Successfully reported this slideshow.
DPPI 2011USER-CENTERED DESIGN IN VIDEOGAMES: INVESTIGATING GESTURALINTERFACES APPROPRIATIONNICOLAS NOVA & TIMOTHEE JOBERT,...
2OUTLINE                          21PART I     IntroductionPART II    Field studyPART III   Design implicationsPART IV    ...
3I   STARTING POINT 1: NEW SENSOR TECHNOLOGY (MOVEA)   21
4I   STARTING POINT 2: UCD BEYOND USABILITY   21
5I   STARTING POINT 3: REALISM                              21                                Physical representation     ...
6I   STARTING POINT 3: REALISM          21        Movements instead of        buttons, no buttons and        “infinite pos...
7II   FIELD STUDY                            21     Home visits / 10 participants / 4     sub-groups (experts versus casua...
8IV   PLAYERS EXPERIENCE SHAPED BY 4 MAIN PARAMETERS                  21            Sensation                       Excita...
9III   REALISM?                                          21                 “Sport is not just gesticulations!”           ...
10III   REALISM?                              21                            Regular kicks           Kicks detected   not d...
11III   REALISM?                                21                 “it breaks the illusion, I                 need to pres...
12II   REMNANTS FROM THE PAST   21
13III   DESIGN SPACE   21
14III   DESIGN SPACE   21
15IV   VIDEO GAMES PROTOTYPES   21
16IV   VIDEO GAMES PROTOTYPES   21
17IV   VIDEO GAMES PROTOTYPES   21
18IV   VIDEO GAMES PROTOTYPES   21
19IV   VIDEO GAMES PROTOTYPES   21
20IV   VIDEO GAMES PROTOTYPES   21
THANK YOU MERCI GRACIAS DANKE GRAZIENICOLAS NOVA             In partnership withnicolas@liftlab.comTIMOTHEE JOBERT        ...
Upcoming SlideShare
Loading in …5
×

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

1,816 views

Published on

A talk given at DPPI 2011 in Milano, about a user-centered design approach adopted in a video game development project based on new sensors.

  • Be the first to comment

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

  1. 1. DPPI 2011USER-CENTERED DESIGN IN VIDEOGAMES: INVESTIGATING GESTURALINTERFACES APPROPRIATIONNICOLAS NOVA & TIMOTHEE JOBERT, 24.06.2011, MILANO WWW.LIFTLAB.COM
  2. 2. 2OUTLINE 21PART I IntroductionPART II Field studyPART III Design implicationsPART IV Game prototypes
  3. 3. 3I STARTING POINT 1: NEW SENSOR TECHNOLOGY (MOVEA) 21
  4. 4. 4I STARTING POINT 2: UCD BEYOND USABILITY 21
  5. 5. 5I STARTING POINT 3: REALISM 21 Physical representation of human agency in the “game” 1 button = 1 possibility
  6. 6. 6I STARTING POINT 3: REALISM 21 Movements instead of buttons, no buttons and “infinite possibilities”, supposed to convey “realism”
  7. 7. 7II 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. 8IV 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. 9III 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. 10III REALISM? 21 Regular kicks Kicks detected not detected only when done backwards!
  11. 11. 11III REALISM? 21 “it breaks the illusion, I need to press buttons and make gestures”
  12. 12. 12II REMNANTS FROM THE PAST 21
  13. 13. 13III DESIGN SPACE 21
  14. 14. 14III DESIGN SPACE 21
  15. 15. 15IV VIDEO GAMES PROTOTYPES 21
  16. 16. 16IV VIDEO GAMES PROTOTYPES 21
  17. 17. 17IV VIDEO GAMES PROTOTYPES 21
  18. 18. 18IV VIDEO GAMES PROTOTYPES 21
  19. 19. 19IV VIDEO GAMES PROTOTYPES 21
  20. 20. 20IV VIDEO GAMES PROTOTYPES 21
  21. 21. THANK YOU MERCI GRACIAS DANKE GRAZIENICOLAS NOVA In partnership withnicolas@liftlab.comTIMOTHEE JOBERT Movea CEA-LIDtimothee.jobert@cea.fr eXperience-Team Widescreen Games

×