@David, thanks for this post. Your Wii Fit example is an excellent
one, and I think the questions you raise are spot on.
I do think that designers have the capability to change behavior for
the good. My post was about changing behavior as one of the outcomes
of good design, but I didn't make any
Gary,
The biggest difference with the Wii Fit is that it knows what I
am doing. It tells me *how well* I am doing the exercise and gives me
a point score each time I do it. Since most of the exercises are done
on the Balance Board, you can see your balance *while* you are doing
the exercise and
I think some of the fun ways we're using interaction design to affect
behavior now is in our personal life and productivity.
The WiiFit example is great because it takes something we don't
necessary like to do and makes it into a game. I disagree that a dvd
will give you feedback and game play
Another interesting way to think about behavior change is to consider
changes that *do not require software design*. What if we took some
of the ideas from the Some of the non-software things that
interaction designers do thread?
http://www.ixda.org/discuss.php?post=40619
Some will argue that
Joshua Porter recently had a very interesting post on his blog about
using design to change, guide, support, elicit, constrict, and
control behavior.
http://bokardo.com/archives/demystifying-interaction-design/
It got me to thinking about *how* interaction design *is being used*
to change
Wow this is an awesome post. I think you pose some very interesting
questions. It would seem that if we can design interactions that
change peoples behaviors from hiring a camera man to taking our own
photos at home, or from only being on the internet while i'm near a
computer to using the
Excellent post, David!
Folks unfamiliar with PopTech's Project Masiluleke should check it out:
http://www.poptech.org/project_m/
frog design (led in this effort by Robert Fabricant), and frog's parent
company Aricent, were both
partners in this effort, along with many others.
It's a great