Presented at Henry Jenkins’ JOUR499: Transmedia Storytelling & Entertainment class. University of Southern California, October 21, 2009
How can we take principles from divergent fields of study, like gaming, architecture and interaction design, to encourage ethically conscious behavior amongst occupants, players and users.
Reading:
1. “The Height Of The Kick: Designing gameplay”, from This Is Not Architecture, pp. 110-120
2. “Designing Games To Teach Ethics”, from Crossing Design Boundaries, pp. 674-680
3. “Can architecture cause social malaise? Architecture and the virtual community”, from Space Is The Machine, pp. 140-142
4. “A.N.D.I: A New Digital Instrument for creative collaboration”, from Disappearing Architecture: From Real to Virtual to Quantum, pp. 168-173
5. “Protospace 2.0: The ITC-Driven Collaborative Working Space”, from Disappearing Architecture: From Real to Virtual to Quantum, pp. 218-235
8. Video Gaming User Experience Architecture
Age Fairly new Relatively old Oldest
Space usage Both Virtual Real
Story Always “Persona” Usually not
Uses Play Work Both
Interactivity Yes Yes Yes
27. Environments and Places / Tutorials, Not Case Studies / Acknowledging Co-presence / Semi-consciousness / Making A Space An Interface
Interfaces should be
thought of as both
built and living
environments
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Users feel
more comfortable
the more tangible
a space is
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Metaphors
should extend
beyond wording
to behavior
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“Players like
to feel clever.”
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Provide visibility
of what’s to come
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Dumbing down
or
have them
figure it out?
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Case study doesn’t
work because
studying is
not feeling
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Promoting
the perception
that ethics
is special
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Allowing people
to reflect their
decisions on the
test subject’s
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Design tutorial
areas, not faqs
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The need for
narrative
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Other users
are always there,
even if one
isn’t looking
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Easy to achieve
in general-purpose,
catch all, publicly
accessible networks
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But when you
design for
something niche,
privately owned
and ‘serious’…
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Encourage
belonging and
co-ownership
of space
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Engage users in
something bigger
than themselves
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Demon’s Souls
(Demo)
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Bloodstains,
messages and
invasions of game
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The problem with
Google Wave
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(& the problem
with IM)
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A possible hybrid
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Just enough privacy
to prevent torrent
of consciousness,
yet relax
self-censorship
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“Changing
the alphabet”
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Plot development
in game design
equals persona
in user experience
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Character
development
equals what?
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Why can’t
users level up
or gain
new abilities?
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After enough
“level gains”…
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(this is going to
be controversial)
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Designers should
first design,
but over a period
of time—
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relegate ability
to shape the
world to users
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How this applies
in an individual
environment
v.
a shared one
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When user creates
her own experience,
doing the ethical
comes naturally.