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DPPI 2011
USER-CENTERED DESIGN IN VIDEO
GAMES: INVESTIGATING GESTURAL
INTERFACES APPROPRIATION
NICOLAS NOVA & TIMOTHEE JOBERT, 24.06.2011, MILANO




          WWW.LIFTLAB.COM
2
OUTLINE                          21




PART I     Introduction
PART II    Field study
PART III   Design implications
PART IV    Game prototypes
3
I   STARTING POINT 1: NEW SENSOR TECHNOLOGY (MOVEA)   21
4
I   STARTING POINT 2: UCD BEYOND USABILITY   21
5
I   STARTING POINT 3: REALISM                              21



                                Physical representation
                                of human agency in the
                                “game”
                                1 button = 1 possibility
6
I   STARTING POINT 3: REALISM          21




        Movements instead of
        buttons, no buttons and
        “infinite possibilities”,
        supposed to convey “realism”
7
II   FIELD STUDY                            21




     Home visits / 10 participants / 4
     sub-groups (experts versus casual
     players / high versus low physical
     skills) / 3 games played with joypad
8
IV   PLAYERS EXPERIENCE SHAPED BY 4 MAIN PARAMETERS                  21




            Sensation                       Excitation
     perception of specific feeling   a feeling of enthusiasm when
     caused by game interactions                 gesturing




         Performance                         Precision
     the achievement of specific         possibility to play with
             game tasks                   interaction accuracy
9
III   REALISM?                                          21




                 “Sport is not just gesticulations!”
                 “I can do a gesture to kick the ball
                 but I can’t move characters from my
                 team!”
10
III   REALISM?                              21




                            Regular kicks
           Kicks detected   not detected
           only when done
           backwards!
11
III   REALISM?                                21




                 “it breaks the illusion, I
                 need to press buttons
                 and make gestures”
12
II   REMNANTS FROM THE PAST   21
13
III   DESIGN SPACE   21
14
III   DESIGN SPACE   21
15
IV   VIDEO GAMES PROTOTYPES   21
16
IV   VIDEO GAMES PROTOTYPES   21
17
IV   VIDEO GAMES PROTOTYPES   21
18
IV   VIDEO GAMES PROTOTYPES   21
19
IV   VIDEO GAMES PROTOTYPES   21
20
IV   VIDEO GAMES PROTOTYPES   21
THANK YOU MERCI GRACIAS DANKE GRAZIE




NICOLAS NOVA             In partnership with

nicolas@liftlab.com

TIMOTHEE JOBERT          Movea
                         CEA-LID
timothee.jobert@cea.fr   eXperience-Team
                         Widescreen Games

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User-Centered Design in Video Games: Investigating Gestural Interfaces Appropriation

  • 1. DPPI 2011 USER-CENTERED DESIGN IN VIDEO GAMES: INVESTIGATING GESTURAL INTERFACES APPROPRIATION NICOLAS NOVA & TIMOTHEE JOBERT, 24.06.2011, MILANO WWW.LIFTLAB.COM
  • 2. 2 OUTLINE 21 PART I Introduction PART II Field study PART III Design implications PART IV Game prototypes
  • 3. 3 I STARTING POINT 1: NEW SENSOR TECHNOLOGY (MOVEA) 21
  • 4. 4 I STARTING POINT 2: UCD BEYOND USABILITY 21
  • 5. 5 I STARTING POINT 3: REALISM 21 Physical representation of human agency in the “game” 1 button = 1 possibility
  • 6. 6 I STARTING POINT 3: REALISM 21 Movements instead of buttons, no buttons and “infinite possibilities”, supposed to convey “realism”
  • 7. 7 II FIELD STUDY 21 Home visits / 10 participants / 4 sub-groups (experts versus casual players / high versus low physical skills) / 3 games played with joypad
  • 8. 8 IV PLAYERS EXPERIENCE SHAPED BY 4 MAIN PARAMETERS 21 Sensation Excitation perception of specific feeling a feeling of enthusiasm when caused by game interactions gesturing Performance Precision the achievement of specific possibility to play with game tasks interaction accuracy
  • 9. 9 III REALISM? 21 “Sport is not just gesticulations!” “I can do a gesture to kick the ball but I can’t move characters from my team!”
  • 10. 10 III REALISM? 21 Regular kicks Kicks detected not detected only when done backwards!
  • 11. 11 III REALISM? 21 “it breaks the illusion, I need to press buttons and make gestures”
  • 12. 12 II REMNANTS FROM THE PAST 21
  • 13. 13 III DESIGN SPACE 21
  • 14. 14 III DESIGN SPACE 21
  • 15. 15 IV VIDEO GAMES PROTOTYPES 21
  • 16. 16 IV VIDEO GAMES PROTOTYPES 21
  • 17. 17 IV VIDEO GAMES PROTOTYPES 21
  • 18. 18 IV VIDEO GAMES PROTOTYPES 21
  • 19. 19 IV VIDEO GAMES PROTOTYPES 21
  • 20. 20 IV VIDEO GAMES PROTOTYPES 21
  • 21. THANK YOU MERCI GRACIAS DANKE GRAZIE NICOLAS NOVA In partnership with nicolas@liftlab.com TIMOTHEE JOBERT Movea CEA-LID timothee.jobert@cea.fr eXperience-Team Widescreen Games