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Mobile design 101 for the masses
As of July 2011, Apple announced that over 15 billion apps have been downloaded from its revolutionary App Store™ by more than 200 million iPhone®, iPad® and iPod touch® users worldwide. In less than 3 years, Apple changed the mobile landscape and attracted hundreds of thousands of developers to its platform. This is why it was so important for Apple to provide excellent UI guidelines for developers to follow, and the reason why Android has not done so well in the UX camp...Read more -
Gamification of UX?
Gamification is a hot, hot, hot topic at the moment. We hear about the value of gamification in everything from marketing campaigns to education and serious games, but what about the tried and true methods of engagement in user experience?…Read more -
What's wrong with this picture?
Actually, there is nothing wrong with this picture. This is a class in which students learn to record their games and use chess clocks at the Pittsburgh Chess Club. What's curious is that for each...Read more -
Case Study: Magic Online
Magic Online is the online version of the world’s premier trading card game, Magic: The Gathering. Players can trade and collect digital cards, construct new decks using digital cards and powerful deck editing tools, play with thousands of online opponents any time, participate in tournaments featuring prizes, talk with other players and make new friends.Read more -
Case Study: Pokemon TCGO
The Pokémon Trading Card Game Online (TCGO) is a multiplayer online experience that allows player-vs.-player interaction. Players can play against others of similar skill in ranked games, or just play for fun. Players begin with three starter decks (Fire, Grass, and Water), and unlock and trade new online theme decks and digital cards to create custom decks for use in casual, ranked, and tournament matches.Read more -
Case Study: Nanovor gaming device
Connect, collect, evolve and battle your monsters. Nanovor is a massively multi-player online card battle video game developed by Smith & Tinker. It was the first release in a planned multimedia franchise marketed to the American youth demographic. Up to 4 Nanoscope devices could be connected for a Battle.Read more






