More on Feeling Awed
Encouraging positive actions
Encouraging positive actions
Planning for visual intensity
Research confirms place-behavior links.
Von der Au and colleagues increase our understanding of augmented reality (AR) experiences.
Brinkman and colleagues enrich our understanding of how culture influences the experience of looking at art.
People who are lonely may, literally, perceive the world around them differently than individuals who are not lonely.
Aleem and Grzywacz studied how our aesthetic preferences change as time passes.
Rizzo and team’s work confirms how much language used influences conclusions drawn.
Neuroscience research indicates that virtual experiences can influence humans in the same ways as those we have “in real life.” As a result, virtual settings can reasonably be substituted when comparable ones in the physical world can not be provided. Research done in virtual spaces and studies done IRL are both reasonable bases for design decisions.
We are always in a behavior setting, whether we’re on Earth or in a spaceship, in a physical place or a virtual one. Probing the elements that combine to form a behavior setting leads to important insights that designers can employ whatever sort of place or object or service they are developing.