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		<title>Top 10 Strategic Technology Trends for 2012</title>
		<link>http://bozou.com/2012/03/14/top-10-strategic-technology-trends-for-2012/</link>
		<comments>http://bozou.com/2012/03/14/top-10-strategic-technology-trends-for-2012/#comments</comments>
		<pubDate>Wed, 14 Mar 2012 16:03:08 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[Featured]]></category>

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		<description><![CDATA[1. MEDIA TABLETS AND BEYOND Media Tablets and Beyond: The Impact of Mobile Devices on Enterprise Management The growing smartphone base combined with huge sales of media tablets is forcing a reassessment of the client platform and IT best practices to support it. Controlling burgeoning costs driven by device heterogeneity and bring-your-own-device models, while maintaining&#160;&#8230; <a href="http://bozou.com/2012/03/14/top-10-strategic-technology-trends-for-2012/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=231&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h4>1. MEDIA TABLETS AND BEYOND</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1909316">Media Tablets and Beyond: The Impact of Mobile Devices on Enterprise Management</a></h5>
<p>The growing smartphone base combined with huge sales of media tablets is forcing a reassessment of the client platform and IT best practices to support it. Controlling burgeoning costs driven by device heterogeneity and bring-your-own-device models, while maintaining agility, is imperative.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1759314">Use Managed Diversity to Support the Growing Variety of Endpoint Devices</a></h5>
<p>The many form factors, a range of OSs and myriad employee-purchased devices mean there&#8217;s no longer just one corporate device. The standards process used to secure and protect endpoint devices no longer works. Gartner&#8217;s enterprise architecture concept &#8212; managed diversity &#8212; brings order to the chaos.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1589917">iPad and Beyond: The Media Tablet in Business</a></h5>
<p>Media tablets present a variety of new opportunities for business, while supplementing traditional uses of notebooks and smartphones. Tablets present a new design point for applications, and require a new set of policies, technologies and skills.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1756117">Hype Cycle for Mobile Device Technologies, 2011</a></h5>
<p>Technology advancements and improved design have driven consumers to become new mobile users and to regularly replace their devices. Apple&#8217;s iPhone and iPad have shown users that design and technology are meaningful only when paired with good underlying device usability. The mobile device landscape has changed as a result.</p>
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<h4>2. MOBILE APPLICATIONS AND INTERFACES</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1920114">Mobile Applications and Interfaces: New Approaches for a Multichannel Future</a></h5>
<p>Mobile-centric applications and interfaces are one of the top strategic technology trends enterprises must begin addressing in 2012. In this research, we assess the dramatic impact this will have on enterprises during the next five years.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1828123">Guide to Mobile Application Development, Sourcing and Support</a></h5>
<p>Enterprise demand for mobile applications will continue to increase dramatically through 2015. Gartner provides an overview of more than 75 pieces of research to meet this demand, including foundational analysis, updates on HTML5 and coverage for iPad development.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1890215">The New PC Era: The Personal Cloud</a></h5>
<p>The era of the personal computer is giving way to the new personal cloud age. This will enable new levels of flexibility and functionality for users, but will challenge enterprises to rethink how they deliver services to users.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1754814">Hype Cycle for Human-Computer Interface, 2011 </a></h5>
<p>3D displays, augmented reality and tablets cluster at the peak of this Hype Cycle in 2011, while previously hyped trends, such as virtual worlds, stagnate in the trough. The prepeak slope remains busy, but progress is slow, reflecting the challenge of commercialization.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1658114">Cool Vendors in Multitouch UI</a></h5>
<p>We discuss vendors that offer multitouch systems, gesture alternative to keyboard, high-precision touch intellectual property and immersive interactive technology.</p>
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<h4>3. CONTEXTUAL AND SOCIAL EXPERIENCE</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1916115">Context-Aware Computing and Social Media Are Transforming the User Experience</a></h5>
<p>As the single most-significant influence on enterprises&#8217; CRM strategies during the next five years, context-aware computing will create new user experiences and shape their ecosystems. Social media will provide key ingredients enabling context vendors to support these experiences.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1732031">Social Experience Design Is Becoming a New Imperative</a></h5>
<p>The online experience has become increasingly social. To profit from this industrywide transformation, organizations need to understand the principles of social experience design.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1882426">Context-Aware Computing Intensifies: How to Make it Part of Your IT Strategy  </a></h5>
<p>Context-aware computing will significantly impact IT, business, and end users by 2015. This document summarizes Gartner&#8217;s research on context-aware computing during the second half of 2011.</p>
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<h4>4. THE INTERNET OF THINGS</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1893214">Internet of Things Scenario: When Things Negotiate</a></h5>
<p>In this scenario, Gartner looks at the emergence of the Internet of Things and how it develops as intelligence grows with the passage of time. Included are some opportunities you need to watch now.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1799626">The Internet of Things Is Coming</a></h5>
<p>Most CIOs are aware that sensors, appliances and cars are joining the Internet. However, add to that &#8220;dumb&#8221; objects, like a drink can or a fertilizer bag, and you get innovative opportunities that were never previously possible. This research defines the Internet of Things and its potential.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1839420">Falling Cost of Components Will Help Drive the Pervasiveness of the Internet of Things</a></h5>
<p>This report highlights how the rise of the Internet of Things will be aided by the low cost of components. However, there are additional costs &#8212; controlled by CIOs &#8212; that will also need to be managed if the Internet of Things is to be successful.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1871519">Exploit the Democratization of the Internet of Things</a></h5>
<p>Many of the major revolutions of IT history took off when easy-to-use creation tools democratized access, enabling large communities of developers, including amateurs, to get involved. The Internet of Things will follow that path.</p>
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<h4>5. APP STORES AND MARKETPLACES</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1911318">Enterprise App Stores Reduce Risk and Improve Business Results</a></h5>
<p>Enterprise app stores help protect enterprises from malware found in consumer app stores, like the Apple iTunes App Store and Google Android Market. IT leaders can also use them to reduce administrative costs, improve business productivity and accelerate application innovation.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1854724">Enterprises Can Apply an App Store Approach to Support Employees&#8217; Smartphones and Tablets</a></h5>
<p>There&#8217;s no single way enterprises can distribute applications to smartphones and tablets that use multiple OSs; an enterprise-based mobile app store approach for pushing applications to employees&#8217; devices is one option. Enterprises should assess vendors based on 18- to 24-month product life cycles.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1714416">The Impact of App Stores on Your Application Strategy</a></h5>
<p>A sleek, well-stocked app store is a prerequisite for success in today&#8217;s consumer mobile device market. IT leaders looking to replicate the app store experience for enterprise applications must first consider the impact to their application strategy.</p>
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<h4>6. NEXT GENERATION ANALYTICS</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?doc_cd=230321">Advanced Analytics: Predictive, Collaborative and Pervasive</a></h5>
<p>Organizations that deliver next generation advanced analytics to an expanded set of users will realize significant value in terms of innovation, productivity and growth. A lack of skills will be the biggest barrier to success.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1780725">Who&#8217;s Who in Collaborative Decision Making</a></h5>
<p>CDM platforms combine business intelligence with social networking and other technologies to bring together the right people and the information and analysis tools they need for effective decision making. Gartner discusses some of the leading vendors in this area and explains their offerings.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1800819">Beyond Moneyball: How Professional Sports Teams Are Using Collaborative Decision Making to Win  </a></h5>
<p>Professional sports teams are using collaborative decision making platforms to enhance new data mining and statistical approaches for selecting players. We highlight the experiences of three such teams to illustrate the benefits of this approach to decision making for all organizations.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1778714">Hype Cycle for Analytics Applications</a></h5>
<p>Analytical capability is increasingly packaged as a solution to address specific business issues, rather than created with generic business intelligence tools. This Hype Cycle shows the maturity, adoption rates and benefits of various analytic applications.</p>
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<h4>7. BIG DATA</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1924615">&#8220;Big Data&#8221; and Content Will Challenge IT Across the Board</a></h5>
<p>The impact of &#8220;big data&#8221; is extremely broad, for both the business and information management and utilization. We discuss a diverse set of analytic impacts which affect some of the most sensitive IT initiatives in your organization.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1861215">Predicts 2012: Information Infrastructure and &#8220;Big Data&#8221;</a></h5>
<p>Gartner&#8217;s Predicts 2012 research describes how enterprise must manage infrastructure change and formally assess the value of information as the effects of its dramatic expansion ripple through organizations.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1775719">Does the 21st-Century &#8220;Big Data&#8221; Warehouse Mean the End of the Enterprise Data Warehouse?</a></h5>
<p>The ideal enterprise data warehouse has been envisaged as a centralized repository for 25 years, but the time has come for a new type of warehouse to handle &#8220;big data.&#8221; This &#8220;logical data warehouse&#8221; demands radical realignment of practices and a hybrid architecture of repositories and services.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1854316">Data Quality for &#8220;Big Data&#8221;: Principles Remain, But Tactics Change</a></h5>
<p>Data quality is a key priority in an information management program &#8212; poor quality data negatively affects business outcomes. However, IT leaders must rethink data governance and quality in the context of &#8220;big data.&#8221;</p>
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<h4>8. IN-MEMORY COMPUTING</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1914414">Top 10 Strategic Technology Trends: In-Memory Computing</a></h5>
<p>The foundation for in-memory computing is emerging from the converging evolution of memory technology, system architectures and enabling infrastructure software. Relentless price drop, technology maturation and integration are driving mainstream adoption despite notable technical challenges.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1790622">How Flash Memory in Servers Delivers Higher Value as a Uniquely Addressable Memory Type</a></h5>
