Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Wednesday, May 5, 2010

Good food, great Web experience

Recently I ordered Domino's Pizza for the first time in years and discovered that the new sauce isn't their only innovation. Their new Web site includes the Domino's Tracker, an application that gives you the real-time status of your order (the Tracker activates after an order is placed, so I'm including a screencap from a recent order). A glowing status bar tells you exactly where your pizza is from the moment you place the order, to when Terrence puts it in the oven, to when Dmitri the delivery driver is en route to your house. It's a great example of online customer service.
One of the drawbacks to delivery service is the open-ended nature of the delivery time. A quoted delivery time of 45 minutes could mean anywhere from 30 to 60 minutes before that pie hits my counter. As the timer ticks down I often end up perched on the edge of my couch, eagerly jumping up each time the outside gate creaks only to be disappointed by my neighbor's face. As a customer, I love the transparency offered by this app. No more guessing about if I have time to take a shower or run to the bank.

That simple addition to their Web site made for such a great brand experience that, a week later, I ordered another pie just so I could get screen caps of the Tracker in action. Now my only question is how long will it take other brands to do something similar?

Tuesday, December 22, 2009

Do you play the game or does the game play you?

Over the past weekend, I had the opportunity to use my Nintendo Wii and explore a game called Silent Hill: Shattered memories. I found the game's use of the the interaction capabilities of the console noteworthy. I won't give a review of this game here; however there are many user experience and interaction concepts that are set forth in this game.

WARNING - major spoilers ahead for anyone looking to play the game.

1.) Adaptive psychological personalization. Before you get to the main menu, the game will give you the following warning:
The game tracks how you respond to certain criteria (as well as the in-game psychology tests) and alters major elements based on that data. The game’s monsters, major locations, even how secondary characters look and act will vary for each person that plays it.

2.) Wii Remote interaction. The biggest problem I have had with the majority of Wii games is that few titles fully integrate the Wii Remote capabilities into gameplay. This is not so in SH:SM. The main use for the Wii Remote is as the game’s flashlight (if the player waves the Wii Remote around, the main character will mimic the action in the game)…but that is not all. The Wii Remote also functions as a cell phone (the player will have to hold the speaker in the Wii Remote to their ear in real life to hear phone calls in the game – just like they would a real cell phone).

3.) Attention to realistic detail. You can also place calls in the game – if you see a phone number anywhere in the game the character can dial out to it. Very few of these phone numbers are directly related to the game’s main plot. They are simply there to increase the realism of the game environment. BELOW: The player can call something as unnecessary as a toy recall hot line.


4.) Natural actions. In SH:SM, a majority of the Wii Remote actions are natural actions. If a monster latches on to you from the side, you will have to make a sideways push motion with the Wii Remote to get it off of you.

5.) Cueing user interactions. The player is given control cues at the appropriate time in which they are relevant. The player is not overburdened with memorizing all possible Wii Remote uses at once. BELOW: The player is cued how to answer a call only when the phone rings.


6.) Real-world benefit. At the game’s end, the game’s psychologist will transcribe a detailed profile of the player’s personality. If you play through the game honestly, it is a fairly accurate representation of your psychological profile. BELOW: The start of a multi-page analysis of the player that runs over the game’s credits.

Silent Hill: Shattered Memories was released on December 8th, 2009 and bears a Mature ERSB rating (with good reason).

View a full walk-through of the game at this user's YouTube account.

- by Kyle Kulakowski

Friday, September 11, 2009

"Perhaps the next iPod will send telegraphs and teleport people."

Alison Southwick quoted in the LA Times: "Perhaps the next iPod will send telegraphs and teleport people." Ripples in technology, forward and back? Maybe the next iPod will feel like steampunk.