interesting is the new like


Bank to Art Installation

In this space used to be a bank. That was just 2 months ago. Now it has an art installation. I like the fast reuse. I wonder how they "show" the space to prospective renters? Is it more, less, or equal in appeal to prospective renters with the space used in this manner?

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Trash Can Fail

Look at the bag of trash right in front of this trash can. What went wrong? Why isn't it IN the trash can? This trash can failed. It's interesting that the bag is on the ground in front of the open small hole recycling slots rather than in front of the large slot. Someone might have tried to put it into the small slot of the recycle side and gave up after it didn't fit and never "saw" the large slot for regular trash.

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There are signage issues that might confuse. See how the regular trash signage shows someone easily dumping trash while in reality someone must pull open and down the drawer. Many people carry a bag with one hand and have the trash item in the other hand making it difficult to use this trash can.

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Here you can see how much better the recycle openings and instructions are.
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Lighting, Focus, Signage

Look how different the signage for Starbucks vs Bank of America appears. One has lighting, the other doesn't.
How do we give "lighting" like focus to web page content? Lighting that is independent and "movable" and refocus-able?

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Gorgeous Angles at 155 North Wacker

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Nice explanation of how to use new USA today screen

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What's the difference between a "Warning" & a "Notice of Warning"

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Play testing

Designing Games for Non-Gamers: Rapid Prototyping as a Design Methodology by Dennis Paiz-Ramirez, Sarah Chu, Allison Salmon, and Belinda Gutierrez

A short but good read. I photocopied it and handed it out to the GameOn team. Playtesting has such a nicer sound than usability testing. Below are some of the what I considered the best takeaways.

  • Quick prototypes paired with frequent playtests allowed us to address any misconceptions we had about our target audience.
  • Questions we asked during playtesting were: 1 - Can players determine the goal of the game? 2 - Does the game retain players' interest? 3 - Do game scenarios make sense?
  • Tutorials: we gave players information about the interface as it became necessary for gameplay.
  • We learned that the tutorial should be explicit about what players can do in the game and should explain what happens when a player performs a game action. We also need to allow users to skip the tutorial and explore the game if they feel comfortable doing so.
  • Keep [tutorial] content focused on the goal of the game.
  • Highlight the game's main goal first.
  • Conduct frequent playtests.

Referenced
User Experience, Volume 10, Issue 4, 4th Quarter 2011 www.UsabilityProfessionals.org
p 11-13


Some morning Sketching fun

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Sometime when I'm writing, instead of an outline I'll just start sketching while thinking the problem I'm facing.

Here are this mornings sketches while thinking of gamification.


LOVE take as much as you need

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This just tickles me in just the right way. I saw this sign/ad on W Madison street in Chicago.