<p>Flash memory will be used as a new type of memory in the server, enabling considerably higher performance in this form than its current use as a solid-state drive device. Apply this new tool, as it becomes available, to deliver ultraperformance and substantial cost savings.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1850516">Innovation Insight: Invest In In-Memory Computing for Breakthrough Competitive Advantage</a></h5>
<p>In-memory computing enables dramatic business innovation, and has the potential to be a disruptive industry force. Brainstorm with business leaders about how IMC can deliver competitive advantage, but focus on short-term ROI projects to mitigate the risk of adopting such a leading-edge paradigm.</p>
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<h4>9. EXTREME LOW-ENERGY SERVERS</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?doc_cd=230702">Top Ten Strategic Technology Trends for Extreme Low Energy Servers</a></h5>
<p>Extreme low-energy servers are greener than traditional servers. Additionally, they can solve shortages of energy and space in the data center, as well as slash operating costs. Deploying them in the wrong roles or without proper planning can waste energy, space, money and natural resources.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1788515">Introducing Extreme Low Energy Servers</a></h5>
<p>Extreme low-energy servers are a radical alternative to traditional server designs, with the potential for both big payoffs and big downsides for the data center. This research introduces the category and provides a context for evaluating these new systems.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1790316">Where Extreme Low-Energy Servers Fit Well</a></h5>
<p>Extreme low-energy servers can slash energy and space use versus traditional data center servers, but only for the right types of software and workloads. With the wrong workload, they can waste energy, space and money, and may be entirely unable to handle the work.</p>
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<h4>10. CLOUD COMPUTING</h4>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1920517">Five Cloud Computing Trends That Will Affect Your Cloud Strategy Through 2015</a></h5>
<p>Cloud computing is a broad technology trend that continues to evolve and change rapidly. Over the next three years, enterprise cloud strategies will be impacted by hybrid cloud computing, cloud brokerage, expanded delivery models, cloud-centric design and formalized cloud decision models.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1870118">Predicts 2012: Cloud Computing is Becoming a Reality</a></h5>
<p>As cloud computing matures and adoption begins, businesses continue to explore its potential. In many instances, local regulations and data privacy restrictions will delay adoption.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1857217">Predicts 2012: More PaaS Vendors and More PaaS Confusion</a></h5>
<p>The platform-as-a-service market is in its early stages. Users are facing a large number of innovative offerings, but with no established leadership, standards or best practices.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1854315">Who&#8217;s Who in Cloud Service Brokerage</a></h5>
<p>Many IT service providers have begun to offer cloud services brokerage. Here, we provide an overview, including the roles and products, as well as the strengths and challenges of some of the more prominent vendors in this market.</p>
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<h5><a href="http://www.gartner.com/DisplayDocument?id=1896617">DevOpsSec: Creating the Agile Triangle</a></h5>
<p>Security must become an integral part of the DevOps vision, yet remain true to DevOps&#8217; agile underpinnings. In this research, the first of several Gartner notes, we explain the importance of DevOpsSec.</p>
<p>&nbsp;</p>
<p>Source: http://www.gartner.com/<a href="http://bozou.files.wordpress.com/2012/03/new_ipad.jpg"><br />
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<p>&nbsp;</p>
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		<title>Monkeys&#8217; brain waves offer paraplegics hope</title>
		<link>http://bozou.com/2011/10/06/monkeys-brain-waves-offer-paraplegics-hope/</link>
		<comments>http://bozou.com/2011/10/06/monkeys-brain-waves-offer-paraplegics-hope/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 19:37:06 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[SINGULARITY]]></category>

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		<description><![CDATA[Monkeys have been trained to control a virtual arm on a computer screen using only their brain waves. Scientists say the animals were also able use the arm to sense the texture of different virtual objects. Writing in the journal Nature, the researchers say their work could speed up the development of wearable exoskeletons. This&#160;&#8230; <a href="http://bozou.com/2011/10/06/monkeys-brain-waves-offer-paraplegics-hope/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=219&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p id="story_continues_1">Monkeys have been trained to control a virtual arm on a computer screen using only their brain waves.</p>
<p>Scientists say the animals were also able use the arm to sense the texture of different virtual objects.</p>
<p><a href="http://www.nature.com/nature/journal/vaop/ncurrent/full/nature10489.html">Writing in the journal Nature</a>, the researchers say their work could speed up the development of wearable exoskeletons.</p>
<p>This technology could help quadriplegic patients not only regain movement but a sense of touch as well.</p>
<p>In the experiments, a pair of rhesus monkeys was trained to control a virtual arm on a screen solely by the electrical activity generated in their brains.</p>
<p>Thanks to feedback from the experimental setup, the monkeys were also able to feel texture differences of objects on the screen.</p>
<p>The researchers involved say that just like a normal functioning limb, the monkeys were able to do both actions at the same time, sending out signals to control the arm while simultaneously getting electrical feedback to understand the texture of the objects that were touched.</p>
<p>Wireless future</p>
<p>Prof Miguel Nicolelis from the Duke University Centre for Neuroengineering in North Carolina was the senior author of the study. He believes it is a significant step in this field.</p>
<p>&#8220;It provides us with the demonstration that we can establish a bi-directional link between the brain and an artificial device without any interference from the subject&#8217;s body,&#8221; he said.</p>
<p>The researchers trained the monkeys, Mango and Tangerine, to play a video game using a joystick to move the virtual arm and capture three identical targets. Each target was associated with a different vibration of the joystick.</p>
<p id="story_continues_2">Multiple electrodes were implanted in the brains of the monkeys and connected to the computer screen. The joystick was removed and motor signals from the monkey&#8217;s brains then controlled the arm.</p>
<p>At the same time, signals from the virtual fingers as they touched the targets were transmitted directly back into the brain.</p>
<p>The monkeys had to search for a target with a specific texture to gain a reward of fruit juice. It only took four attempts for one of the monkeys to figure out how to make the system work.</p>
<p>According to Prof Nicolelis, the system has now been developed so the monkeys can control the arm wirelessly.</p>
<p>&#8220;We have an interface for 600 channels of brain signal transmission, so we can transmit 600 channels of brain activity wirelessly as if you had 600 cell phones broadcasting this activity.</p>
<p>&#8220;For patients this will be very important because there will be no cables whatsoever connecting the patient to any equipment.&#8221;</p>
<p>The scientists say that this work represents a major step on the road to developing robotic exoskeletons &#8211; wearable technology would allow patients afflicted by paralysis to regain some movement.</p>
<p>Prof Nicolelis and his colleagues are already working with a team in Munich to develop a whole body exoskeleton, a device that can be controlled by the brain activity of the patient.</p>
<p>&#8220;When the patient commands this vest to move, it will not only carry their body it will provide the sensory feedback so that they know if they are stepping or walking or grabbing objects,&#8221; he explained.</p>
<p>&#8220;In terms of rehabilitation of patients that suffer from severe neurological disorders this is a major step forward, I think.&#8221;</p>
<p>The Duke University team is leading <a href="http://www.walkagainproject.org/">the Walk Again project</a>, which hopes to carry out a public demonstration of a wearable exoskeleton at the opening game of the 2014 World Cup in Brazil.</p>
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		<title>IBM Produces First &#8216;Brain Chips&#8217;</title>
		<link>http://bozou.com/2011/08/18/ibm-produces-first-brain-chips/</link>
		<comments>http://bozou.com/2011/08/18/ibm-produces-first-brain-chips/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 18:06:28 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[UX]]></category>

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		<description><![CDATA[IBM has developed a microprocessor which it claims comes closer than ever to replicating the human brain. The system is capable of &#8220;rewiring&#8221; its connections as it encounters new information, similar to the way biological synapses work. Researchers believe that that by replicating that feature, the technology could start to learn. Cognitive computers may eventually&#160;&#8230; <a href="http://bozou.com/2011/08/18/ibm-produces-first-brain-chips/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=215&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p id="story_continues_1">IBM has developed a microprocessor which it claims comes closer than ever to replicating the human brain.</p>
<p>The system is capable of &#8220;rewiring&#8221; its connections as it encounters new information, similar to the way biological synapses work.</p>
<p>Researchers believe that that by replicating that feature, the technology could start to learn.</p>
<p>Cognitive computers may eventually be used for understanding human behaviour as well as environmental monitoring.</p>
<p>Dharmendra Modha, IBM&#8217;s project leader, explained that they were trying to recreate aspects of the mind such as emotion, perception, sensation and cognition by &#8220;reverse engineering the brain.&#8221;</p>
<p>The SyNAPSE system uses two prototype &#8220;neurosynaptic computing chips&#8221;. Both have 256 computational cores, which the scientists described as the electronic equivalent of neurons.</p>
<p>One chip has 262,144 programmable synapses, while the other contains 65,536 learning synapses.</p>
<p>Man machine</p>
<p>In humans and animals, synaptic connections between brain cells physically connect themselves depending on our experience of the world. The process of learning is essentially the forming and strengthening of connections.</p>
<p>A machine cannot solder and de-solder its electrical tracks. However, it can simulate such a system by &#8220;turning up the volume&#8221; on important input signals, and paying less attention to others.</p>
<p>IBM has not released exact details of how its SyNAPSE processor works, but Dr Richard Cooper, a reader in cognitive science at Birkbeck, University of London said that it likely replicated physical connections using a &#8220;virtual machine&#8221;.</p>
<p>Instead of stronger and weaker links, such a system would simply remember how much &#8220;attention&#8221; to pay to each signal and alter that depending on new experiences.</p>
<p>&#8220;Part of the trick is the learning algorithm &#8211; how should you turn those volumes up and down,&#8221; said Dr Cooper.</p>
<p>&#8220;There&#8217;s a a whole bunch of tasks that can be done just with a relatively simple system like that such as associative memory. When we see a cat we might think of a mouse.&#8221;</p>
<p>Some future-gazers in the cognitive computing world have speculated that the technology will reach a tipping point where machine consciousness is possible.</p>
<p>However, Dr Mark Bishop, professor of cognitive computing at Goldsmiths, was more cautious.</p>
<p>&#8220;[I] understand cognition to be something over and above a process simulated by the execution of mere computations, [and] see such claims as verging on the magical,&#8221; he said.</p>
