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For many decades, play has been placed outside of learning spheres and only meant for children. What can be observed now is a revival of the phenomenal characteristics and potentials found in strong play experiences across life-long learning target groups and applied situations as well as broadly in the product, service and experience development industry. The effect play can have on participants and surroundings can be extremely effective. This book provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making. Through curious mindsets and surprising features, designers, learners and innovators are moved to new types of perspectives, approaches, beliefs and routines. This is considered to be a vital ingredient in the 21st century and of the coming decade because of rapid changes in school sectors and industry markets. This book provides frameworks and theories at a more operational level, which can guide those interested in designing for particular play experiences at a hands-on level.
Book Synopsis Framing Play Design by : Sune Gudiksen
Download or read book Framing Play Design written by Sune Gudiksen and published by Bis Publishers. This book was released on 2020 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: For many decades, play has been placed outside of learning spheres and only meant for children. What can be observed now is a revival of the phenomenal characteristics and potentials found in strong play experiences across life-long learning target groups and applied situations as well as broadly in the product, service and experience development industry. The effect play can have on participants and surroundings can be extremely effective. This book provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making. Through curious mindsets and surprising features, designers, learners and innovators are moved to new types of perspectives, approaches, beliefs and routines. This is considered to be a vital ingredient in the 21st century and of the coming decade because of rapid changes in school sectors and industry markets. This book provides frameworks and theories at a more operational level, which can guide those interested in designing for particular play experiences at a hands-on level.
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
Book Synopsis Game Frame by : Aaron Dignan
Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
The first guide to timber framing written specifically for beginners! Expert Will Beemer takes you through the entire process from start to finish, beginning with timber sourcing and ending with a finished building. Using full-color photos, detailed drawings, and clear step-by-step instructions, Beemer shows you exactly how to build one small (12ʹ x 16ʹ) timber-frame structure — suitable for use as a cabin, workshop, or studio. He also explains how to modify the structure to suit your needs and location by adding a loft, moving doors or windows, changing the roof pitch, or making the frame larger or smaller. You’ll end up with a beautiful building as well as solid timber-framing skills that you can use for a lifetime.
Book Synopsis Learn to Timber Frame by : Will Beemer
Download or read book Learn to Timber Frame written by Will Beemer and published by Storey Publishing, LLC. This book was released on 2016-05-03 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first guide to timber framing written specifically for beginners! Expert Will Beemer takes you through the entire process from start to finish, beginning with timber sourcing and ending with a finished building. Using full-color photos, detailed drawings, and clear step-by-step instructions, Beemer shows you exactly how to build one small (12ʹ x 16ʹ) timber-frame structure — suitable for use as a cabin, workshop, or studio. He also explains how to modify the structure to suit your needs and location by adding a loft, moving doors or windows, changing the roof pitch, or making the frame larger or smaller. You’ll end up with a beautiful building as well as solid timber-framing skills that you can use for a lifetime.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Book Synopsis Rules of Play by : Katie Salen Tekinbas
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
"[This book] provides insights into how to make the right design choices for custom picture framing, and it presents the concepts that guide those choices in down-to-earth terms"--P. [4] of cover.
Book Synopsis Guidelines for Great Frame Design by : Greg Perkins
Download or read book Guidelines for Great Frame Design written by Greg Perkins and published by . This book was released on 2008-01-01 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: "[This book] provides insights into how to make the right design choices for custom picture framing, and it presents the concepts that guide those choices in down-to-earth terms"--P. [4] of cover.
The first step-by-step guidebook for successful innovation planning Unlike other books on the subject, 101 Design Methods approaches the practice of creating new products, services, and customer experiences as a science, rather than an art, providing a practical set of collaborative tools and methods for planning and defining successful new offerings. Strategists, managers, designers, and researchers who undertake the challenge of innovation, despite a lack of established procedures and a high risk of failure, will find this an invaluable resource. Novices can learn from it; managers can plan with it; and practitioners of innovation can improve the quality of their work by referring to it.
Book Synopsis 101 Design Methods by : Vijay Kumar
Download or read book 101 Design Methods written by Vijay Kumar and published by John Wiley & Sons. This book was released on 2012-10-11 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first step-by-step guidebook for successful innovation planning Unlike other books on the subject, 101 Design Methods approaches the practice of creating new products, services, and customer experiences as a science, rather than an art, providing a practical set of collaborative tools and methods for planning and defining successful new offerings. Strategists, managers, designers, and researchers who undertake the challenge of innovation, despite a lack of established procedures and a high risk of failure, will find this an invaluable resource. Novices can learn from it; managers can plan with it; and practitioners of innovation can improve the quality of their work by referring to it.
