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| | Creating Passionate Users: Crafting a user experience |
 | | (Experiences designed to keep them in the flow state.) This part is a spiral, where the user gets a payoff for their interaction (getting to the "next level"), and the payoff, in turn, creates new interest (seduces them) to want to use their new knowledge/skill/superpower to keep going... |
 | | This spiral is in some ways at the heart of game design, good learning experiences, pacing in many novels and films, sports that keep you in the flow state, and is the model we try to use in our books. |
 | | In brief, the experience that led her to develop this philosophy was that only when she stopped focusing on how she could get her students to recognize how great she was, when she concentrated her efforts on showing them how great they were -- she got the best teacher ratings from those students. |
| headrush.typepad.com /creating_passionate_users/2005/01/crafting_a_user.html (1517 words) |
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