<p>IBM&#8217;s work on the SyNAPSE project continues and the company, along with its academic partners, has just been awarded $21m (£12.7m) by the US Defense Advanced Research Projects Agency (DARPA).</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Better User Experience With Storytelling</title>
		<link>http://bozou.com/2011/06/30/better-user-experience-with-storytelling/</link>
		<comments>http://bozou.com/2011/06/30/better-user-experience-with-storytelling/#comments</comments>
		<pubDate>Thu, 30 Jun 2011 17:59:48 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://bozou.com/?p=211</guid>
		<description><![CDATA[Stories have defined our world. They have been with us since the dawn of communication, from cave walls to the tall tales recounted around fires. They have continued to evolve with their purpose remaining the same; To entertain, to share common experiences, to teach, and to pass on traditions. Today we communicate a bit differently.&#160;&#8230; <a href="http://bozou.com/2011/06/30/better-user-experience-with-storytelling/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=211&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Stories have defined our world. They have been with us since the dawn of communication, from cave walls to the tall tales recounted around fires. They have continued to evolve with their purpose remaining the same; To entertain, to share common experiences, to teach, and to pass on traditions.</p>
<p>Today we communicate a bit differently. Our information is fragmented across various mass-media channels and delivered through ever-changing technology. It has become watered down, cloned, and is churned out quickly in 140-character blurbs. We’ve lost that personal touch where we find an emotional connection that makes us care.</p>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/UX_cover_1.jpg" alt="UX Cover 1 in Better User Experience With Storytelling - Part One" width="500" height="340" /><em>Image credit: <a href="http://www.flickr.com/photos/guldfisken/398144161/">guldfisken</a></em></p>
<p>Using storytelling, however, we can pull these fragments together into a common thread. We can connect as real people, not just computers. In this article we’ll explore how user experience professionals and designers are <strong>using storytelling to create compelling experiences</strong> that build human connections.</p>
<h3>It Begins with a Story</h3>
<p>In 1977, a simple story set the film industry on its side. The special effects technology used to create this story had not been created or used in filmmaking at the time of its writing. The author disregarded what was popular and marketable at the time (apocalyptic and disaster movies) to create his own vision. The film starred unknown actors and the genre had mainly been seen in 1930s serial movies. It was turned down by many film studios and at one point was almost shelved.</p>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/lucas_sw.jpg" alt="Lucas Sw in Better User Experience With Storytelling - Part One" /><br />
<em>Image credit: <a href="http://www.wired.com/entertainment/hollywood/multimedia/2007/04/gallery_starwars?slide=14&amp;slideView=3">Wired (Courtesy of Ballantine Books)</a></em></p>
<p>The movie, if you haven’t guessed, was <em>Star Wars</em>. The author was George Lucas. <em>Star Wars</em> went on to become one of the most successful films of all time and turned into a pop culture phenomenon. It gave birth to the blockbuster and the trilogy, and completely changed the way movies with special effects were made. Many of today’s most influential film companies were spawned from the success of these movies: LucasFilm, THX, Industrial Light &amp; Magic (ILM), and Pixar.</p>
<p><em>Star Wars</em> wasn’t a new story though. It drew from mythic archetypes of stories told over thousands of years.</p>
<h3>Revealing the Design in Stories</h3>
<p>The creation of a story is often viewed as an almost magical or random process. The author sits in front of their canvas, the blank word processor, and begins to type whatever inspires them at the moment. Great stories, though, don’t just happen randomly; they are designed. There is a pattern at work here. In order to be entertaining, have the right dramatic cues, and tap deep into our collective psyche, a specific method is used to build the story. A story that fails to pull the audience emotionally and keep their attention may not have used enough of these patterns as a guide, as shown in the typical story arc below.</p>
<p><a href="http://www.musik-therapie.at/PederHill/Structure&amp;Plot.htm"><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/storyarc.gif" alt="Storyarc in Better User Experience With Storytelling - Part One" /></a><br />
<em>The story arc is widely used in screenwriting and novels.</em></p>
<p>The structure of the story has been around since long before screenwriting was taught. There was a point that it remained simply an unnoticed rhythm in the background of every story. Some aspects of this structure — like the hero’s journey and comparative mythology — were first popularized by <a href="http://www.jcf.org/new/index.php?categoryid=11">Joseph Campbell</a>. He wrote about his discovery in the book <em><a href="http://www.jcf.org/new/index.php?categoryid=83&amp;p9999_action=details&amp;p9999_wid=104">The Hero with a Thousand Faces</a></em>. Campbell was a student of Swiss Psychiatrist <a href="http://mythosandlogos.com/Jung.html">Carl Jung</a>, who believed that we are all born with a subconscious idea of what a “hero”, a “mentor”, and a “quest” should be.</p>
<p>Campbell studied the structure of religion and myths across many cultures. What he discovered is that, consciously or not, <strong>every story (or myth) told had been created with the same basic formula</strong>. This is why great stories transcend even language barriers. It was this conclusion made by Campbell through his research that created large ripples in the waters of myth and religion.</p>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/common_elements.jpg" alt="Common Elements in Better User Experience With Storytelling - Part One" /><br />
<em>We find the blueprint for “The Hero’s Journey” in films like Star Wars and The Matrix (via <a href="http://www.moongadget.com/origins/myth.html">Star Wars Origins</a>, Unofficial Site)</em></p>
<p>The stories we have seen on the silver screen or read about in novels have been able to captivate us by continuing to use these patterns. We talk about dialogue and certain scenes at the water cooler as if they had happened to a mutual friend, rather than some fictional character. All because we became emotionally invested in the characters and the story.</p>
<p>This type of emotional investment is something that brands strive for every day. Starbucks doesn’t want to just sell us a cup of coffee; they want customers to become invested in their story — the ambience, the aromas, the community. The goal is to become the “third place” for people (work, home, and Starbucks). They say, for them, “It’s really about human connection.”</p>
<h3>The Power of Emotion</h3>
<p>When speaking about stories, we describe the experience in a certain way. It tends to be more of an emotional experience, sometimes affecting us more on a personal level in how we relate to the story. This is much different from the way we traditionally describe the experience with products like websites or applications. Those are seen as more utilitarian and task-oriented.</p>
<p>If we are able to accomplish what we came to do, say transfer some money in a banking application, then it has been a good user experience. In order to achieve our goals, the interface should be usable and function the way we expect. This view is preached by many usability experts including <a href="http://www.jnd.org/NielsenNormanGroup.html">Donald Norman</a>, a professor of cognitive science and usability consultant for the <a href="http://www.nngroup.com/">Nielsen Norman Group</a>.</p>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/processing.jpg" alt="Processing in Better User Experience With Storytelling - Part One" /></p>
<p>After hearing that if people followed his rules “everything would be ugly,” Norman decided to explore people’s relationship to design. The result was the book <em><a href="http://www.jnd.org/dn.mss/emotional_desig.html">Emotional Design</a></em>. Through his research, Norman found that design affects how people experience products, which happens at three different levels, and translates into three types of design:</p>
<ul>
<li><strong>Visceral Design</strong> This design is from a subconscious and biologically pre-wired programmed level of thinking. We might automatically dislike certain things (spiders, rotten smells, etc.) and automatically like others (“attractive” people, symmetrical objects, etc). This is our initial reaction to the appearance.</li>
<li><strong>Behavioral Design</strong> This is how the product/application functions, the look and feel, the usability, our total experience with using the product/application.</li>
<li><strong>Reflective Design</strong> This is how it makes us feel after the initial impact and interacting with the product/application, where we associate products with our broader life experience and associate meaning and value to them.</li>
</ul>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/coaster.jpg" alt="Coaster in Better User Experience With Storytelling - Part One" /><br />
<em>Image credit: <a href="http://www.flickr.com/photos/dalanharris/678588273/">D. Alan Harris Photography</a></em></p>
<p>There is a lot more to emotion than can be covered here, but understanding those basic levels of processing gives us some insight into why storytelling is so powerful. Consider how the levels of thinking play off each other in an amusement park: <strong>People pay to be scared</strong>. At the Visceral Level we have a fear of heights and danger. At the Reflective Level we trust that it is safe to go on the ride, and we seek that emotionally charged rush and sense of accomplishment (overcoming that fear of heights) after the ride is finished. Knowing that emotion is so vital to how we think makes it more important to create not just a functional and usable experience, but to seek and make a meaningful connection.</p>
<h3>The Basics of Storytelling for User Experience</h3>
<p>At a basic level, storytelling and user experience have common elements — like planning, research, and content creation — that can be utilized for effectively developing an experience. Storytelling offers a way for the team to really understand what they are building and the audience that they are creating it for. Stories allow for the most complex of ideas to be effectively conveyed to a variety of people. This designed product/experience can then <strong>offer meaning and emotion for its users</strong>. The professionals that are currently using the power of narrative in their projects are doing it in vastly different ways. The following sections attempt to outline some of the current usage and benefits of modern storytelling.</p>
<h4>Bring Teams Together</h4>
<p>User experience professionals typically have to work with people from many different backgrounds. Depending on the type of experience, it might require the effort of everyone from an engineer to a user interface designer. Also, in many cases, the approach in creating websites or applications is to consider the technology, or limitations of that technology, first. Finally, to make matters more complex, larger teams tend be split with concerns regarding their domain. For example, the marketing person is going to focus on their directives and motivations based on their initiatives. This is not always in the end-user’s best interest and results in a diluted and poor experience.</p>
<p><a href="http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/"><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/ux_chart.gif" alt="Ux Chart in Better User Experience With Storytelling - Part One" /></a><br />
<em><a href="http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/">The Disciplines of User Experience</a> by Dan Saffer</em></p>
<p>The infographic above depicts the many different fields that make up the disciplines of user experience. The user experience team selected to create an iPhone application for the masses would be quite different from one that is developing a medical device used by doctors. As described earlier, the individuals that have been involved in crafting stories have been successful in tapping into a way of communicating that has been around for thousands of years. Utilizing storytelling, user experience teams can also inject emotion and value into the end product for users.</p>
<h4>User-Centered Goal</h4>
