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	<title>Comments on: Engaging the User: What We Can Learn from Games</title>
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	<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/</link>
	<description>It&#039;s all about interaction</description>
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		<title>By: davidicus</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108973</link>
		<dc:creator>davidicus</dc:creator>
		<pubDate>Wed, 10 Feb 2010 19:44:49 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108973</guid>
		<description>http://www.gamesindustry.biz/articles/macdonald-game-developers-need-to-think-more-like-web-designers

former Sony VP of Worldwide Studios thinks games need to learn from web design.</description>
		<content:encoded><![CDATA[<p><a href="http://www.gamesindustry.biz/articles/macdonald-game-developers-need-to-think-more-like-web-designers" rel="nofollow">http://www.gamesindustry.biz/articles/macdonald-game-developers-need-to-think-more-like-web-designers</a></p>
<p>former Sony VP of Worldwide Studios thinks games need to learn from web design.</p>
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		<title>By: adidas basketbally</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108972</link>
		<dc:creator>adidas basketbally</dc:creator>
		<pubDate>Wed, 03 Feb 2010 11:18:12 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108972</guid>
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		<content:encoded><![CDATA[<p><a href="http://www.kicksaike1.com" rel="nofollow">http://www.kicksaike1.com</a> sells Nike Air Force 1, <a href="http://www.kicksnike1.com/" rel="nofollow">Nike Shoes</a>, Top quality Nike Air force ones and <a href="http://www.kicksnike1.com/" rel="nofollow">Nike Air Force 1 sneakers</a>, Nike Air Force 1 special!</p>
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		<title>By: Печать визиток</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108971</link>
		<dc:creator>Печать визиток</dc:creator>
		<pubDate>Sun, 03 Jan 2010 09:31:56 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108971</guid>
		<description>Even if it’s your first time playing an FPS and you’re way off aim and walk around like a drunk … you can still move and function. Unlike a business application UI which requires a more logical and ordered approach. In a game you can take an infinite number of routes from Point A to B. In an application you have to click the right button in the right location on the screen to trigger the right process.</description>
		<content:encoded><![CDATA[<p>Even if it’s your first time playing an FPS and you’re way off aim and walk around like a drunk … you can still move and function. Unlike a business application UI which requires a more logical and ordered approach. In a game you can take an infinite number of routes from Point A to B. In an application you have to click the right button in the right location on the screen to trigger the right process.</p>
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		<title>By: Playful09 &#171; subvisual</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108970</link>
		<dc:creator>Playful09 &#171; subvisual</dc:creator>
		<pubDate>Tue, 03 Nov 2009 00:48:08 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108970</guid>
		<description>[...] about it, and it crops up in various forms at conference talks (mp3), slide presentations and articles. Each of these pieces are valid explorations of game design approaches to UX  and interface design [...]</description>
		<content:encoded><![CDATA[<p>[...] about it, and it crops up in various forms at conference talks (mp3), slide presentations and articles. Each of these pieces are valid explorations of game design approaches to UX  and interface design [...]</p>
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		<title>By: davidicus.blog &#187; Blog Archive &#187; software can learn from video games</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108969</link>
		<dc:creator>davidicus.blog &#187; Blog Archive &#187; software can learn from video games</dc:creator>
		<pubDate>Sat, 26 Sep 2009 22:47:03 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108969</guid>
		<description>[...] out this article: Engaging the User: What Interaction Designers Can Learn From Video Gamesby Marc [...]</description>
		<content:encoded><![CDATA[<p>[...] out this article: Engaging the User: What Interaction Designers Can Learn From Video Gamesby Marc [...]</p>
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		<title>By: davidicus</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108968</link>
		<dc:creator>davidicus</dc:creator>
		<pubDate>Sat, 26 Sep 2009 22:20:59 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108968</guid>
		<description>this article pretty much nails it. i think the game industry is immature, in that developers&#039; internal processes and graphic design sensibilities are underdeveloped; however, it knows how to keep players engaged, and i think Marc has hit all the important ways.

a couple things that came to mind while reading:

i&#039;m not sure why software tools have to slavishly follow the sterile dictates of modernism. it&#039;s helpful in some ways, but others need to be questioned. beauty makes things more usable, and visual fashions change quickly. check out web trends. often, more architectural aspects are consistent and minimal, but watercolor and torn paper can be the style on top. if there&#039;s one thing i&#039;ve learned from working in games, it&#039;s that a stunning visual can go a long way to drawing out an emotional reaction.

can&#039;t tools be emotional too? sure, there was a time when carrot-peelers just needed to be functional and efficient, but now we see they can have bright colors, interesting textures, and even faces.

i&#039;m a fan of games with adaptive difficulty--the experiential ones, not the puzzle or skill-based variety. surely this would be powerful in regular software too. in games the enemies are often chasing, avoiding, or shooting at the player, and they typically adapt their tactics, speed, and accuracy. define your enemies as lesser-used features or type size or whatever you come up with, and it&#039;s easy to determine how users could more easily conquer them.

