January 2010
- Jan 28
- Jan 26malheiroPersuasive 2010 - Copenhagen
Persuasive Technology is a young and vibrant research field, focusing on how interactive technologies may be used to create, maintain, or change human thought and behavior. Combining well-established research methods and traditions from epistemology, rhetoric, social psychology, communication, and information science with cutting-edge technologies brings about a special flavor characteristic of the Persuasive Technology conferences.
- Jan 25malheiroThe 4 Big Myths of Profile Pictures « OkTrends
To write this piece, we cataloged over 7,000 photographs on OkCupid.com.
- Jan 25malheiroA Research Journey Through the World of Computer Games
“My research contribution to the practice of game development is to propose a method for making the metric data meaningful to game designers by visualising and interpreting them and uncovering the patterns in player behaviour.”
- Jan 25malheiroUniversity of Helsinki - Center for Activity Theory and Developmental Work Research
Human activity is a complex evolutionary achievement. In a simplified fashion, its emergence may be depicted in three major steps. First, the animal form of activity is an immediately collective and populational 'methodology of survival' of a species. Even this type of activity is not just passive adaptation - "species do not adapt to environments; they construct them."
- Jan 21
- Jan 19
- Jan 19malheiroExperience - Wikipedia, the free encyclopedia
Experience as a general concept comprises knowledge of or skill in or observation of some thing or some event gained through involvement in or exposure to that thing or event. The history of the word experience aligns it closely with the concept of experiment. The concept of experience generally refers to know-how or procedural knowledge, rather than propositional knowledge. Philosophers dub knowledge based on experience "empirical knowledge" or "a posteriori knowledge".
- Jan 19malheiroEmbodied cognitive science - Wikipedia, the free encyclopedia
Embodied Cognitive Science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: 1) the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity, 2) the formation of a common set of general principles of intelligent behavior, and 3) The experimental use of robotic agents in controlled environments.
- Jan 18malheiroToward the Sentient City » September 17 – November 7, 2009
Over the past several years, as the Architectural League has become increasingly involved in exploring the proliferation of various types of ambient, mobile, and ubiquitous computer technologies, we have often been asked, what does this have to do with architecture?
- Jan 18malheiroMeasuring Behavior 2008: Symposia
Continuous measures, that are collected as the experience is unfolding, have a number of advantages over retrospective evaluations. For one, they do not rely on memory. As experience is very likely to change dynamically during play, continuous measures provide a richer and presumably more valid evaluations pattern compared to retrospective judgments. Secondly, with the exception of think-aloud protocols, continuous measures generally do not require introspection, but rather make use of objective indicators of experiences and thus nicely complement the subjective self-report based measures. Thirdly, being able to register experiences during game play, without having to interfere with the game play or without having to interrupt the gamer, builds opportunities for directly studying which specific events or episodes in a game evoke the most intense or engaging experiences.
- Jan 18malheiroMeasuring Behavior 2008
This page lists all accepted oral presentations and posters presented by conference participants.
- Jan 14malheiroDesign with Intent - design mind on GOOD - GOOD
While UCD has served the design community well, its neutral stance is being increasingly questioned. Issues of sustainability and social change are forcing designers to reconsider their detached role. Many are adopting new modes of direct engagement and influence. * And this kind of direct “design action” is not the only strategy emerging. The three that are gaining the most traction are what I call persuasion design, catalyst design, and performance design.
- Jan 14
- Jan 14
- Jan 14
- Jan 13malheiroSpecifying Behavior: With an Example Menu Behavior Specification :: UXmatters
Creating detailed interaction design specifications that clearly communicate your design intent makes it possible for developers to make your design a reality.
- Jan 13
- Jan 11dltjWhat Could Kill an Elegant, High-Value Participatory Project? | Museum 2.0
As it turned out, the Haarlem Oost tagging system [more book drops and return shelves, labeled with different descriptors like "boring," "great for kids," "funny," etc.] DID change visitors' behavior--but arguably, it changed their behavior for the better. Visitors liked the activity, and it helped staff learn more about the usage of the collection.
The problem was not that the system was buggy or hard to use, but that it disrupted staff expectations and behavior. It introduced new challenges for staff--to manage return shelves differently, and to deal with queues. Rather than adapt to these challenges, they removed the system.
- Jan 08

