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	<title>Comments on: Forget the iPhone. Get a Nintendo DS (Part 1).</title>
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	<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/</link>
	<description>Adaptive Path Blog</description>
	<pubDate>Sat, 06 Sep 2008 23:41:51 +0000</pubDate>
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		<title>By: adaptive path &#187; blog &#187; Jason Li &#187; Forget the iPhone. Get a Nintendo DS (Part 2).</title>
		<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-138476</link>
		<dc:creator>adaptive path &#187; blog &#187; Jason Li &#187; Forget the iPhone. Get a Nintendo DS (Part 2).</dc:creator>
		<pubDate>Mon, 15 Oct 2007 22:08:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-138476</guid>
		<description>[...] (Tom Armitage alluded to this interaction in his comment to my last post.) [...]</description>
		<content:encoded><![CDATA[<p>[...] (Tom Armitage alluded to this interaction in his comment to my last post.) [...]</p>
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		<title>By: Tom Armitage</title>
		<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137289</link>
		<dc:creator>Tom Armitage</dc:creator>
		<pubDate>Thu, 11 Oct 2007 10:17:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137289</guid>
		<description>So, for me, the real innovation in that game is the map you can annotate. That's beautiful: something usually static and untouchable affords annotation once you have a touch screen. And that's how people use maps in games: they annotate and hack; nothing's more useless than a map you can't hack.

The microphone thing, by contrast, is getting lazy. So many DS games have a blow-out-the-candle moment. Hell, Sim City DS makes you put out fires in your city... by blowing on the microphone. If someone can find something to do with the microphone &lt;i&gt;other&lt;/i&gt; than blowing out fires, that'll be interesting.

(My favourite interaction design on the DS is the puzzle in Another Code, where you have a stamp on the top screen and a piece of paper on the bottom, and you need to transfer the pattern from one to the other. The solution is breathtaking. Anyone care to guess?)</description>
		<content:encoded><![CDATA[<p>So, for me, the real innovation in that game is the map you can annotate. That&#8217;s beautiful: something usually static and untouchable affords annotation once you have a touch screen. And that&#8217;s how people use maps in games: they annotate and hack; nothing&#8217;s more useless than a map you can&#8217;t hack.</p>
<p>The microphone thing, by contrast, is getting lazy. So many DS games have a blow-out-the-candle moment. Hell, Sim City DS makes you put out fires in your city&#8230; by blowing on the microphone. If someone can find something to do with the microphone <i>other</i> than blowing out fires, that&#8217;ll be interesting.</p>
<p>(My favourite interaction design on the DS is the puzzle in Another Code, where you have a stamp on the top screen and a piece of paper on the bottom, and you need to transfer the pattern from one to the other. The solution is breathtaking. Anyone care to guess?)</p>
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		<title>By: links for 2007-10-11 (Leapfroglog)</title>
		<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137258</link>
		<dc:creator>links for 2007-10-11 (Leapfroglog)</dc:creator>
		<pubDate>Thu, 11 Oct 2007 06:30:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137258</guid>
		<description>[...] adaptive path » blog » Jason Li » Forget the iPhone. Get a Nintendo DS (Part 1). I can only agree with Li that the DS (and other gaming platforms) are great sources of inspiration for IxDs. (tags: gaming games Nintendo DS Zelda inspiration interactiondesign IxD) [...]</description>
		<content:encoded><![CDATA[<p>[...] adaptive path » blog » Jason Li » Forget the iPhone. Get a Nintendo DS (Part 1). I can only agree with Li that the DS (and other gaming platforms) are great sources of inspiration for IxDs. (tags: gaming games Nintendo DS Zelda inspiration interactiondesign IxD) [...]</p>
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		<title>By: Andrew</title>
		<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137114</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Wed, 10 Oct 2007 15:03:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137114</guid>
		<description>i love how you can make notes on the map. It's exactly what i do on real missions.. My vote is one lone designer, with Nintendo suppling wifi, touch screen and a microphone.</description>
		<content:encoded><![CDATA[<p>i love how you can make notes on the map. It&#8217;s exactly what i do on real missions.. My vote is one lone designer, with Nintendo suppling wifi, touch screen and a microphone.</p>
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		<title>By: Todd W.</title>
		<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137103</link>
		<dc:creator>Todd W.</dc:creator>
		<pubDate>Wed, 10 Oct 2007 13:18:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137103</guid>
		<description>Wow. Is there a better example of a company swimming against the mainstream than Nintendo AND seeing the risks pay off in the market? In biz school lingo, it's "differentiation" pure and simple. ("Purple Cow" if you're Godin-ian.)

It'd be interesting to know how long it takes different age groups to figure out that puzzle. And do you think this came from consumer-driven insights, as touted in &lt;i&gt;au courant&lt;/i&gt; "design thinking" or did it leap from the mind of a lone designer? (Maybe somewhere in between, but you get the point.)</description>
		<content:encoded><![CDATA[<p>Wow. Is there a better example of a company swimming against the mainstream than Nintendo AND seeing the risks pay off in the market? In biz school lingo, it&#8217;s &#8220;differentiation&#8221; pure and simple. (&#8221;Purple Cow&#8221; if you&#8217;re Godin-ian.)</p>
<p>It&#8217;d be interesting to know how long it takes different age groups to figure out that puzzle. And do you think this came from consumer-driven insights, as touted in <i>au courant</i> &#8220;design thinking&#8221; or did it leap from the mind of a lone designer? (Maybe somewhere in between, but you get the point.)</p>
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		<title>By: Tamlyn Rhodes</title>
		<link>http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137099</link>
		<dc:creator>Tamlyn Rhodes</dc:creator>
		<pubDate>Wed, 10 Oct 2007 12:55:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.adaptivepath.com/blog/2007/10/09/forget-the-iphone-get-a-nintendo-ds-part-1/#comment-137099</guid>
		<description>Brilliant! Nintendo never ceases to amaze me with its true grasp of what makes gaming fun.</description>
		<content:encoded><![CDATA[<p>Brilliant! Nintendo never ceases to amaze me with its true grasp of what makes gaming fun.</p>
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