<p>In reading through the storytelling approach, it might seem that the story is just another way of saying “strategy.” With storytelling, though, tied to the story the interactions should communicate is a more user-centered goal. Companies like Apple have used similar methods in their design process to really define what they are building.</p>
<p><a href="http://www.slideshare.net/cchastain/experience-themes-an-element-of-story-applied-to-design-1190389">Cindy Chastain</a> refers to it as an <strong>Experience Theme</strong>. She says this theme is “the core value of the experience” being created. <a href="http://www.undertheinfluenceofdesign.com/2009/06/19/the-art-of-storytelling/">Christian Saylor</a> refers to it as finding the <strong>Lead Character</strong>. Without this user-centered goal, he states, we are just “designing for the sake of designing.”</p>
<p><a href="http://www.slideshare.net/cchastain/experience-themes-an-element-of-story-applied-to-design-1190389"><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/theme_elements.jpg" alt="Theme Elements in Better User Experience With Storytelling - Part One" /></a></p>
<p>By centering around a specific theme, or character, the uncoordinated elements of an experience all have a clear goal and purpose. With storytelling, a diverse team creating a website or application can collectively link together the tangible elements and create something that is a meaningful experience and is more than just bits and bytes.</p>
<h4>Defining the User</h4>
<p>There is a lot of discussion and articles about usability and functionality of websites and applications. Functionality, of course, is important. For example, what good is an airplane if the engine isn’t powerful enough to get it off the ground? If you take a step back though, the more important question should be: How far does the user need to go? If it’s only a few miles down the road, then it really doesn’t matter if the plane is functional, it’s the wrong solution altogether. So, discovering what we really need to build is a key in the initial phase of building the user experience.</p>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/listen.jpg" alt="Listen in Better User Experience With Storytelling - Part One" /><br />
<em>Image source: <a href="http://www.flickr.com/photos/mbake/399084699/">Mishka</a></em></p>
<p>When research is finished, we typically move on to create <strong>personas</strong> as a way of understanding the user and can be looked at as part of creating the story. By building a fictional representation of the user that is based on real research and observation, we are able to empathize with them and really understand their needs. Using the created personas and then <strong>creating stories about them</strong>, we are able to cast a more meaningful vision of the project.</p>
<p><a href="http://blog.fuzzymath.com/2009/11/ranger-determining-the-initial-feature-set-using-personas-task-analysis-and-process-flows/"><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/persona.jpg" alt="Persona in Better User Experience With Storytelling - Part One" /></a><br />
<em><a href="http://blog.fuzzymath.com/2009/11/ranger-determining-the-initial-feature-set-using-personas-task-analysis-and-process-flows/">Persona Sample</a> by Fuzzy Math</em></p>
<p>The storytelling approach allows us to transfer this research in an anecdotal way. This has shown to have a better recall rate of information. In addition, being able to empathize with users through stories allows for better understanding of the emotional side of the experience. Films and video games deliver successful experiences that impact people on an emotional level. This is something people will begin to expect more from websites and applications that they use everyday. We can evolve the focus of creating a simple task-driven and functional website/application into a valuable human connection. We are, after all, a “global campfire” as <a href="http://www.alistapart.com/articles/storytelling/">Curt Cloninger</a> refers to it. He goes on to say, “But the web is not a global network of connected computers. The web is a global network of connected people. And story-telling is still the most effective way to emotionally impact people.”</p>
<h4>The Benefits</h4>
<p>Most projects have a lot of documentation outlining their goal and strategy. These come in a set of business requirements, functional documentation, and any other pieces of supporting research/information. Using storytelling can help improve the overall product/experience:</p>
<ul>
<li>Puts a human face on dry data</li>
<li>Can simplify complex ideas for a team</li>
<li>More efficient team collaboration and purpose</li>
<li>Insight into the key users</li>
<li>Setting a project direction faster</li>
<li>Better communication within large agencies/organizations</li>
<li>Experience delivers meaning and value to users</li>
</ul>
<p><a href="http://www.slideshare.net/dorelvis/storytelling-a-compelling-design-tool"><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/yahoo.jpg" alt="Yahoo in Better User Experience With Storytelling - Part One" /></a></p>
<p>Storytelling can help teams focus their efforts on everything from the content on the website to understanding the business problem in a new way. For example, you can define the scope of a project quickly without designing or wireframing screens. <a href="http://dorelvis.com/">Dorelle Rabinowitz</a> shows how The UX team for Yahoo Personals created a story around how a fictional dating couple would go through some specific scenarios. Using this, the team was able to come to a better understanding of what the website should do and the type of experience the users go through. It opened it up from very task- and strategy-based steps to the more real and emotional experience of dating. It is a powerful way to really get the team talking directly to the experience rather than creating documentation that only talks around it.</p>
<h3>Happily Ever After: The Reality</h3>
<p><img src="http://coding.smashingmagazine.com/wp-content/uploads/2010/01/snowwhite.jpg" alt="Snowwhite in Better User Experience With Storytelling - Part One" /><br />
<em>Image source: <a href="http://www.fallenprincesses.com/">Fallen Princesses by Dina Goldstein</a></em></p>
<p>There are many different opinions on what the ideal user experience process should be. Many of them stem from the fundamental approaches developed by <a href="http://en.wikipedia.org/wiki/Alan_Cooper">Alan Cooper</a>, a pioneer in building software with user-driven experiences. But as technology evolves, so do the approaches and processes to create solutions that meet users’ needs. The variety of approaches in UX are akin to the number of frameworks available for developing software. Much of the time it comes down to what is best for the type of projects a team typically works on.</p>
<p>Your ability to adhere to a process is dependent on many things, like timeline, budget, and business goals. In reality, it’s not always possible to do everything as specifically outlined. <strong>Storytelling is a way to connect</strong> teams quickly, and gain insight and understanding. The experiences we create communicate with those elements through the design, content, and user interaction. Storytellers have successfully been communicating for much longer than websites have been around — which makes it a valuable tool from the business side of design.</p>
<h3>To Be Continued…</h3>
<p>In the next part of “Better User Experience Using Storytelling” we will hear from creative professionals leading the way in this relatively new world of <strong>combining the craft of storytelling with user experience</strong>. We’ll also look at how storytelling can be applied to more than just interactive experiences — we find it in everything from packaging to architecture.</p>
<h3>Resources</h3>
<ul>
<li><a href="http://www.moongadget.com/origins/myth.html">Star Wars Origins</a></li>
<li><a href="http://www.jnd.org/dn.mss/emotional_desig.html"><em>Emotional Design</em> by Donald Norman</a></li>
<li><a href="http://www.skepticfiles.org/atheist2/hero.htm">A Practical Guide to <em>The Hero with a Thousand Faces</em> by Joseph Campbell</a></li>
<li><a href="http://www.boxesandarrows.com/view/experience-themes">“Experience Themes” by Cindy Chastain</a></li>
<li><a href="http://www.slideshare.net/dorelvis/storytelling-a-compelling-design-tool">“Storytelling – A Compelling Design Tool” by Dorelle Rabinowitz</a></li>
<li><a href="http://www.insideria.com/2009/03/the-art-of-storytelling.html">“The Art of Storytelling” by Christian Saylor</a></li>
<li><a href="http://www.alistapart.com/articles/storytelling/">“A Case for Web Storytelling” by Curt Cloninger</a></li>
<li><a href="http://blobfisk.com/personas-and-how-to-increase-the-quality-of-solutions/">Personas and How to Increase the Quality of Solutions</a></li>
</ul>
<p>Source:</p>
<ul>
<li>By <a title="Posts by Francisco Inchauste" href="http://uxdesign.smashingmagazine.com/author/francisco-inchauste/">Francisco Inchauste</a></li>
<li>January 29th, 2010</li>
</ul>
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		<title>Designing a Persuasive Video Game</title>
		<link>http://bozou.com/2011/06/28/designing-a-persuasive-video-game/</link>
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		<pubDate>Tue, 28 Jun 2011 16:33:31 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[UX]]></category>

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		<description><![CDATA[I know what you&#8217;re probably thinking. Video games may be extremely cool. They may be innovative. They may make tons of money. But they&#8217;re ultimately, unavoidably, just entertainment. And persuasion is serious business; if you want to convince people to change their minds or to act differently, games probably aren&#8217;t the way to do it…&#160;&#8230; <a href="http://bozou.com/2011/06/28/designing-a-persuasive-video-game/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=205&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I know what you&#8217;re probably thinking. <a href="http://www.uxmag.com/archive/gaming" target="_blank">Video games</a> may be extremely cool. They may be innovative. They may make tons of money. But they&#8217;re ultimately, unavoidably, just entertainment. And persuasion is serious business; if you want to convince people to change their minds or to act differently, games probably aren&#8217;t the way to do it… right?</p>
<p>But I say firmly and with conviction: <em>wrong</em>. Every medium is a channel that can convey many types of content. Books, television, and charcoal sketches each have the capacity to entertain, educate, and make powerful statements. But the unique ability of video games to command a player&#8217;s attention may in fact make them an <em>ideal</em> way to persuade.</p>
<p>I&#8217;m not alone in thinking that there&#8217;s potential in persuasive gaming. In March 2010, the <a href="http://usda.gov/wps/portal/usda/usdahome" target="_blank">USDA</a> and <a href="http://www.whitehouse.gov/administration/first-lady-michelle-obama" target="_blank">Michelle Obama</a>&#8216;s <a href="http://www.letsmove.gov/" target="_blank">&#8220;Let&#8217;s Move&#8221; campaign</a> announced <a href="http://www.appsforhealthykids.com/application-gallery" target="_blank">a contest</a> challenging designers to create games that would persuade kids age 9 through 12 to eat healthier. I worked with a brilliant team (Andrew Karetas, Bri Lance, Jim Chiponis, and Amanda Ferrara) that created an entry titled <a href="http://www.appsforhealthykids.com/application-gallery/fitter-critters" target="_blank"><em>Fitter Critters</em></a></p>
<p>Below I explain how we attempted to combine principles of both UX and game design to demonstrate the persuasive potential of video games.</p>
<h4>The Core Message</h4>
<p>A persuasive game has to be built around a focused message. Vaguely defined messages lead to confusing game experiences, so it&#8217;s important to get specific before moving on to finer details of the design.</p>
<p>When our team was designing <em>Fitter Critters</em> we had a general sense that we wanted to create a virtual pet game, but we didn&#8217;t really know how it would work. So we took some time to write down what messages we wanted our game to impart, and came up with two core messages:</p>
<ul>
<li>Eating a varied diet rich in vegetables, fruit, and whole grains leads to a better quality of life.</li>
<li>Eating junk food may have short-term advantages, but in the long run it&#8217;s not worth the negative health consequences.</li>
</ul>
<p>Now that we had something to work with, the basic game mechanics snapped into place:</p>
<ol>
<li>The players need to shop for food their critters and feed them on a daily basis.</li>
<li>A set of scales show the critter&#8217;s progress toward daily nutritional needs like vegetables and whole grains, as well as limits on fats and added sugar.</li>
