Friday, October 28, 2016

Habit Research

Research on Habits from The Power of Habit by Charles Duhigg:
There isn’t one formula for changing habits, there are thousands.

Each person’s habits are driven by different cravings. 

Habits are made up of a loop of three parts; a cue, a routine, and a reward. This loop must be identified and understood to address a habit.

The routine is the behavior you want to change (in a bad habit scenario). 

Force a moment of attention. - sometimes this is done by writing something down.

Isolate the routine first, then the reward, then find the cue.

Once you have those things figured out, you can start to shift your behavior… but you need a plan.

Sometimes your plan will fail and it will take repeated experiments and failures to figure out something that works for you.


Tuesday, October 11, 2016

Designing for Social Interactions: Facilitate Play - Process

START : Human Centered Design

Class Notes --->












PHASE 1 : Game Brainstorming

From the start my group knew we wanted to focus on creating a game that was...

Fun (humorous, interactive, quick)
Simple (could be easily explained and played in about fifteen minutes)
Relatable (design students would specifically like it and understand it)

Notes & Sketches --->



PHASE 2 : Further Game Brainstorming & Initial Interface Design

After deciding on our "Design Life" game, we wanted to keep the actual design of it simple. We decided to use a CMYK only color scheme and use the classic Helvetic as our typeface.

Notes & Sketches --->




Group Homework ---> By the next class, we should each have...

1. 20 good cards, 20 bad cards, and 10 attack cards
2. Game title ideas
3. Two card designs
4. One "If - When - Then" statement
5. One board design


PHASE 3 : Review of "Group Homework" and Make Some Decisions 

During class we reviewed all the 'homework' we had done since last class and each person picked a task to focus on in order to see the game through to the end (Amy = cards & logo, Roxy = board design, Gracie = board making, Kaitlin = game rules, Megan = all card text). We also made final decisions on what the cards, board, logo, and rules should look like and contain. For example, we decided to model the game board after the architectural shape of Marvin/Chalmers Hall buildings.

Card and Logo Proofs --->




Group Homework ---> Finish the game! (I had to finish designing the cards and logo, then print, trim and cut the corners of the cards.)


PHASE 4 : Done! 

Final Cards:





Final Logo: