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	<title>isomorpho.us &#187; artifacts</title>
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		<title>Artifacts &amp; Behavior: activating reciprocity</title>
		<link>http://isomorpho.us/2010/02/artifacts-behavior-activating-reciprocity/</link>
		<comments>http://isomorpho.us/2010/02/artifacts-behavior-activating-reciprocity/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 02:54:53 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[interaction design]]></category>
		<category><![CDATA[artifacts]]></category>
		<category><![CDATA[behavior]]></category>

		<guid isPermaLink="false">http://isomorpho.us/?p=295</guid>
		<description><![CDATA[got handed this today. It&#8217;s a loyalty card for a local café.
Interesting thing about it is that they make it really easy for you to get your first &#8220;freebee&#8221;: by giving you 4 purchases on the card you only have to purchase 1 coffee to then experience the satisfaction of a free coffee.
nice example of [...]]]></description>
			<content:encoded><![CDATA[<p><a title="reciprocity nudge by overlobe, on Flickr" href="http://www.flickr.com/photos/overlobe/4386510216/"><img class="alignleft" src="http://farm3.static.flickr.com/2688/4386510216_8b32b9beb7_m.jpg" alt="reciprocity nudge" width="240" height="180" /></a>got handed this today. It&#8217;s a loyalty card for a local café.</p>
<p>Interesting thing about it is that they make it really easy for you to get your first &#8220;freebee&#8221;: by <em>giving you</em> 4 purchases on the card you only have to purchase 1 coffee to then experience the satisfaction of a free coffee.</p>
<p>nice example of the <a href="http://www.psychwiki.com/wiki/The_Norm_of_Reciprocity">law of reciprocity</a> in action.</p>
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		<title>Affinity &amp; Artifacts: linking the inside with its activator</title>
		<link>http://isomorpho.us/2010/02/affinity-artifacts-linking-the-inside-with-its-activator/</link>
		<comments>http://isomorpho.us/2010/02/affinity-artifacts-linking-the-inside-with-its-activator/#comments</comments>
		<pubDate>Sun, 21 Feb 2010 03:51:16 +0000</pubDate>
		<dc:creator>jeremy</dc:creator>
				<category><![CDATA[papers]]></category>
		<category><![CDATA[phd]]></category>
		<category><![CDATA[affinity]]></category>
		<category><![CDATA[artifacts]]></category>
		<category><![CDATA[inhabit]]></category>

		<guid isPermaLink="false">http://isomorpho.us/?p=289</guid>
		<description><![CDATA[
I&#8217;m currently writing two papers. At this point, bits of these papers seem to resemble two chapters of my thesis. 
The first paper discusses what I&#8217;m calling the affinity gene (apologies to Peter F Hamilton) or a way of framing design capability in terms of affinity. This idea came out of a lot of reading, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-291" title="affinity-artifacts" src="http://isomorpho.us/wp-content/uploads/2010/02/affinity-artifacts.jpg" alt="" width="900" height="100" /></p>
<p>I&#8217;m currently writing two papers. At this point, bits of these papers seem to resemble two chapters of my thesis. <span id="more-289"></span></p>
<p>The first paper discusses what I&#8217;m calling the affinity gene (<em>apologies to <a href="http://en.wikipedia.org/wiki/Peter_F._Hamilton">Peter F Hamilton</a></em>) or a way of framing design capability in terms of affinity. This idea came out of a lot of reading, practice, and the realization (while presenting on a public panel at ozchi 2009) that just about every aspect of design has a dependence on the designers ability to <em>activate</em> and <em>modulate</em> their <em>perception</em> of affinity between objects.</p>
<p>If I was writing science fiction, I&#8217;d say that <em>better control of affinity makes for a better designer</em>. Which leads me to the second paper.</p>
<p>Designers use artifacts to activate their perception of affinity. There, I said it. Seems obvious, but that&#8217;s not necessarily a bad thing. Krippendorf has talked about this, and I particularly like his expansive take on artifacts, ranging from objects to discourses.</p>
<p>In this second paper we&#8217;re not looking at this aspect of activation, mainly because it relies on the first paper, and neither are published yet <img src='http://isomorpho.us/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . My colleagues Hugh Macdonald, Yoko Akama and I are using <a href="http://en.wikipedia.org/wiki/John_Dewey">Dewey</a>&#8217;s model of the <em>expressive object</em> to frame artifacts in terms of how they help people <em>inhabit</em> an experience. In Dewey&#8217;s terms, some artifacts are <em>statements</em>, that lay out the circumstances under which an experience may take place; while other artifacts express an experience, or <em>are</em> an experience. These <em>expressions</em> are what we&#8217;re talking about when we say that artifacts can help people to inhabit experience.</p>
<p>I&#8217;ve been thinking about where this term <em>inhabit</em> came from, and realised that I&#8217;ve picked it up from James Wood. In <a href="http://books.google.com.au/books?id=IWe96NDQioEC&amp;dq=how+fiction+works&amp;ei=J6SAS6-eOJTMlQTwxYG3Cg&amp;client=firefox-a&amp;cd=1">How Fiction Works</a>, Wood uses the term in two ways. Initially, he suggests that writers should inhabit their stories &#8211; or attempt to empathize with their characters. Secondly, he describes the &#8220;free indirect style&#8221; &#8211; a technique writers use to help readers inhabit the experience of a character.</p>
<p>So, lets riff on this for a moment, as we follow Diana, an interaction designer, down the street&#8230; <em>The cracks in the sidewalk slip away as a couple round the corner, spines scrunched in an iPhone gait, oblivious to anything outside their user experience bubble&#8230;</em></p>
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