<li>If the player consistently makes better nutritional choices, the critter will be healthier and lead a more prosperous life.</li>
</ol>
<p><img title="Fitter Critters kitchen game screen" src="http://uxmag.com/uploads/fittercritters/Kitchen.jpg" alt="Fitter Critters kitchen game screen" /><br />
<em>Players need to provide the critter with food to fill the bars at the bottom of the screen.</em></p>
<p>A clearly articulated core message also helps designers decide which proposed gameplay ideas to adopt. An effective message needs to be communicated clearly. Digressive game mechanics risk muddying the message and need to be dropped. For example, one of our early ideas was to have the game track when the critter gets full, after which it would reject any more food. But the concept had no meaningful punch. A critter&#8217;s fullness had nothing to do with whether you&#8217;d fed it healthy food or junk food—it was just full. This gameplay element also would have forced players to return to the game several times a day to feed their critters, interfering with the message. By leaving aside this feature, we gave our game a more focused design, and kept the project&#8217;s scope limited to building only those features we absolutely needed.</p>
<h4>Designing Discovery</h4>
<p>Players naturally tend to seek out the most efficient ways to meet the objectives of a game. <em>Discovery</em> is an especially effective way to teach through games because it gives players a feeling of ownership of new information. Rather than being directly instructed that the core message is true, players internalize the message as a working hypothesis and use the game to prove to themselves that it&#8217;s true. To succeed in the game, they need to buy into its point of view.</p>
<p>Exploiting this principle of gameplay design,<em>Fitter Critters</em> creates opportunities for discovery in multiple ways. First, players need to shop for their virtual pet&#8217;s food. The grocer offers over 600 food choices, each with a label listing its nutrition information. One of the key challenges in the game is sifting through the multitude of options to discover the food items that will fill the nutrition requirements as quickly as possible while keeping fat and sugar as low as possible. For example, players may discover that sorbets are among the best dessert choices available, since they&#8217;re free of fat and added sugar and actually provide valuable servings of fruit.</p>
<p>Players also discover the advantages of maintaining a garden and using it as a source of food. Harvesting free food from the garden allows players to use their resources more efficiently and save money for other things (as in real life). Creating such optional activities that offer real advantages to players who invest the extra effort is a great way to enable persuasion through discovery.</p>
<p><img title="Fitter Critters garden game screen" src="http://uxmag.com/uploads/fittercritters/Garden.jpg" alt="Fitter Critters garden game screen" /><br />
<em>Players can shop for food or harvest for free from the garden.</em></p>
<p>Finally, <em>Fitter Critters</em> lets players get creative by combining foods into cooked meals, which can be sold for up to a 500% profit depending upon the healthfulness of its ingredients. Using tactics like this, game worlds can create a perception of tangible value for discoveries that might be harder to perceive in the real world.</p>
<p>All of these discovery opportunities were designed to persuade children to think differently about the foods they eat every day, while at the same time modeling the real-life skills needed to make thoughtfully discriminating choices about their diets. To be successful, players of persuasive games need to internalize the game&#8217;s core messages and get used to applying them in the real world.</p>
<h4>Meaningful Choices</h4>
<p>A game designer&#8217;s trap was hiding inside the game&#8217;s overall concept: if healthy food offered only benefits and junk food only drawbacks, then the game would present no real choice at all. Players would always pick the healthy food since there would be no reason to consider anything else.</p>
<p>Interesting games offer players meaningful choices. Imagine if a racing game offered players the choice of two cars, one fast and the other slow. Which would you pick? Not only would winning this game feel distinctly unfulfilling, but the player would also never need to weigh the real advantages and disadvantages of different types of cars. Games with simplistic choices create no opportunities for players to learn.</p>
<p>It sounds weird, but there has to be some advantage to making some wrong choices. It&#8217;s best if choices fall on a smooth continuum from right to wrong, with a competing set of advantages and disadvantages all along the way.</p>
<p>In <em>Fitter Critters</em>, there are two built-in advantages to consuming high-calorie foods. First, your critter needs to have a certain minimum level of energy to participate in the sports games. Calorie-rich foods fill up your critter&#8217;s energy bar quickly, giving it immediate energy to play more games. Second, a higher energy level also allows the critter to earn more money each day from work (although this caps at 2000 calories). That bacon double cheeseburger offers a fast track to higher energy levels.</p>
<p><img title="Fitter Critters sporting game screen" src="http://uxmag.com/uploads/fittercritters/Shotput.jpg" alt="Fitter Critters sporting game screen" /><br />
<em>Energy allows players to participate in sports.</em></p>
<p>Of course, unhealthy food choices also have important consequences. Exceeding daily limits on calories, fat, or sugar brings down the critter&#8217;s health over time. An unhealthy critter will lose the sports games more often and earn less money at work. It will be more likely to get sick and lose an entire day&#8217;s wages. The critter will also develop a taste for junk food and start to reject healthier choices, making it harder to get it back to a healthy lifestyle.</p>
<p>This gives players a meaningful choice. It also supports the second core message of the game: whatever short-term advantages there are to eating junk food, they&#8217;re outweighed by the damage done to health and quality of life. And by creating meaningful choices involving real trade-offs, this message is learned instead of simply taught.</p>
<h4>Rewards</h4>
<p>Games build engagement with players by offering structured rewards in exchange for actions—actions ranging from jumping over barrels to killing enemy soldiers. In <em>Fitter Critters</em>, all player rewards are based on nutrition choices. We arranged the rewards in the game in a laddered structure, so that one type of reward leads to another. This gives the game a dimensionality that unfolds over the course of play.</p>
<p>At the bottom rung, eating well increases health and reduces body fat. Players are offered simple praise as they meet their critter&#8217;s nutritional requirements, and get the satisfaction of watching its bars fill. All games offer these kinds of fleeting rewards, but they&#8217;re not enough to sustain interest for very long.</p>
<p>Moving up one step, healthier characters earn more money. Critters are paid a salary once a day, and the amount of the paycheck is determined by their health and energy (which also affect productivity in the real world). Staying healthy puts critters at lower risk of getting sick, and sick days cost an entire day&#8217;s wages. Healthier critters will also win sports games more often. When players win sports games, their critters are paid $50 in game cash. It can be fun to watch your purse grow, but game money is ultimately worthless without anything to spend it on.</p>
<p>Farther up the ladder, players can use money to decorate their critter&#8217;s home. The decorations range from inexpensive lamps to topiaries to an extra window. In the near future, players will also be able to build extensions to the house and upgrade home furnishings. Customization is a much more tangible reward, but what good is it if no one else can appreciate your creativity?</p>
<p><img title="Fitter Critters decorage game screen" src="http://uxmag.com/uploads/fittercritters/Decorate.jpg" alt="Fitter Critters decorate game screen" /><br />
<em>Earning money allows players to trick out their homes.</em></p>
<p>At the top rung, more decorations earn you a higher ranking on the game&#8217;s leaderboard. Starting in the fall of 2010, critters will also be able to visit one another&#8217;s houses to see how they&#8217;ve been tricked out. Social rewards like these are among the most powerful motivators that games can offer players.</p>
<p>But all of these rewards ultimately depend on the nutritional choices the player makes for his or her critter, making it the essential foundation of the critter&#8217;s lifestyle. In a persuasive game, effective rewards need to have a clear relationship to the design&#8217;s core message.</p>
<h4>Games in the Real World</h4>
<p>If we dismiss video games as nothing more than frivolous entertainment, we&#8217;re cheating ourselves out of a potent way to communicate with an audience. When players feel engaged with a game, they are highly focused on figuring out what it&#8217;ll take to win. This state of heightened attention creates an opportunity to bring about real change in people by building a message into the structure of the gameplay. Much attention is paid to whether games contribute to social problems, but not enough attention is given to their capacity to solve them.</p>
<p>Source: UX Mag: http://www.uxmag.com/design/designing-a-persuasive-video-game</p>
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		<title>Smartphone user study shows mobile movement under way</title>
		<link>http://bozou.com/2011/04/28/smartphone-user-study-shows-mobile-movement-under-way/</link>
		<comments>http://bozou.com/2011/04/28/smartphone-user-study-shows-mobile-movement-under-way/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 13:29:26 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[MOBILE]]></category>

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		<description><![CDATA[71% of smartphone users search because of an ad they’ve seen either online or offline; 82% of smartphone users notice mobile ads, 74% of smartphone shoppers make a purchase as a result of using their smartphones to help with shopping, and 88% of those who look for local information on their smartphones take action within&#160;&#8230; <a href="http://bozou.com/2011/04/28/smartphone-user-study-shows-mobile-movement-under-way/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=201&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="font-family:Arial;"><span style="font-size:xx-small;"><span style="color:#2234e8;"><span style="text-decoration:underline;"><br />
</span></span></span><em>71% of smartphone users search because of an ad they’ve seen either online or offline; 82% of smartphone users notice mobile ads, 74% of smartphone shoppers make a purchase as a result of using their smartphones to help with shopping, and 88% of those who look for local information on their smartphones take action within a day.<br />
</em><span style="font-size:xx-small;"><br />
These are some of the key findings from “The Mobile Movement: Understanding Smartphone Users,” a study from Google and conducted by Ipsos OTX, an independent market research firm, among 5,013 US adult smartphone Internet users at the end of 2010.  Join us in tomorrow’s <span style="color:#2234e8;"><span style="text-decoration:underline;">webinar</span></span> where we’ll present the full research findings. In the meantime, enjoy this research highlights video and read on for a summary of our main section findings:<br />
</span></span><span style="color:#f0f0f0;"><span style="font-size:large;"><span style="font-family:Helvetica Neue;"><strong><br />
</strong></span></span></span><strong><span style="font-size:x-small;"><span style="font-family:Arial;">General Smartpho</span></span></strong><span style="font-size:x-small;"><span style="font-family:Arial;">ne Usage:</p>
<p>Smartphones have become an integral part of users’ daily lives. Consumers use smartphones as an</span></span><span style="font-family:Arial;"><span style="font-size:xx-small;"> extension of their desktop computers and use it as they multi-task and consume other media.<br />
81% browse the Internet, 77% search, 68% use an app, and 48% watch videos on their smartphone<br />
72% use their smartphones while consuming other media, with a third while watching TV<br />
93% of smartphone owners use their smartphones while at home</p>
