January 2010
- 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 26
- Jan 26
- Jan 26
- Jan 26malheiroDUX: Designing for User eXperience — AIGA | the professional association for design
The DUX conference is a collaboration between ACM SIGCHI, ACM SIGGRAPH, and AIGA since the inaugural 2003 conference. The conferences gather together researchers and practitioners of all design disciplines and related fields to share their stories and experiences on how the needs and goals of both users and businesses are met through design.
- Jan 26malheiroTEI 10 | Main / Home
TEI, the conference on tangible, embedded, and embodied interaction, is about HCI, design, interactive art, user experience, tools and technologies, with a strong focus on how computing can bridge atoms and bits into cohesive interactive systems.
- Jan 25malheiroux digest | user experience, usability, user interface
The best UX tips, tricks and resources from across the web
- Jan 25malheiroForum Nokia Library
Welcome to the Design and User Experience Library. This library includes basic information about usability and usability methods, as well as information about UI components, and various design guidelines.
- Jan 25malheiroJohnny Holland - It’s all about interaction » Blog Archive » Design and the Elastic Mind: An Interview with Paola Antonelli
I think more and more it will be not about objects, but rather about other things. Or at least the objects will be in the computer screen. I think the designer that are going to survive are the ones that have studied how to make chairs, but are more interested in experiences, interaction, and interfaces.
- 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 18malheiroQualia - Wikipedia, the free encyclopedia
Qualia is a term used in philosophy to describe the subjective quality of conscious experience. Examples of qualia are the pain of a headache, the taste of wine, or the redness of an evening sky. Daniel Dennett writes that qualia is "an unfamiliar term for something that could not be more familiar to each of us: the ways things seem to us." The importance of qualia in philosophy of mind comes largely from the fact that they are often seen as posing a fundamental problem for materialist explanations of the mind-body problem.
- Jan 18malheiroPublications | Nokia Research Center
This page provides access to some of the publications that are available externally. We are in a 'rebuild process'. We are creating a new collection of Technical Reports and redeveloping our publications database and retrieval system. You will also find additional publication listings on personal and project pages.
- Jan 18
- Jan 18
- 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 18malheiroCHI Workshop site
This workshop aims to explore the movement from designing for experience as interaction with technology, towards designing for reflection on felt-life experience captured by technology. Affective sensors, simulated environments, life-logging and autobiographical memory technologies offer powerful ways to capture such life experiences.
- Jan 14malheiroBeyond Anecdotes: HCI 2009 Tutorial Review :: UXmatters
Scientific does not mean numeric. We need rigor in planning and carrying out a qualitative study to infuse qualitative data with an element of reliability—which directly impacts a study’s validity. Doing qualitative research reliably means paying attention to what contributes to scientific credibility.
- Jan 14malheiroMaking Meaning | Excerpt
Our own work in the field has led us to the conviction that for companies to achieve enduring competitive advantage through experience design, their innovations cannot be based simply on novelty. Increasingly, they must address their customers’ essential human need for meaning. To do this, companies must first understand the role that meaning plays in people’s lives, how products and services can evoke meaning, and then how to identify the core meanings they should target with their own offerings.
- Jan 14malheiroJohnny Holland - It’s all about interaction » Blog Archive » Design and Meaning: An Interview with Nathan Shedroff
Making Meaning was, by all means, a business book. It began as a business case for experience design. Steve Diller and I had outlined the dimensions and elements of experiences and we kept banging into “meaning.” We knew it was important but we didn’t know how to model or describe it. After some investigation, it was Steve who proposed a model for how meaning worked in experience and it was at that point that we realized that this was not only the most important and strategic aspect of experience, but that it had incredible potential for businesses. * Design things that are truly useful, usable, and desirable. Design things that are meaningful. Look at the systems involved before designing anything and think about providing value through services instead of only through objects. Dematerialise products, services, packaging, transportation–everything that you can. Learn and have fun doing this.
- Jan 13malheiroHas your experience with games ever influenced your work with user interfaces? - Playful Design
Sitting with Lithium and talking more deeply about depth of use and graduated interfaces had me finally feeling I had been on the right track for many years. Lithium has 200+ variable they track to trigger the various depths (6 to 10 depending on the system and community use needs) as well as and various roles people take at those depths to provide the needed interfaces and tools that correspond.

