Archives for posts with tag: strategy

Print. Cut. Shuffle. For brainstorming better interactions.

The xD Idea Deck is a compilation of game mechanics, rules, and social touchpoints to help generate novel interactions, experiences, and services.

The suggested method is to combine the xD Idea Deck with a card sorting exercise—write out all the issues surrounding a particular brand, service, or product, then use the xD Idea Deck as cogs between those cards. Or, simply draw random cards from each type and combine them to form novel interactions.

The xD Idea Deck comes as a print-ready PDF–complete with crop marks. Send it to a printer and have them do all the work.

Download for Free: xD Idea Deck v1.3 (1.3M PDF)

Version History:

1.3: Reworked for easy printing. Now with crop marks!
1.2: Prettified the card art.
1.1: Added ‘Rules’ deck, and properly recategorized many cards as ‘rules.’ Added ‘versus’ cards. Eliminated ‘crowdsourcing’ and ‘appointment dynamic’ because they were redundant.

(Wherein I continue my attempt to resurrect old ideas and notes of mine for discussion, derision, and non-profit.)

Scribbled in my notes: “Scene-sequel storytelling for framing mental models.”

Scene and sequel are powerful tools in storytelling:

From Helium:

“Scene and sequel are two of the most important components of plot, but they also seem to be two of the least understood. If plot were an engine, scene and sequel would be the pistons powering the drive shaft. Writers striving to turbocharge their writing might want to fine-tune their use of scene and sequel.”

In addition to using scene-sequel for writing fiction, I’ve also found it useful for exploring a user’s mental model (how they go about their day, how they react to events, how they use things, etc…). It helps me figure out where my interactive work will fit into and square with their lives and experiences. Scene-sequel, at a high level, looks something like this: Read the rest of this entry »