customer experiences

Godin’s Joy/Cash Curve and Buying Pain

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Age Silo or Age-Neutral

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Dear Marketers, Stop Creating Replicas Of Your Shops In SecondLife

by: Karl Long

In what appears to be the greatest lack of imagination since someone put a radio show on television marketers continue to build shops in secondlife. Just stop it, secondlife is an environment where you can build anything, ANYTHING, replicas of buildings are about the most mundane thing you can possibly build there.

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Kathy Sierra at SXSW

by: Karl Long

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it's when stop thinking of something as technology that it has the biggest impact

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Sony Home ... Why Can't I Make My Own Stuff?

by: Alain Thys

When looking at part 1 and part 2 of the unveiling of Sony Home for the PS3, I was dazzled by what I can only describe as a cool combo of an über-interface to the Sony media-world and a hi-res version of Second Life for my living room TV. Even my wife started saying she wanted a PS3.

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Three Trends Driving Big Games - Social Un-tethered Games With Computers In Them

by: Karl Long

Over the last couple of months i’ve started to become convinced that the concept of games is going to evolve over the next decade blending more and more the real world and virtual.

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Ito: It’s Context, Not Content

by: C. Sven Johnson

Joi Ito has an excellent post specifically regarding the game industry but generally about business (and design) titled “Talking to the game execs” (Link). Here’s a couple of excerpts:

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Virtual Shoe-Fitting Mirror by Adidas

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Maeda Talks Design With Wired

by: C. Sven Johnson

Nice interview with John Maeda over on Wired (Link). I particularly liked this exchange because he’s saying the same thing I’ve been saying elsewhere:

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