<p>Action-Oriented Searchers: Mobile search is heavily used to find a wide variety of information and to na</span></span><span style="font-size:xx-small;"><span style="font-family:Arial Bold;">vigate the mobile Internet</span><span style="font-family:Arial;">.<br />
Search engine websites are the most visited websites with 77% of smartphone users citing this, followed by social networking, retail and video sharing websites<br />
<strong>Nine out of ten smartphone searches results in an action (purchasing, visiting a business, etc.)<br />
</strong>24% recommended a brand or product to others as a result of a smartphone search</p>
<p>Local Information Seekers: Looking for local information is done by virtually all smartphone users and consumers a</span><span style="font-family:Arial Bold;">re ready to act on the inf</span><span style="font-family:Arial;">ormation they find.<br />
95% of smartphone users have looked for local information<br />
88% of these users take action within a day, indicating these are immediate information needs<br />
77% have contacted a business, with 61% calling and 59% visiting the local business<br />
Purchase-driven Shoppers: Smartphones have become an indispensable shopping tool and are used across channels and throughout</span><span style="font-family:Arial Bold;"> the research and decisio</span><span style="font-family:Arial;">n-making process.<br />
79% of smartphone consumers use their phones to help with shopping, from comparing prices, finding more product info to locating a retailer<br />
74% of smartphone shoppers make a purchase, whether online, in-store, or on their phones<br />
70% use their smartphones while in the store, reflecting varied purchase paths that often begin online or on their phones and brings consumers to the store</p>
<p>Reaching Mobile Consumers: Cross-media exposure influences smartphone user behavior and a majority notice mobile ads which leads to ta</span><span style="font-family:Arial Bold;">king action on it.<br />
71% sea</span><span style="font-family:Arial;">rch on their phones because of an ad exposure, whether from traditional media (68%) to online ads (18%) to mobile ads (27%)<br />
82% notice mobile ads, especially mobile display ads and a third notice mobile search ads<br />
Half of those who see a mobile ad take action, with 35% visiting a website and 49% making a purchase<br />
Implications</p>
<p>The findings of the study have strong implications for businesses and mobile advertisers. Make sure you can be found via mobile sea</span><span style="font-family:Arial Bold;">rch as consu</span><span style="font-family:Arial;">mers regularly use their phones to find and act on information. Incorporate location based products and services and make it easy for mobile customers to reach you because local information seeking is common among smartphone users.  Develop a comprehensive cross-channel strategy as mobile shoppers use their phones in-store, online and via mobile website and apps to research and make purchase decisions.  Last, implement an integrated marketing strategy with mobile advertising that takes advantage of the knowledge that people are using their smartphones while consuming other media and are influenced by it.</p>
<p>Learn More<br />
To learn more about the study, please join us in a webinar tomorrow where we will present and discuss the research findings in-depth.</span><span style="font-family:Arial Bold;"> Register </span><span style="font-family:Arial;">f<em>or “The Mobile Movement: Understanding Smartphone Users” webinar on Wednesday, April 27th at 11am PST/ 2pm EST.  To receive the resear<span style="color:#2234e8;"><span style="text-decoration:underline;">ch repor</span></span>t, please visit the Google Mobile Ads blog after April 27th to download a complimentary copy of the study.<br />
</em></span></span></p>
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		<title>Popcode: Markerless Augmented Reality</title>
		<link>http://bozou.com/2011/04/06/markerless-augmented-reality/</link>
		<comments>http://bozou.com/2011/04/06/markerless-augmented-reality/#comments</comments>
		<pubDate>Wed, 06 Apr 2011 17:39:19 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[AR]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[UX]]></category>

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		<description><![CDATA[With &#8220;markerless&#8221; augmented reality, just about anything can be turned into an interactive game. Researchers at Cambridge University have developed a cool augmented reality app called Popcode. An update to the app recently made it available for iPhone 4 and Android, and the app is being featured at the University of Cambridge Science festival being&#160;&#8230; <a href="http://bozou.com/2011/04/06/markerless-augmented-reality/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=193&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>With &#8220;markerless&#8221; augmented reality, just about anything can be turned into an interactive game.</p>
<p>Researchers at Cambridge University have developed a cool augmented reality app called <a href="http://www.popcode.info/" target="_blank">Popcode</a>. An update to the app recently made it available for iPhone 4 and Android, and the app is being featured at the <a href="http://comms.group.cam.ac.uk/sciencefestival/popcode/">University of Cambridge Science festival</a> being held this week and next.</p>
<p>Before we say much about the app, take a look at a one-minute demonstration for yourself:</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='640' height='390' src='http://www.youtube.com/embed/KRS4SByFcmo?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span>
<p>As an augmented reality application, Popcode&#8217;s central innovation is  that it&#8217;s &#8220;markerless&#8221;; after unlocking the content by scanning the  Popcode logo, additional content can be added onto just about anything.  T-shirts seems to be a favorite of the team; here&#8217;s another one:</p>
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='640' height='390' src='http://www.youtube.com/embed/PVb5jPr-VuI?version=3&amp;rel=1&amp;fs=1&amp;showsearch=0&amp;showinfo=1&amp;iv_load_policy=1&amp;wmode=transparent' frameborder='0'></iframe></span>
<h3>Popcode in brief</h3>
<p>Popcode shows the camera picture on your phone&#8217;s screen just like  when you go to take a photo. But view a picture or poster with augmented  reality content and it comes to life on the screen &#8211; the app adds extra  content as if it were actually there in the world around you.</p>
<p>Popcode is what is known in the trade as a <em>Markerless Augmented Reality</em> platform. That means you can add additional content onto any image  (providing it has enough texture). You do not need to print large  black-and-white markers to be able to add Augmented Reality (AR) content  to the world using Popcode.</p>
<h3>How do I use it?</h3>
<p><img class="aligncenter" src="http://www.popcode.info/sites/default/files/PopcodeLogoSmall.png" alt="" /></p>
<p>Whenever  you see a Popcode, like the one on the right, start-up Popcode on your  phone and view the logo. The app will recognise the logo and download  the augmented reality content that it points to. Turn the phone towards  the picture that the Popcode is beside, then view and interact with the  embedded content.</p>
<h3>How do I get it?</h3>
<ul>
<li>Visit <a href="http://m.popcode.info/">m.popcode.info</a> from your mobile phone&#8217;s browser to download the Popcode app.</li>
<li>Visit our <a href="http://www.popcode.info/demos">Demos</a> section to view some augmented reality content that we&#8217;ve put together.</li>
</ul>
<h3>How do I create content for Popcode?</h3>
<p>You can download the Popcode Developer Kit from the <a href="http://www.popcode.info/developers">Developers</a> page. The Kit contains the tools, examples and documentation to get you started.</p>
<h3>What does it cost?</h3>
<p>Both the Popcode mobile app and the Popcode Developer Kit are free to download and use.</p>
<p>Soon we will offer the ability to upload and deliver content through  the Popcode platform; associating third-party content with a Popcode and  serving it to users of the mobile app. This service will be free for  non-commercial use (a fair use policy will apply). Charges for the  hosting and delivery of commercial content will be based on traffic.</p>
<h3>What can I use it for?</h3>
<p>Some ideas for possible uses of Popcode are shown in the <a href="http://www.popcode.info/demos">Demos</a> section. We&#8217;re sure there&#8217;s lots more applications out there. If you&#8217;ve  got a great idea, then why not try and make it happen with the free <a href="http://www.popcode.info/developers">Popcode Developer Kit</a>, and then tell us all about it in the  <a href="http://www.popcode.info/forums">Forums</a>?</p>
<p>The first release (0.8) of Popcode does not allow distribution of any  content you create. Additionally, content should be within the field of  &#8220;Entertainment&#8221;. Both of these restrictions will be lifted before the  release of the final 1.0 version of Popcode within the next couple of  months.</p>
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		<title>Agile V.S. User Centred Design: Clash of the Titans</title>
		<link>http://bozou.com/2011/01/24/agile-v-s-user-centred-design-clash-of-the-titans/</link>
		<comments>http://bozou.com/2011/01/24/agile-v-s-user-centred-design-clash-of-the-titans/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 15:47:43 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://bozou.com/?p=183</guid>
		<description><![CDATA[Agile software development [1] has become fairly popular in the last few years, leaving many UX professionals wondering how user-centered design (UCD) can fit into an extremely fast-paced development process that uses little documentation. User-centered design can involve a variety of techniques that provide insights into users’ wants, needs, and goals, including ethnography, contextual inquiry,&#160;&#8230; <a href="http://bozou.com/2011/01/24/agile-v-s-user-centred-design-clash-of-the-titans/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=183&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Agile software development [1] has become fairly popular in the last  few years, leaving many UX professionals wondering how user-centered  design (UCD) can fit into an extremely fast-paced development process  that uses little documentation. User-centered design can involve a  variety of techniques that provide insights  into users’ wants, needs,  and goals, including ethnography, contextual inquiry, contextual  interviewing, usability testing, task analysis, and others. But all  of  these take <em>time</em>—time that an agile development process might  not allow. There is hope, though. Agile and UCD methods are not  completely at odds with  each other—and in some cases, agile development  can even enable a <em>more</em> user-centered approach. By taking  the  time to understand the differences and similarities between agile  development and UCD, it’s possible to devise a process that is both  user-centered and agile.</p>
<h2>Similarities Between Agile and UCD Methods</h2>
<div>“An agile development method, at its core, is about delivering  useful software.”</div>
<p>Let’s start by exploring the similarities between the two approaches.</p>
<p>I particularly like Alistair Cockburn’s comparison of  an agile development  process to a cooperative game: “Software  development is a (resource-limited) cooperative game of invention and  communication. The primary goal of the game is to deliver useful,  working software. The secondary goal, the residue of the  game, is to  set up for the next game.” Thus, according to Cockburn, an agile  development method, at its core, is about delivering  useful software.  According to Rassa Katz-Haas, user-centered design is about   understanding people’s needs—so we can provide useful software. She  writes: “[User-centered design] places the person (as opposed to the  thing) at the center…. UCD seeks to answer questions about users and  their tasks and goals, then use the findings to drive development and  design.”</p>
<p>A human-centered design approach allows us to  better  understand the people who use our products, while agile development   techniques let us build, test, deliver, and revise our products faster.  This  is what software design and development is all about: delivering  meaningful  products to people. So, if these two methods seem to  complement each other so  well, why is there so much friction and  frustration when it comes time to  integrate them? A surface examination  of the issues can’t answer this question. We must dig into the details  of these methods, where integration gets more complicated.</p>
