Chris Conley
Chris Conley is the founding director of Gravity Tank, an innovation consulting firm and leads the Graduate Product Design program at the Institute of Design (ID) in Chicago. Chris has spent his whole career exploring and integrating diverse design disciplines for the purpose of innovation. Chris holds a Master of Science of Design from ID and a mechanical engineering degree from the Illinois Institute of Technology. Chris is a regular contributor to design conferences and competitions worldwide and was the 2006 Chair of the IDEA BusinessWeek Awards.
Chris's Network
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Ted Booth (mutual) friend |
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Carolyn Chandler (mutual) friend |
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Dante Murphy (mutual) friend |
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Enric Gili Fort (mutual) friend |
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john payne (mutual) friend |
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James Leftwich, IDSA (mutual) friend |
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Peer Sathikh (mutual) friend |
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Josh Damon Williams (mutual) friend |
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Frank Gruger (mutual) friend |
Comments
really fantastic talk yesterday. thanks so much!
Thanks for the kind words and suggestions! I was really enjoying the conference but had to leave to get back to my family that is very sick. I hope everyone enjoys Sunday. I'm sorry I can't meet more people.
I really enjoyed giving my talk, by the way. Thanks to Dan Saffer and all the organizers for a wonderful conference.
Chris
Chris, yours was my favourite talk of the whole day! Thanks for bringing up some really interesting and relevant examples, and for bringing the audience into the discussion. It was an ideal format with fabulous content!
I was particularly struck by the anthropomorphism aspect of each of the examples you gave. It seems that the most natural way to have things *resonate* with humans is to get them to *act* like humans in some way -- it makes them instantly understandable. Good examples of this technique are so rare in today's design landscape that we are quite surprised and delighted by them. (My other favourite example is OS X shaking its 'head' when you type your login password incorrectly.) I wonder if this is an innate sort of delight (finding an interface that acts like us) or whether the delight will wear off as techniques of this kind become more commonplace. Is it engaging because it's novel, or because of something more fundamental?
Anyway, good luck evolving your thoughts on the topic further, and thanks for bringing us into the discussion today!
Chris, great talk today. I mentioned the concept of objects and secondary (non-player) characters, one of many ideas extracted from Jim Thompson's "Game Design" book (Wiley). Check it out! Dante








