Design Thinking

Part 1: From Farmville to the Classroom: Social Gaming and Millennial Engagement

Part 2: Pedagogy and Amusement: Incorporating Varieties of Fun in Game Development and Knowledge Design

Part 3: From Console to Classroom, Interfaces Cohesive & Compelling: Features of Blockbuster Games

Part 4: Listening Stations for Catching Unfettered Conversations, or, Why Eavesdropping is Troubleshooting

Part 5: Microinteractions on the Spectrum of Social Engagement, or, Why Lurking Matters

Part 6: Behavioral Targeting: Engagement and Interaction by Design

About This Series

Inspired by Bruce Mau’s massive change initiative as documented in Warren Berger’s work on transformative design in Glimmer, this blog series is an exercise in what designer and author John Thackara calls smart recombinations: connecting the dots between concepts that at first seem unrelated—a remix of ideas from far-flung locations.

This kind of instructional design thinking is about developing creative solutions across disciplinary boundaries. By radically decontextualizing and synthesizing insights from varied cultural perspectives, the goal is to arrive at innovative insights about knowledge media design and delivery targeted to millennials.

Through smart recombinations of ideas belonging to educational theorists, technoteachers, game designers, market researchers, advertising and PR specialists—this blog series will highlight ways to increase engagement, improve the experience of learning, and optimize retention and outcomes among the digital native demographic.