<h2>Differences Between Agile and UCD Methods</h2>
<div>“Agile’s iterative development cycle is one of the method’s strengths, but it also makes for some tight deadlines.”</div>
<p>Defining a development  process is a tricky thing. The most  challenging aspect is that of defining how  people are going to work  together. People who have egos and opinions. People whose skills may be  undervalued or  who may not be fully committed to the process. Define a  process too  strictly and it becomes unbearable and unadaptable; define  it too loosely and there is a risk of not including the right people at  the right time.</p>
<p>Agile’s iterative development cycle is one of the  method’s strengths, but it also makes for some tight deadlines. As the  now infamous interview between Alan  Cooper and Kent Beck [2] shows, the  timeline is perhaps  the most controversial aspect of agile methods. In  such a high-speed  development cycle, do we have time to fully  understand users’ needs? The short answer is <em>no</em>. The long answer: If we’re defining users’ needs <em>during</em> development—even in an agile development process—something has gone <em>horribly</em> wrong.</p>
<p>Case in point: One of the engineering  teams I’ve  worked with used six-week cycles and two-week iterations. My  original  plan was to stay one iteration ahead of them, but that proved  problematic—especially when I got to the second iteration. By that time,  I was supporting revisions to iteration 1, supporting development on  iteration 2, while designing for iteration 3. Needless to say, I drank a  lot of coffee and burned the midnight oil for several weeks.</p>
<h2>Redesigning a Development Process</h2>
<div>“Agile development methods … cannot replace the need for some up-front user research or design.”</div>
<p>What to do? I started out by  taking a deep dive into agile  development methods. I needed to better  understand the theory behind  these methods before I could even begin to resolve the friction between  the two processes. In doing this study, the first thing that became  apparent to me was that agile is a method of development. It’s certainly  <em>not</em> a research process, and  it’s only loosely a design  process. Despite what many proponents of agile development methods would  have you believe, they cannot replace the need for some up-front user  research or design. Agile proponents may cringe at that statement, but I  stand by it. That said, though, while agile  methods can significantly  reduce the amount of up-front design that’s required, it does not, in  any way, reduce the time user research  requires.</p>
<h3>User Research</h3>
<div>“User research and agile do <em>not</em> play well  together.”</div>
<p>User research and agile do <em>not</em> play well  together. The time to conduct field research is <em>not</em> during development. Research should occur <em>before</em> any design or development work begins. This may seem obvious, but is an   extremely important point—especially when you consider that agile  development  is about writing code as early as possible and delivering  working software as often as possible. Conducting user research slows  things down. However—and I’m  probably preaching to the choir here—user  research provides insights into customers and their needs that will help  a product team to identify useful new  features and products as well as  to prioritize those features and products for  development.</p>
<p>The outcome of user research is documentation  that  describes users and their needs and goals—for example, personas that   represent a product’s primary and secondary audiences. Many agile  development  methods employ user stories—which are somewhat similar to  scenarios—and personas can become the main actors in these user stories.  By creating behavior  and goal-based personas, you can make your user  stories much more effective. At this stage—before design has begun—user  stories should be fairly high level and  detail only how people will  generally interact with your product.</p>
<p>I recommend involving a representative from engineering  in your field  research. By seeing users in the wild, engineers will  develop some empathy toward  them. Of course, doing this is helpful no  matter what type of development  method your team is using. Also,  include this  engineer in the process of developing personas and user  stories. Getting buy-in  from engineering is critical to the successful  use of personas and user stories  during the development cycle.</p>
<h3>Feature  Prioritization</h3>
<div>“Feature prioritization is important in  agile, because it lets engineering focus first on the features that make  up  basic working software.”</div>
<p>Once user research is  complete, and you’ve created your personas and  high-level user stories, it’s  time to define and prioritize product  features.</p>
<p>Feature prioritization is important in agile, because  it lets engineering focus first on the features that make up  basic  working software. There are many different prioritization  techniques—some  belonging to the different agile methods. Of all the  techniques for ranking  features I’ve encountered, I prefer Janice  Fraser’s approach [3], because it’s  simple, objective, and accounts for  three important perspectives on product  definition: the business,  users, and technology. Using her prioritization  technique, stakeholders  rank the importance of each feature to the business, UX  professionals  rank the importance of each feature to the users, and technical   analysts rank the feasibility of implementing the feature. Once they  have all ranked  the features, the product team combines the different  rankings and compares them to identify the most important features.</p>
<h3>Design</h3>
<div>“Focus your efforts on designing the  features in the next one or two iterations.”</div>
<p>Once you’ve defined the  feature priorities for your product, it’s  time for design. Most agile  development cycles comprise a time-boxed  development period, or <em>iteration</em>, of 2–4 weeks, and the   expectation is that a developer will have produced working software by  the end  of that cycle. As a designer, you should focus your efforts on  designing the  features in the next one or two iterations. If you get  too far ahead of the  engineers, you run the risk of requirements  changing, necessitating a lot of  rework. However, you need to stay far  enough ahead so you have time to do  usability testing and remedy any  usability problems in the previous iteration, support development on the  current iteration, and design for future iterations. If your  development team’s iterations are brief, I recommend designing at least  two iterations ahead. But with four-week  iterations, designing one  iteration ahead will probably be sufficient.</p>
<p>All design should start with the creation of detailed  user stories. Be sure to  involve the engineers who are developing  related features in creating the user  stories. You must have their  buy-in for this technique to be effective. Once  your user stories are  complete, create your design documentation of choice.  Keep in mind that  there is a delicate balancing act you must manage. First, you  must  consider that you don’t have much time for producing a lot of design   documentation, so the documentation you do create needs to be as  concise,  effective, and useful as possible. I’ve found wireframes and  workflows to be  most useful for engineers.</p>
<p>Second, in many agile development methods,  documentation is nearly considered  taboo. Some would say that the  attitude “don’t document, do” is a core strength of  agile, but where  does that leave designers, whose main deliverables are  information  architecture diagrams, usability reports, wireframes, workflows,   specifications, prototypes, and a myriad of other documents? This  documentation  helps designers model user interactions with a   technology product, so it’s important—especially when you consider that  it can actually reduce development time by identifying common patterns  and eliminating  unnecessary steps before any code has actually been  written. The challenge, then, is to find a balance between providing too  little documentation and too much documentation. Determining how much  documentation is enough is not easy.</p>
<p>I have found that defining  the 20 percent of a feature  that includes its most important aspects gets it to a  relatively good  place. You can generally define and design the most important  user  interactions for a feature. Then, whiteboard sessions throughout an   iteration let you define the remaining 80 percent.</p>
<h3>Develop and Test</h3>
<div>“With agile development, you can test and  revise a feature over three iterations, allowing you to discover  and  correct most usability problems before launching a product.”</div>
<p>One of the core principles of agile development is its focus on  delivering working software frequently. In some agile methods, a  customer review of the working product even caps each biweekly or  monthly iteration. In addition to or, sometimes, instead of these  reviews,  you can run iterative usability tests. According to Jakob  Nielsen, if you do  three rounds of usability testing, testing five  people in each round, you can  discover the majority of usability  problems [4]. With agile development, you  can test and revise a feature  over three iterations, allowing you to discover  and correct most  usability problems before launching a product.</p>
<h2>Conclusion: Integration of Agile and UCD Requires Collaboration</h2>
<div>“Regardless of whether your development team  adopts agile techniques, they hold plenty of valuable lessons that make  it worthwhile for UCD practitioners to learn more  about them.”</div>
<p>In this article, I’ve  described some of my experiences and shared my  thoughts on how to integrate  agile software development and UCD. Of  course, the goal for any process is to  create something that will work  for both the designers and the engineers  working on a project, <em>not</em> to impose a canned process on a team. What’s actually  pretty amazing  about agile is that, at its core, it’s simply a manifesto that   emphasizes the importance of collaboration to delivering useful, working   software [5]—a manifesto that nearly anyone can get behind. Regardless  of  whether your development team adopts agile techniques, they hold  plenty of  valuable lessons that make it worthwhile for UCD  practitioners to learn more  about them.</p>
<h4>Notes</h4>
<ol>
<li>There are many different agile development methods, including <a title="Scrum" href="http://www.controlchaos.com/">Scrum</a>,<a title="Scrum" href="http://www.controlchaos.com/"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a><a title="Crystal" href="http://alistair.cockburn.us/index.php/Crystal_methodologies_main_foyer">Crystal</a>,<a title="Crystal" href="http://alistair.cockburn.us/index.php/Crystal_methodologies_main_foyer"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> and  <a title="XP" href="http://www.extremeprogramming.org/">XP</a>.<a title="XP" href="http://www.extremeprogramming.org/"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> In this article, I focus on only the <em>concept</em> of agile software development, not any particular agile method.</li>
<li>In “<a title="Extreme Programming vs. Interaction Design" href="http://www.ftponline.com/interviews/beck_cooper/">Extreme Programming vs. Interaction Design</a>,”<a title="Extreme Programming vs. Interaction Design" href="http://www.ftponline.com/interviews/beck_cooper/"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> Elden Nelson interviewed Alan Cooper and Kent Beck. By the end of their  discussion, neither seemed to understand the value of the processes the  other  had defined.</li>
<li>In “<a title="Setting Priorities" href="http://www.adaptivepath.com/publications/essays/archives/000018.php">Setting Priorities</a>,”<a title="Setting Priorities" href="http://www.adaptivepath.com/publications/essays/archives/000018.php"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> Janice Fraser outlines a simple and effective way of prioritizing  features. The only thing I would consider adding is a column for  weighting the feasibility of  assigning a UCD resource to define a  specific feature, which would be especially helpful on product teams  where one designer is supporting several engineers across  several  features or products.</li>
<li>Jakob Nielsen makes a strong case for limiting testing to only five users in “<a title="Why You Only Need to Test With 5 Users" href="http://www.useit.com/alertbox/20000319.html">Why You Only Need to Test With 5 Users</a>.”<a title="Why You Only Need to Test With 5 Users" href="http://www.useit.com/alertbox/20000319.html"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a></li>
