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	<title>Comments on: Cialdini on the Beach</title>
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	<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/</link>
	<description>Design and human behaviour</description>
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		<title>By: Projektowanie perswazyjne &#8211; czego możemy nauczyć się od twórców gier</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/comment-page-1/#comment-442400</link>
		<dc:creator>Projektowanie perswazyjne &#8211; czego możemy nauczyć się od twórców gier</dc:creator>
		<pubDate>Mon, 29 Mar 2010 08:55:28 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1179#comment-442400</guid>
		<description>[...] w praktyce cały szereg metod wywierania wpływu w sytuacji zbiórki pieniędzy na plaży (http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/)Po pierwsze, w opisywanym przypadku potencjalny donator staje przed pewnym wyzwaniem, polegającym [...]</description>
		<content:encoded><![CDATA[<p>[...] w praktyce cały szereg metod wywierania wpływu w sytuacji zbiórki pieniędzy na plaży (<a href="http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/" rel="nofollow">http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/</a>)Po pierwsze, w opisywanym przypadku potencjalny donator staje przed pewnym wyzwaniem, polegającym [...]</p>
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		<title>By: Design with Intent &#124; Learning from game design: 11 gambits for influencing user behaviour</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/comment-page-1/#comment-440318</link>
		<dc:creator>Design with Intent &#124; Learning from game design: 11 gambits for influencing user behaviour</dc:creator>
		<pubDate>Mon, 22 Mar 2010 22:44:53 +0000</pubDate>
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		<description>[...] Whoever laid out this coffee tub as a target for throwing coins knew a lot about influencing people to donate generously and enjoy [...]</description>
		<content:encoded><![CDATA[<p>[...] Whoever laid out this coffee tub as a target for throwing coins knew a lot about influencing people to donate generously and enjoy [...]</p>
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		<title>By: Sam</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/comment-page-1/#comment-404713</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Fri, 10 Jul 2009 14:54:07 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1179#comment-404713</guid>
		<description>Great example. I&#039;ve had nascent thoughts myself about the value of feedback in an interaction design, you&#039;ve helped crystalise some of them for me here. This brings to mind stuff Donald Norman talks about in &#039;The Design of Everyday Things&#039;, about how products need to give relevant feedback to users to enable them to understand when they&#039;ve done something right, or wrong and how that can engender a sense of flow in the user. If it&#039;s done right of course.</description>
		<content:encoded><![CDATA[<p>Great example. I&#8217;ve had nascent thoughts myself about the value of feedback in an interaction design, you&#8217;ve helped crystalise some of them for me here. This brings to mind stuff Donald Norman talks about in &#8216;The Design of Everyday Things&#8217;, about how products need to give relevant feedback to users to enable them to understand when they&#8217;ve done something right, or wrong and how that can engender a sense of flow in the user. If it&#8217;s done right of course.</p>
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