f un c w johnson univ ersit y of glasgo w glasgo w g12
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F un C.W. Johnson, Univ ersit y of Glasgo w, Glasgo w, - PDF document

F un C.W. Johnson, Univ ersit y of Glasgo w, Glasgo w, G12 8QQ. Scotland. johnson@dcs.gla.ac.uk, h ttp://www.dcs.gla .a c.uk/ johnso n Octob er 2001 c CS-1Q: HCI (Lecture 10) C.W. Johnson, 2001 1 F un and


  1. F un C.W. Johnson, Univ ersit y of Glasgo w, Glasgo w, G12 8QQ. Scotland. johnson@dcs.gla.ac.uk, h ttp://www.dcs.gla .a c.uk/ � johnso n Octob er 2001 c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001 1

  2. F un and Games Why Lea rn from Games? � Ho w to T ransfer Strengths of Games: � - steal sup er�cial design features; - derive heuristics from successful games? - understand the psychology of pla y? Physiology and A�ective Computing... � c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  3. F un and Games Use strengths of games in other interfaces? � MS W o rd as much fun as T ombRaider? � Holy grail of HCI? � c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  4. F un and Games? Not all games a re the same... � W e don't understand much ab out games... � c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  5. Why Lea rn from Games? T echnology is no w easy to access (eg VRML) � Increase creativit y in interface design; � - go b ey ond the usual menu based structures. c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  6. Why Lea rn from Games? Subjective satisfaction is very subjective. � T ask analysis do es not alw a ys help here. � c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  7. Why Lea rn from Games? Games op en up new ma rk ets. � T a rget new users, y oung, old etc. � c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  8. Ho w Can W e T ransfer Ideas from Games? Steal sup er�cial screen comp onents. � But: � - unlik ely to radically increase motivation; - what can w e steal? Sco res? Punishments? - ho w can w e p redict which features will w o rk? c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  9. Ho w Can W e T ransfer Ideas from Games? Lisa Neal (1990) lo oks fo r generic ideas. � A sense of control. � Opp o rtunit y fo r discovery . � Non-goal activities supp o rt lea rning? � - some users just w ant to have fun... c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  10. Ho w Can W e T ransfer Ideas from Games? Strathclyde Regional Fire Brigade. � Heavy rescue V ehicle (Mathers et al.); � - uses desktopVR to explo re inside the vehicle. c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  11. Ho w Can W e T ransfer Ideas from Games? Sometimes heuristics don't w o rk. � F oam training p ro cedures have strict sequence; � - can't explo re in an undirected w a y and lea rn sequence? c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  12. Psychology of Pla y Neal still lo oking at surface issues; � - need to understand the underlying psychology . Mo rris and `mo o d congruence' � - b ehaviour and mo o d is link ed to self-image. c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  13. Ho w Can W e T ransfer Ideas from Games? Csikzentmihalyi and `�o w theo ry' � - optimal challenge and control (risk?). Change levels of challenge to user exp ertise. � c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  14. Ho w Can W e T ransfer Ideas from Games? Mo o d congruence: � - Pica rd and a�ective computing; - computers might adapt to y our mo o ds; - `y ou do it, I can't b e b othered. Flo w theo ry: � - fo rce users to explo re new functionalit y; - ok so y ou did it this w a y last time, so no w... Great interest in physiological computing; � - sense user's pulse, galvanic skin resistance etc. c CS-1Q: HCI (Lecture 10) � C.W. Johnson, 2001

  15. Summa ry Why Lea rn from Games? � Ho w to T ransfer Strengths of Games: � - steal sup er�cial design features; - derive heuristics from successful games? - understand the psychology of pla y? Physiology and A�ective Computing... � c CS-1Q: HCI (Lecture 9) � C.W. Johnson, 2001

  16. F urther reading Shneiderman do esnt lo ok at this issue. � h ttp://www.hcibib.org Lo ok up F un o r Games on the P erlman database. � Some b rief pap ers b y Rosalind Pica rd. �

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