Designing for Displayers (not Consumers)

Luke Wroblewski points to Geoffrey Miller's presentation at the Warm Gun Design Conference and his opening keynote "Evolution & The Central 6 Traits that Make Consumers Tick" on how evolutionary psychology explains why people put their possessions on display for others. While Luke and Geoffrey focus on consumers, it is interesting to think about how this approach […]

Collaboration Curves, Network Effects and Games@Work

"The more players participate and interact with WoW's knowledge economy, the more valuable its resources become, and the faster players increase their rate of performance improvement.  Said more generally, the more participants–and interactions between those participants–you add to a carefully designed and nurtured environment, the more the rate of performance improvement goes up."  — @jhagel […]