Playing the Web: How Gaming Makes the Internet (and the World) a Better Place — dConstruct Audio Archive

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  1. Games-Komponist Hülsbeck im Interview: “Erst Musik bringt Emotion in ein Spiel” | hessenschau.de | Kultur

    Chris Hülsbeck ist Komponist - und zwar für ganz spezielle Musik. Er gestaltet Soundtracks für Videospiele und ist auf diesem Gebiet einer der erfolgreichsten Komponisten weltweit. Im Interview erzählt der Kasseler, warum das früher unglaublich kompliziert war.

    https://www.hessenschau.de/kultur/games-komponist-huelsbeck-im-interview-erst-musik-bringt-emotion-in-ein-spiel,games-komponist-chris-huelsbeck-100.html

    —Huffduffed by geni256

  2. Episode #106: Micro Games

    Episode #106: Micro Games

    Description

    This week it’s a regular-sized show about micro-sized games when designer Chris Handy comes on to talk about his foray into the micro games market.

    Contact Information

    Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com

    David Heron – @DavidVHeron

    Chris Handy – @ChrisHandy, packogame.com

     

    Episode Outline

    0:01:05 – Micro games

    0:07:54 – 20 Themes

    0:14:10 – Traditional and Euro games

    0:16:00 – Mobile and social games

    0:30:00 – Trends in micro games

    0:35:47 – Business aspects

    http://thegamedesignroundtable.com/2014/11/20/episode-106-micro-games/

    —Huffduffed by sgottreu

  3. Stuff You Should Know

    Why Does Music Provoke Emotion? — A well-crafted piece of music can bring us to incredible highs and crushing lows, sometimes within the same song. Why does music affect humans this way? Join Chuck, Josh and special guest cellist Ben Sollee as they get to the bottom of music and emotion.

    —Huffduffed by TrentVich

  4. Episode 19 - The Value of Discipline with Tim Dymmel

    Tim Dymmel is a business owner, CrossFit Games masters athlete, and a father of three. Tim has grown his business, CrossFit Palo Alto, from two clients training out of a garage in 2009 into a 6,000 square foot facility using a unique "appointment based" business model that has allowed him to offer personal training level service in a group class environment.  In addition to running his business, Tim decided in 2014 that he would make a run to qualify for the CrossFit Games in 2016. After missing the mark that year, he doubled down and has successfully qualified for the Games in 2017 and 2018.  In this episode, we talk to Tim about his business, his training for the CrossFit Games, and how important discipline has been in both of those journeys. Tim’s passion for helping his community is made clear as he describes how discipline has turned unto the backbone of the successful community he has built at CrossFit Palo Alto.  You can follow Tim Dymmel on Instagram @Dymmel. 

    http://thewestcoastadvantage.libsyn.com/episode-19-the-value-of-discipline-with-tim-dymmel

    —Huffduffed by zacharylang

  5. Superhuman’s Founder on How to Move Beyond Gamification

    Forget gamification. If you want to make software that feels like play, rather than work, it requires tapping into deeper, more intrinsic motivations. And that’s about game design. Rahul Vohra, the Founder and CEO of Superhuman, shares how he has designed an enterprise product that people actually want to play with. He breaks down the seven principles of game design and how they give users an experience that’s rewarding, fun, and productive.

    Highlights The reason business software today feels like work [0:50] Why game design is not gamification [1:12] The 5 factors Rahul uses when designing games [3:06] Defining concrete goals for your products [3:44] Exploring models to design emotion into your products [5:08] Creating rapid and robust controls for business software[7:24] Why the best games include toys [8:46] Demo of Superhuman’s favorite toy — the time autocompleter [9:03] Rahul defines flow and how to achieve it [10:56] Why flow depends on balancing challenge and skill [13:50] Summary of Rahul’s 7 Principles of game design [15:22]

    Pull quotes “Games need goals. In fact, goals are a defining feature of games. But we can’t just have any goals. We need good goals. And for a game, good goals are concrete, achievable, and rewarding.” “The best games create strong emotions because emotions are the fou…

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    Original video: https://m.youtube.com/watch?v=zaxAdRlyZQ8
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    —Huffduffed by michaelrill

  6. Designing for emotion with Aarron Walter | by epicBagel

    In this podcast, we speak with Aarron Walter, user experience design lead at MailChimp, about designing for emotion.

    Aarron talks about why and how MailChimp aimed not just for usable, but for a pleasurable user experience. We also discuss what’s fuelled the emergence of emotional design, risks with emotional design and why emotional design should be led by the UX team.

    We also talk about what we can expect from Aarron’s exciting new book, ‘Designing for Emotion’. You can download an example of the design persona we discuss over at Aarron’s blog.

    Guest:
    Aarron Walter, user experience designer (http://aarronwalter.com/)

    Resources:
    Mailchimp (http://www.mailchimp.com/)
    ‘Designing for Emotion’ (http://www.abookapart.com/products/designing-for-emotion)
    Design Persona (http://aarronwalter.com/design-personas/)

    —Huffduffed by theJBJshow