As mentioned a while back, I’ve been trying to find a way to classify the numerous ‘Design with Intent’ and architectures of control examples that have been examined on this site, and suggested by readers. Since that post, my approach has shifted slightly to look […]
All posts filed under “Interaction design”
Getting someone to do things in a particular order (Part 1)
Photo by trancedmoogle. Back in January, I introduced the Design with Intent method on the blog. I’ve been developing this since then, and, suitably tested and refined, it should form the first stage of the PhD. Essentially, the DwI Method is intended to be a […]
Report: Most people just trying to get by
Most people, for most of their day, are trying to get by. Every day is essentially a series of problems, some minor, some major, some requiring more thought than others. Some we care a lot about; some we wish we didn’t have to. Some are […]
Code as control
In the earlier days of this blog, many of the posts were about code, in the Lawrence Lessig sense: the idea that the structure of software and the internet and the rules designed into these systems don’t just parallel the law (in a legal sense) […]
CarbonCulture blog launch
It’s been quiet here, for reasons which will be explained later, but in the meantime I should mention that CarbonCulture (with whom I’ve been working for the past two years as part of the TSB-supported EMPOWER collaboration) has a new blog. In anticipation of the […]
Learning from game design: 11 gambits for influencing user behaviour
Games are great at engaging people for long periods of time, getting them involved, and, if we put it bluntly, influencing people’s behaviour through their very design. Something conspicuously missing from Design with Intent v.0.9 is a satisfactory treatment of the kinds of techniques for […]
Design with Intent toolkit 1.0 now online
It’s been a long time coming, but a year after v.0.9, the new Design with Intent toolkit, DwI v.1.0, is ready. Officially titled Design with Intent: 101 Patterns for Influencing Behaviour Through Design, it’s in the form of 101 simple cards, each illustrating a particular […]
Design and behaviourism: a brief review
by Dan Lockton In a meta-auto-behaviour-change effort both to keep me motivated during a very protracted PhD write-up and demonstrate that the end is in sight, I’m going to be publishing a few extracts from my thesis (mostly from the literature review, and before any […]
dConstruct workshop: Influencing behaviour: people, products, services and systems
I’m running a workshop on Wednesday 31st August at dConstruct 2011 in Brighton, and I thought it would be worthwhile explaining in a bit more detail what it’s about, and what we’ll be doing. Here’s the summary from the dConstruct website: Whether we choose to […]
dConstructing a workshop
A couple of weeks ago, at dConstruct 2011 in Brighton, 15 brave participants took part in my full-day workshop ‘Influencing behaviour: people, products, services and systems’, with which I was very kindly assisted by Sadhna Jain from Central Saint Martins. As a reference for the […]
Architecture, urbanism, design and behaviour: a brief review
by Dan Lockton Continuing the meta-auto-behaviour-change effort started here, I’m publishing a few extracts from my PhD thesis as I write it up (mostly from the literature review, and before any rigorous editing) as blog posts over the next few months. The idea of how […]
If…
(introducing behavioural heuristics) EDIT (April 2013): An article based on the ideas in this post has now been published in the International Journal of Design – which is open-access, so it’s free to read/share. The article refines some of the ideas in this post, using […]