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Cognitive Dissonance: Why it is so hard to accept two contradictory thoughts

Idea to Value

To reduce dissonance, they might justify the behaviour by planning additional exercise or deeming the indulgence a small exception Purchasing Decisions: Someone might prefer the economy of one car model but be drawn to the design of another.

Study 178
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IDEA 2009 - Day 1

Boxes and Arrows

Listen and learn from experts in a variety of fields as we all continue the exploration of Social Experience Design. But with the rise of social networks, and the integration of community into almost all online experiences, more architecture practices are directly transferable to design. account: iTunes Del.icio.us

Design 78
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IDEA 2009 - Day 2

Boxes and Arrows

Listen and learn from experts in a variety of fields as we all continue the exploration of Social Experience Design. Matthew Milan, Principal and Design Director with Normative, helps us understand how to generate, identify, frame and use insight effectively. Innovation Parkour – IDEA 2009 View more documents from Normative.

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Emotional Design with A.C.T. - Part 1

Boxes and Arrows

As UX professionals, we strive to design engaging experiences. Whether you’re designing a website or a physical product, the formation of a relationship depends on how useful, usable and pleasurable the experience is. Then, we’ll dive deeper to explore how design elicits and communicates emotion and personality to users.

Design 101
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IDEA 2009: An Interview with Leisa Reichelt

Boxes and Arrows

As IDEA 2009 draws closer, the IA Institute is conducting a series of interviews with the speakers for the conference. As a designer for a prominent open source community project, what have you found to be the keys to success in working with open source developers, specifically on the usability and experience fronts?

Design 61
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IDEA 2009: An Interview with Thomas Malaby

Boxes and Arrows

As IDEA 2009 draws closer, the IA Institute is conducting a series of interviews with the speakers for the conference. Because this project centered on the makers of Second Life, Linden Lab in San Francisco, to a certain extent the familiar form of face-to-face ethnographic participant observation and interviewing was possible.

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Maker’s schedules, Manager’s schedules and why meetings can destroy productivity

Idea to Value

This is called the progress principle , and often requires these individuals or teams to have enough uninterrupted time to fully immerse in a task or challenge in order to not only think about it, but also try and find a solution, design it, test it and iterate until they are happy with it.

Meeting 196