Scheer Intelligence features thoughtful and provocative conversations with "American Originals" -- people who, through a lifetime of engagement with political issues, offer unique and often surprising perspectives on the day's most important issues.
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10 - Psychology, Pt. 2: From Pavlov to Purchase
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Content provided by Andrew Miller, Mike Bifulco, Andrew Miller, and Mike Bifulco. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Andrew Miller, Mike Bifulco, Andrew Miller, and Mike Bifulco or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ro.player.fm/legal.
Psychology, Pt.2 From Pavlov to Purchase How do salivating dogs and button-pushing birds explain the addictive (and sometimes, even financially runious) qualities of a game like Candy Crush? Our exploration into Behavioral Psychology continues. We discuss how designers can take advantage of some of the most fundamental patterns of human behavior to change the way people interact with their products. Nefarious or nice? It's not always clear. Links - Reality Is Broken by Jane McGonigal: https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611/ --- Support this podcast: https://podcasters.spotify.com/pod/show/letstalkdesign/support
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11 episoade
MP3•Pagina episodului
Manage episode 207903924 series 2153059
Content provided by Andrew Miller, Mike Bifulco, Andrew Miller, and Mike Bifulco. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Andrew Miller, Mike Bifulco, Andrew Miller, and Mike Bifulco or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ro.player.fm/legal.
Psychology, Pt.2 From Pavlov to Purchase How do salivating dogs and button-pushing birds explain the addictive (and sometimes, even financially runious) qualities of a game like Candy Crush? Our exploration into Behavioral Psychology continues. We discuss how designers can take advantage of some of the most fundamental patterns of human behavior to change the way people interact with their products. Nefarious or nice? It's not always clear. Links - Reality Is Broken by Jane McGonigal: https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611/ --- Support this podcast: https://podcasters.spotify.com/pod/show/letstalkdesign/support
…
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11 episoade
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