UTS TIPE BERITA (MENULISA BERITA) UTS Mata Kuliah Jurnalistik Multimedia Disusun: Titan Wira Yugatama (01716146283/MIK 2A) PROGRAM STUDI MANAJEMEN INFORMASI DAN KOMUNIKASI PROGRAM SARJANA SEKOLAH TINGGI MULTI MEDIA YOGYAKARTA MELESTARIKAN SENI TARI YANG HAMPIR PUNAH Yogyakarta. Java Ethnic Artnival 2018 yang digelar selama dua hari di Plaza Pasar Ngasem, Patehan, Keraton, Yogyakarta, dimulai pada hari Jumat hingga Sabtu (20-21/4). Event tersebut dijelaskan atau diutarakan oleh Fahron Maskub Rifai selaku panitia dan dihadiri oleh para pengunjung. Java Ethnic Artnival 2018 menampilkan berbagai tarian tradisional yang berasal dari daerah Jawa Tengah dan mengalami acara puncaknya pada hari Sabtu, 21 April 2018. Event ini diadakan untuk memperingati hari lahirnya IKPM Jateng (Ikatan Keluarga Pelajar Mahasiswa) Jawa Tengah. Menurut penjelasan dari Fahron Maskub Rifai, e
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What if tech tried to be healing instead of just addictive?
Whether you are a giant global platform or a hip new startup, the
most important first step in your business plan should be to care about
mental wellbeing
Addiction is not an accident: it is a strategy. In the world of app
economics, addiction is what brings in the money. Whether it’s by
trapping your attention and then selling it to advertisers or by
trapping your attention and manipulating you to make a one-off or
subscription-based payment, the basic idea is the same: catch that
attention and then monetise it.
As a maker of mindfulness meditation apps, I work in the space where
technology and wellbeing meet. It is an exciting place to be, but I know
that no matter how successful the biggest wellbeing apps in the world
become, they’ll never even come close to being in the same league as
Facebook, Snapchat or Clash of Clans. It was reflecting on this that I
realised that for mindfulness to truly scale up, the solution may not be
to make specialist products, but instead to stitch it into everything.
The whole premise of mindfulness is that by deliberately training our
attention in certain ways, we can grow a range of positive qualities
such as self-awareness, calm, kindness and concentration. But this
process doesn’t only happen when we do something like meditation. When
our attention is given away to an app, a game or website, the same
mind-training process takes place but this time we’re no longer in
charge of the technique or the outcome – the company is.
So should you run a video service, a social network, a news site or a
mobile game, by definition your product has an impact on the mental
health of your users – be that negative, neutral or positive. And the
sad reality is that if you are not optimising that impact, it tends to
be the former: which means distraction, stress, self-criticism and all
the rest.
It is easy to throw our hands in the air, declaring that this is
simply how technology works, but that’s not correct. The reason that so
much tech doesn’t support wellbeing is because wellbeing was not a
consideration in its design. To solve the problem, companies have to
make it a design condition that’s measured and optimised.
Whether you are a giant global platform or a hip new startup, the
most important first step is to give a damn. Then if you still decide to
use techniques that undermine that wellbeing, at least you will be
doing that consciously, rather than through ignorance or denial.
The next logical step is to be honest about the techniques and tricks
you use in your product. The technology world has developed all sorts
of ways to trap consumers’ attention. Netflix’s autoplay feature makes
it so easy to binge-watch that before you know it, you’ve gone through
seven hours of The Good Wife. Instagram’s infinite scroll of images
gives you just enough of a dopamine hit to keep on going so that you get
to the next ad. These tricks have become so routine that designers now
rarely think about the impact they have.
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