accomplishment is everything in a game. it makes them addictive, and that&#039;s a prized adjective. most software exists to reach goals, but i&#039;ve used plenty where the goal could be explicit, and each milestone more rewarding.

and, all software could use more particle explosions.</description>
		<content:encoded><![CDATA[<p>this article pretty much nails it. i think the game industry is immature, in that developers&#8217; internal processes and graphic design sensibilities are underdeveloped; however, it knows how to keep players engaged, and i think Marc has hit all the important ways.</p>
<p>a couple things that came to mind while reading:</p>
<p>i&#8217;m not sure why software tools have to slavishly follow the sterile dictates of modernism. it&#8217;s helpful in some ways, but others need to be questioned. beauty makes things more usable, and visual fashions change quickly. check out web trends. often, more architectural aspects are consistent and minimal, but watercolor and torn paper can be the style on top. if there&#8217;s one thing i&#8217;ve learned from working in games, it&#8217;s that a stunning visual can go a long way to drawing out an emotional reaction.</p>
<p>can&#8217;t tools be emotional too? sure, there was a time when carrot-peelers just needed to be functional and efficient, but now we see they can have bright colors, interesting textures, and even faces.</p>
<p>i&#8217;m a fan of games with adaptive difficulty&#8211;the experiential ones, not the puzzle or skill-based variety. surely this would be powerful in regular software too. in games the enemies are often chasing, avoiding, or shooting at the player, and they typically adapt their tactics, speed, and accuracy. define your enemies as lesser-used features or type size or whatever you come up with, and it&#8217;s easy to determine how users could more easily conquer them.</p>
<p>accomplishment is everything in a game. it makes them addictive, and that&#8217;s a prized adjective. most software exists to reach goals, but i&#8217;ve used plenty where the goal could be explicit, and each milestone more rewarding.</p>
<p>and, all software could use more particle explosions.</p>
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		<title>By: Johnny Holland &#8211; It’s all about interaction » Blog Archive » Engaging the User: What We Can Learn from Games</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108967</link>
		<dc:creator>Johnny Holland &#8211; It’s all about interaction » Blog Archive » Engaging the User: What We Can Learn from Games</dc:creator>
		<pubDate>Mon, 14 Sep 2009 09:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108967</guid>
		<description>[...] Read the original: Johnny Holland &#8211; It’s all about interaction » Blog Archive » Engaging the User: What We Ca... [...]</description>
		<content:encoded><![CDATA[<p>[...] Read the original: Johnny Holland &#8211; It’s all about interaction » Blog Archive » Engaging the User: What We Ca&#8230; [...]</p>
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		<title>By: Jonathan Hung</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108966</link>
		<dc:creator>Jonathan Hung</dc:creator>
		<pubDate>Sat, 12 Sep 2009 20:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108966</guid>
		<description>Hey Marc, can you ask Product to add tetris to GoToMeeting? I think it would make people more, like, engaged.

Seriously though, great article. It would be interesting to dissect a video game organization &amp; see how they break down design roles to produce engaging products.  I&#039;m also curious about what education &amp; background these designers have, and how they differ from our brand of interaction design.

Cheers!</description>
		<content:encoded><![CDATA[<p>Hey Marc, can you ask Product to add tetris to GoToMeeting? I think it would make people more, like, engaged.</p>
<p>Seriously though, great article. It would be interesting to dissect a video game organization &amp; see how they break down design roles to produce engaging products.  I&#8217;m also curious about what education &amp; background these designers have, and how they differ from our brand of interaction design.</p>
<p>Cheers!</p>
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		<title>By: Engaging the User: What We Can Learn from Games - Paul Amsbary</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108965</link>
		<dc:creator>Engaging the User: What We Can Learn from Games - Paul Amsbary</dc:creator>
		<pubDate>Sat, 12 Sep 2009 14:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108965</guid>
		<description>[...] [From Johnny Holland - It’s all about interaction » Blog Archive » Engaging the User: What We Can Lear...] [...]</description>
		<content:encoded><![CDATA[<p>[...] [From Johnny Holland - It’s all about interaction » Blog Archive » Engaging the User: What We Can Lear...] [...]</p>
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		<title>By: Twitted by patrickcentral</title>
		<link>http://johnnyholland.org/2009/08/engaging-the-user-what-interaction-designers-can-learn-from-video-games/#comment-108964</link>
		<dc:creator>Twitted by patrickcentral</dc:creator>
		<pubDate>Thu, 10 Sep 2009 23:35:19 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=3177#comment-108964</guid>
		<description>[...] This post was Twitted by patrickcentral [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was Twitted by patrickcentral [...]</p>
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