To get to “engaging” (ITA avvincenti) we have to ask about the user. UX design is understanding people – not by example. You won’t go anywhere by just hacking code.UI and UX are more a theme for psychology & anthropology than software engineering.
the flowThe blurry edge between challenging and too difficoult.There is the flow. We are tackling the tip of something complex. When we arekept at the margin of our abilities – it’s the flow graph. So its complex,there are exceptions everywhere.
Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
Gamification of routine work does not make sense because we want surprises, new patterns in games A game is about loops -> mostly primitive ones
Drawing with your figer on the iPad is nice. Racing with small cars is beautiful [polistil?]
Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies development, but is a plus here, not a minus.
“This game is engaging”Engagement can be caused by disparate reasons:1. Engagement because of s fun base mechanic2. Engagement by using a virtual world projection mechanicsEngaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics
Learn more on Classical Game DesignGame mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I riferimenti per qualità, non per popolarità. My friend Sebastian DeterdingIn the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun, what
Oh how nice it is to work as aslave for this multinationalhttp://unmanned.molleindustria.org/ Monday, August 27, 2012
Conflict of interests“This Bat Man game feels like busywork” -> bad game. Games’destiny is to be mastered and become boring, surprises ended. [redraw with differences: n surprises iteration] Monday, August 27, 2012