








Full Article:http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/"Go ahead and pick up a book. Open it up to some page.
Notice how you know where you are in the book by the distribution of weight in each hand, and the thickness of the page stacks between your fingers. Turn a page, and notice how you would know if you grabbed two pages together, by how they would slip apart when you rub them against each other.
Go ahead and pick up a glass of water. Take a sip.
Notice how you know how much water is left, by how the weight shifts in response to you tipping it.
Almost every object in the world offers this sort of feedback. It's so taken for granted that we're usually not even aware of it. Take a moment to pick up the objects around you. Use them as you normally would, and sense their tactile response — their texture, pliability, temperature; their distribution of weight; their edges, curves, and ridges; how they respond in your hand as you use them.
There's a reason that our fingertips have some of the densest areas of nerve endings on the body. This is how we experience the world close-up. This is how our tools talk to us. The sense of touch is essential to everything that humans have called "work" for millions of years.
Now, take out your favorite Magical And Revolutionary Technology Device. Use it for a bit.
What did you feel? Did it feel glassy? Did it have no connection whatsoever with the task you were performing?"

"Instead of just doing a straight architectural portrait, I wanted to come up with a clever idea for a fantastical sketch. But my mind went blank, as if some monster robbed all the good ideas out of my head. Then I thought: What if there actually was an Idea Monster that stole good ideas? It would sit blocking the road, and kidnap all the fresh, original ideas that came rolling along. It would let through only the stale, tired old clichés."

I waited for months for this book to be available from UB's library, and it did not disappoint. I was first introduced to Clay Shirky's work in my "Machine Culture" class in sophomore year. It was in the Digital Media Studies department and explored the intersections and interactions between machines, society, and culture, and it was probably my favorite class that I have ever taken.
"Reality Is Broken" by Jane McGonigal was my introduction to the concept of Gamification. It definitely changed the way that I look at the world around me. Gamification seeks to reshape and redesign the world around us to more closely resemble a game, as games are one of the most powerful motivators. The book explores videogames such as FoldIt, a puzzle game in which users manipulate proteins and the data generated during gameplay is used in research on curing diseases such as cancer, HIV/AIDS, and Alzheimers, as well as a school in New York City that structures assignments as quests and adventures to keep the students interested and passionate about what they are learning. I find this concept absolutely fascinating because I think it has the potential to make enormous changes in our world, and that gamification as a concept will be embraced by many industries and organizations in the future as a crucial consideration in design.