Chris is an active speaker on user experience design, speaking at events including An Event Apart, IxDA Interaction '10, the IA Summit, Euro IA, SXSW, The Society for Technical Communications Summit, and the O'Reilly Web 2.0 Expo. He teaches at the School of Visual Arts MFA program in Interaction Design, and has also taught at FIT, Brooklyn College, and the City College of New York. His interactive artwork has been featured in the Whitney and the New Museum. Chris also blogs about design, technology, cultural ideas at his personal site, http://www.graphpaper.com.
But where is the line between compelling interaction and compulsive behavior? With so much enthusiasm about "gamification", game mechanics, and behavior change, and with millions of people tagging other people's content and checking in every time they move around, designers of interactive systems should be asking themselves: what kinds of compelling and powerful interactive experiences actually enrich our lives... and what experiences simply drain our time and energy while providing nothing of value in return? How can we be sure we are using these psychologically engaging new interaction design patterns to make people's lives better?
We'll look at some real-world "anti-patterns" of interaction design, where human behavior is, to put it bluntly, being exploited. But we'll also look at how well-intentioned interactions might inadvertently dehumanize users by failing to address their deeper personal needs. Finally, we'll try to define some guiding principles around how to create engrossing, even addictive products and experiences that nonetheless empower and enrich the people who use them.