#1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.
Book Synopsis Designing Your Life by : Bill Burnett
Download or read book Designing Your Life written by Bill Burnett and published by Knopf. This book was released on 2016-09-20 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.
News Framing Effects is a guide to framing effects theory, one of the most prominent theories in media and communication science. Rooted in both psychology and sociology, framing effects theory describes the ability of news media to influence people’s attitudes and behaviors by subtle changes to how they report on an issue. The book gives expert commentary on this complex theoretical notion alongside practical instruction on how to apply it to research. The book’s structure mirrors the steps a scholar might take to design a framing study. The first chapter establishes a working definition of news framing effects theory. The following chapters focus on how to identify the independent variable (i.e., the "news frame") and the dependent variable (i.e., the "framing effect"). The book then considers the potential limits or enhancements of the proposed effects (i.e., the "moderators") and how framing effects might emerge (i.e., the "mediators"). Finally, it asks how strong these effects are likely to be. The final chapter considers news framing research in the light of a rapidly and fundamentally changing news and information market, in which technologies, platforms, and changing consumption patterns are forcing assumptions at the core of framing effects theory to be re-evaluated.
Book Synopsis News Framing Effects by : Sophie Lecheler
Download or read book News Framing Effects written by Sophie Lecheler and published by Routledge. This book was released on 2018-09-03 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: News Framing Effects is a guide to framing effects theory, one of the most prominent theories in media and communication science. Rooted in both psychology and sociology, framing effects theory describes the ability of news media to influence people’s attitudes and behaviors by subtle changes to how they report on an issue. The book gives expert commentary on this complex theoretical notion alongside practical instruction on how to apply it to research. The book’s structure mirrors the steps a scholar might take to design a framing study. The first chapter establishes a working definition of news framing effects theory. The following chapters focus on how to identify the independent variable (i.e., the "news frame") and the dependent variable (i.e., the "framing effect"). The book then considers the potential limits or enhancements of the proposed effects (i.e., the "moderators") and how framing effects might emerge (i.e., the "mediators"). Finally, it asks how strong these effects are likely to be. The final chapter considers news framing research in the light of a rapidly and fundamentally changing news and information market, in which technologies, platforms, and changing consumption patterns are forcing assumptions at the core of framing effects theory to be re-evaluated.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Book Synopsis Rules of Play by : Katie Salen Tekinbas
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 689 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The frames of classical art are often seen as marginal to the images that they surround. Traditional art history has tended to view framing devices as supplementary 'ornaments'. Likewise, classical archaeologists have often treated them as tools for taxonomic analysis. This book not only argues for the integral role of framing within Graeco-Roman art, but also explores the relationship between the frames of classical antiquity and those of more modern art and aesthetics. Contributors combine close formal analysis with more theoretical approaches: chapters examine framing devices across multiple media (including vase and fresco painting, relief and free-standing sculpture, mosaics, manuscripts and inscriptions), structuring analysis around the themes of 'framing pictorial space', 'framing bodies', 'framing the sacred' and 'framing texts'. The result is a new cultural history of framing - one that probes the sophisticated and playful ways in which frames could support, delimit, shape and even interrogate the images contained within.
Book Synopsis The Frame in Classical Art by : Verity Platt
Download or read book The Frame in Classical Art written by Verity Platt and published by Cambridge University Press. This book was released on 2017-04-20 with total page 737 pages. Available in PDF, EPUB and Kindle. Book excerpt: The frames of classical art are often seen as marginal to the images that they surround. Traditional art history has tended to view framing devices as supplementary 'ornaments'. Likewise, classical archaeologists have often treated them as tools for taxonomic analysis. This book not only argues for the integral role of framing within Graeco-Roman art, but also explores the relationship between the frames of classical antiquity and those of more modern art and aesthetics. Contributors combine close formal analysis with more theoretical approaches: chapters examine framing devices across multiple media (including vase and fresco painting, relief and free-standing sculpture, mosaics, manuscripts and inscriptions), structuring analysis around the themes of 'framing pictorial space', 'framing bodies', 'framing the sacred' and 'framing texts'. The result is a new cultural history of framing - one that probes the sophisticated and playful ways in which frames could support, delimit, shape and even interrogate the images contained within.