<li>If you are interested in learning more about agile, you can read the full “<a title="Manifesto for Agile Software Development" href="http://agilemanifesto.org/">Manifesto for Agile Software Development</a>.”<a title="Manifesto for Agile Software Development" href="http://agilemanifesto.org/"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a></li>
</ol>
<p>Source: <a href="http://www.uxmatters.com/authors/archives/2006/10/richard_f_cecil.php">Richard F. Cecil</a>, UXmatters</p>
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		<title>Average Social Gamer Is a 43-Year-Old Woman</title>
		<link>http://bozou.com/2010/11/12/average-social-gamer-is-a-43-year-old-woman/</link>
		<comments>http://bozou.com/2010/11/12/average-social-gamer-is-a-43-year-old-woman/#comments</comments>
		<pubDate>Fri, 12 Nov 2010 14:51:47 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
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		<description><![CDATA[Rightly or wrongly, many people have a picture in their minds of the average online gamer, and it probably involves someone not yet old enough to vote, huddled in their parents’ basement killing dwarves with mystic powers in games like World of Warcraft. A growing category of what are called “social games,” however, appeals to&#160;&#8230; <a href="http://bozou.com/2010/11/12/average-social-gamer-is-a-43-year-old-woman/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=177&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Rightly or wrongly, many people have a picture in their minds of the  average online gamer, and it probably involves someone not yet old  enough to vote, huddled in their parents’ basement killing dwarves with  mystic powers in games like World of Warcraft. A growing category of  what are called “social games,” however, appeals to a much different  demographic, according to a recent study. The study — sponsored by  PopCap, creator of popular social games such as Bejeweled and  Insaniquarium — looked at game players in both the United States and the  United Kingdom, and found that the average player of these online  social games is a 43-year-old woman.</p>
<p>More than 24 percent of those who responded to the survey (<a href="http://www.infosolutionsgroup.com/2010_PopCap_Social_Gaming_Research_Results.pdf">full results in PDF form here</a>)  said they regularly play social games, a category that includes  Facebook games such as Farmville, Mafia Wars and Happy Aquarium.  According to survey company Info Solutions Group, that level of response  suggests a total social gaming population of approximately 100 million.  Social gamers were defined as those who said they play games on social  networking sites such as Facebook and MySpace at least once a week. The  market for social games has been growing so quickly that companies that  make them, such as Zynga and Crowdstar, have <a href="http://gigaom.com/2010/02/11/deals-heat-up-in-facebook-gaming-space/">become investment and acquisition targets</a>.</p>
<p>Social gaming seems to appeal to a much older demographic than  traditional video games, perhaps in part because social games are easier  to play for short periods of time, are largely free, and don’t involve  sophisticated equipment or gratuitous violence. According to <a href="http://royal.pingdom.com/2010/02/16/study-ages-of-social-network-users/">a recent survey by Royal Pingdom</a>,  the average age of social networking site users in general is also  older — the largest single group is between 35 and 44 years of age. More  than 60 percent of Facebook users are over 35.</p>
<p><a rel="attachment wp-att-99746" href="http://bozou.com/?attachment_id=99746"><img title="gaming survey" src="http://gigaom.files.wordpress.com/2010/02/gaming-survey.png?w=584&#038;h=390&#038;h=390" alt="" width="584" height="390" /></a></p>
<p>The PopCap study showed that 55 percent of all social gamers in the  U.S. are women, as are almost 60 percent of those in the UK. The average  age in the U.S. is 48, which is substantially older than the  38-year-old average in the UK, and 46 percent of American social gamers  are 50 or older, compared with just 23 percent in the UK. Only 6 percent  of all social gamers are age 21 or younger.</p>
<p>According to the survey, women make up the majority of avid social  gamers, with 38 percent of female social gamers saying they play social  games several times a day, vs. just 29 percent of males. Women are also  more likely to play social games with their real-world friends than men  are (68 percent vs. 56 percent) and are nearly twice as likely as men to  play social games with relatives (46 percent vs. 29 percent).  The vast  majority (95 percent) of social gamers play multiple times per week,  and nearly two-thirds play at least once a day.</p>
<p>The largest single group of social gamers — 41 per cent of those  surveyed — work full time, while 13 percent are retired and 11 percent  are homemakers. In terms of educational background, less than half of  those who play social games in the U.S. are college graduates. One-third  of those in the U.S. earn less than $35,000 a year while 17 percent  earn between $35,000 and $49,000; 21 percent make between $50,000 and  75,000 and 21 percent earn more than $75,000 a year.</p>
<p>Other points of interest from the study include:</p>
<ul>
<li>More than 60 percent of social gamers say their  average session lasts more than half an hour, and 10 percent say it  lasts 3 hours or more. About a third (35 percent) say their consumption  has increased over the past three months, compared to 10 percent who  said it has decreased.</li>
<li> Facebook is by far the most popular destination for social gamers,  with 83 percent of those surveyed saying they play games there, compared  with 24 percent who play on MySpace, 7 percent on Bebo and 5 percent on  Friendster.</li>
<li> Social gamers spend 39 percent of their time on social networking  sites/services playing games, compared with chatting with/messaging  friends (17 percent) and playing solo games (15 percent). Nearly half  (49 percent) said that when they connect to social networks, they do so  specifically to play social games.</li>
<li> The most popular games are Farmville (69 percent of those who play  it say they play once a week or more), Bejeweled (65 percent say once a  week or more), Texas Hold’em Poker (63 percent) and Cafe World (61  percent).</li>
<li> A little over half (53 percent) of social gamers say  they’ve earned and/or spent virtual currency in a game, but only 28  percent have purchased virtual currency with real-world money and only  32 percent have purchased a virtual gift.</li>
</ul>
<p>“This study establishes social games as a fast-growing and quickly  maturing pastime for an enormous portion of the population,” Robin Boyar  of Thinktank Research said in a statement. “With more than 80 percent  of social gamers stating that playing social games strengthens their  relationship with friends, family and colleagues, social gaming  reinforces the core appeal of social networks.”</p>
<p>&nbsp;</p>
<p>Source: gigaom.com</p>
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		<title>Implanted chip &#8216;allows blind people to detect objects&#8217;</title>
		<link>http://bozou.com/2010/11/04/implanted-chip-allows-blind-people-to-detect-objects/</link>
		<comments>http://bozou.com/2010/11/04/implanted-chip-allows-blind-people-to-detect-objects/#comments</comments>
		<pubDate>Thu, 04 Nov 2010 19:54:30 +0000</pubDate>
		<dc:creator>Bo Zou</dc:creator>
				<category><![CDATA[EVERYTHING ELSE]]></category>
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		<description><![CDATA[A man with an inherited form of blindness has been able to identify letters and a clock face using a pioneering implant, researchers say. Miikka Terho, 46, from Finland, was fitted with an experimental chip behind his retina in Germany. Success was also reported in other patients. The chip allows a patient to detect objects&#160;&#8230; <a href="http://bozou.com/2010/11/04/implanted-chip-allows-blind-people-to-detect-objects/">Read&#160;more</a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=bozou.com&amp;blog=15984361&amp;post=157&amp;subd=bozou&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p id="story_continues_1">A man with an inherited  form of blindness has been able to identify  letters and a clock face  using a pioneering implant, researchers say.</p>
<p>Miikka Terho, 46, from Finland, was fitted with an  experimental chip behind his retina in Germany. Success was also  reported in other patients.</p>
<p>The chip allows a patient to detect objects with their eyes, unlike a rival approach that uses an external camera.</p>
<p>Details of the work are in the journal Proceedings of the Royal Society B.</p>
<div><img class="aligncenter" src="http://news.bbcimg.co.uk/media/images/49754000/gif/_49754456_eye304.gif" alt="Where the implant is placed" width="304" height="321" /></div>
<p>Professor Eberhart Zrenner, of Germany&#8217;s University of  Tuebingen, and colleagues at private company Retina Implant AG initially  tested their sub-retinal chip on 11 people.</p>
<p>Some noticed no improvement as their condition was too  advanced to benefit from the implant, but a majority were able to pick  out bright objects, Prof Zrenner told the BBC.</p>
<p>However, it was only when the chip was placed further behind  the retina, in the central macular area in three people, that they  achieved the best results.</p>
<p>Two of these had lost their vision because of the inherited  condition retinitis pigmentosa, or RP, the other because of a related  inherited condition called choroideraemia.</p>
<p>RP leads to the progressive degeneration of cells in the  eye&#8217;s retina, resulting in night blindness, tunnel vision and then  usually permanent blindness. The symptoms can begin from early  childhood.</p>
<p>The best results were achieved with Mr Terho, who was able to  recognise cutlery and a mug on a table, a clock face and discern seven  different shades of grey. He was also able to move around a room  independently and approach people.</p>
<p>In further tests he read large letters set out before him,  including his name, which had been deliberately misspelled. He soon  noticed it had been spelt in the same way as the Finnish racing driver  Mika Hakkinnen.</p>
<p>&#8220;Three or four days after the  implantation, when everything was healed, I was like wow, there&#8217;s  activity,&#8221; he told the BBC from his home in Finland.</p>
<p>&#8220;Right after that, if my eye hit the light, then I was able to see flashes, some activity which I hadn&#8217;t had.</p>
<p>&#8220;Then day after day when we started working with it, practising, then I started seeing better and better all the time.&#8221;</p>
<p>Soon Mr Terho was able to read letters by training his mind to bring the component lines that comprised the letters together.</p>
<p>The prototype implant has now been removed, but he has been  promised an upgraded version soon. He says it can make a difference to  his life.</p>
<p>&#8220;What I realised in those days was that it was such a great feeling to focus on something,&#8221; he says.</p>
<p>&#8220;Even having a limited ability to see with the chip, it will  be good for orientation, either walking somewhere or being able to see  that something is before you even if you don&#8217;t see all the tiny details  of the object.&#8221;</p>
<p>Electrical impulses</p>
<p>The chip works by converting light that enters the eye into  electrical impulses which are fed into the optic nerve behind the eye.</p>
<p>It is externally powered and in the initial study was  connected to a cable which protruded from the skin behind the ear to  connect with a battery.</p>
<p>The team are now testing an upgrade in which the device is  all contained beneath the skin, with power delivered though the skin via  an external device that clips behind the ear.</p>
<p>This is by no means the only approach being taken by  scientists to try to restore some visual ability to people with retinal  dysfunction &#8211;  what&#8217;s called retinal dystrophy.</p>
<p>A rival chip by US-based Second Sight that sits on top of the  retina has already been implanted in patients, but that technique  requires the patient to be fitted with a camera fixed to a pair of  glasses.</p>
<p>Charities gave the news of the latest work a cautious welcome.</p>
<p>David Head, of the British Retinitis Pigmentosa Society,  said: &#8220;It&#8217;s really fascinating work, but it doesn&#8217;t restore vision. It  rather gives people signals which help them to interpret.&#8221;</p>
<p>&nbsp;</p>
<p>Source: by Neil Bowdler, BBC News</p>
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