<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Casino programmable*</title>
	<atom:link href="http://architectures.danlockton.co.uk/2006/10/05/casino-programmable/feed/" rel="self" type="application/rss+xml" />
	<link>http://architectures.danlockton.co.uk/2006/10/05/casino-programmable/</link>
	<description>How do people use products, systems and environments?  How can designers influence interaction?  How can we design for sustainable behaviour?</description>
	<pubDate>Sat, 22 Nov 2008 22:09:28 +0000</pubDate>
	<generator>http://wordpress.org/?v=</generator>
		<item>
		<title>By: Learned down the gambling house at fulminate // Architectures of Control</title>
		<link>http://architectures.danlockton.co.uk/2006/10/05/casino-programmable/#comment-80523</link>
		<dc:creator>Learned down the gambling house at fulminate // Architectures of Control</dc:creator>
		<pubDate>Fri, 20 Jul 2007 20:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=134#comment-80523</guid>
		<description>[...] We&#8217;ve looked briefly before at casino layouts and tricks, inspired by a piece on Signal vs Noise, but Shanks&#8217; &#8216;Analysis of casino design&#8216; goes into fascinating detail: Casinos are generally designed so that patrons must walk through or at least around the periphery of several slot machine blocks to move around the casino, to maximize the customers’ exposure to the exciting sights and sounds of the slot machines, and especially of others winning on the machines &#8230; Casino planners know that slot players love to see and hear other people winning on nearby machines, because players hold it as evidence that money can be made on the machines. Thus casinos are designed to have the loosest machines in prominent areas deep within the gambling floor. Areas such as the ends of long rows or near walkways or elevated sections are generally where loose machines are placed. As people walk through the gambling floor, the sights and sounds of people playing on these more liberal machines draw other customers deeper into the slot machine block, where the machines are tighter. [...]</description>
		<content:encoded><![CDATA[<p>[...] We&#8217;ve looked briefly before at casino layouts and tricks, inspired by a piece on Signal vs Noise, but Shanks&#8217; &#8216;Analysis of casino design&#8216; goes into fascinating detail: Casinos are generally designed so that patrons must walk through or at least around the periphery of several slot machine blocks to move around the casino, to maximize the customers’ exposure to the exciting sights and sounds of the slot machines, and especially of others winning on the machines &#8230; Casino planners know that slot players love to see and hear other people winning on nearby machines, because players hold it as evidence that money can be made on the machines. Thus casinos are designed to have the loosest machines in prominent areas deep within the gambling floor. Areas such as the ends of long rows or near walkways or elevated sections are generally where loose machines are placed. As people walk through the gambling floor, the sights and sounds of people playing on these more liberal machines draw other customers deeper into the slot machine block, where the machines are tighter. [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
