F un C.W. Johnson, Univ ersit y of Glasgo w, Glasgo w, - - PDF document

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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


slide-1
SLIDE 1 F un C.W. Johnson, Univ ersit y
  • f
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 CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001 1
slide-2
SLIDE 2 F un and Games
  • Why
Lea rn from Games?
  • Ho
w to T ransfer Strengths
  • f
Games:
  • steal
sup ercial design features;
  • derive
heuristics from successful games?
  • understand
the psychology
  • f
pla y?
  • Physiology
and Aective Computing... CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-3
SLIDE 3 F un and Games
  • Use
strengths
  • f
games in
  • ther
interfaces?
  • MS
W
  • rd
as much fun as T
  • mbRaider?
  • Holy
grail
  • f
HCI? CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-4
SLIDE 4 F un and Games?
  • Not
all games a re the same...
  • W
e don't understand much ab
  • ut
games... CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-5
SLIDE 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
  • nd
the usual menu based structures. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-6
SLIDE 6 Why Lea rn from Games?
  • Subjective
satisfaction is very subjective.
  • T
ask analysis do es not alw a ys help here. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-7
SLIDE 7 Why Lea rn from Games?
  • Games
  • p
en up new ma rk ets.
  • T
a rget new users, y
  • ung,
  • ld
etc. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-8
SLIDE 8 Ho w Can W e T ransfer Ideas from Games?
  • Steal
sup ercial screen comp
  • nents.
  • 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
  • rk?
CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-9
SLIDE 9 Ho w Can W e T ransfer Ideas from Games?
  • Lisa
Neal (1990) lo
  • ks
fo r generic ideas.
  • A
sense
  • f
control.
  • Opp
  • rtunit
y fo r discovery .
  • Non-goal
activities supp
  • rt
lea rning?
  • some
users just w ant to have fun... CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-10
SLIDE 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. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-11
SLIDE 11 Ho w Can W e T ransfer Ideas from Games?
  • Sometimes
heuristics don't w
  • rk.
  • F
  • am
training p ro cedures have strict sequence;
  • can't
explo re in an undirected w a y and lea rn sequence? CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-12
SLIDE 12 Psychology
  • f
Pla y
  • Neal
still lo
  • king
at surface issues;
  • need
to understand the underlying psychology .
  • Mo
rris and `mo
  • d
congruence'
  • b
ehaviour and mo
  • d
is link ed to self-image. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-13
SLIDE 13 Ho w Can W e T ransfer Ideas from Games?
  • Csikzentmihalyi
and `o w theo ry'
  • ptimal
challenge and control (risk?).
  • Change
levels
  • f
challenge to user exp ertise. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-14
SLIDE 14 Ho w Can W e T ransfer Ideas from Games?
  • Mo
  • d
congruence:
  • Pica
rd and aective computing;
  • computers
might adapt to y
  • ur
mo
  • ds;
  • `y
  • u
do it, I can't b e b
  • thered.
  • Flo
w theo ry:
  • fo
rce users to explo re new functionalit y;
  • k
so y
  • u
did it this w a y last time, so no w...
  • Great
interest in physiological computing;
  • sense
user's pulse, galvanic skin resistance etc. CS-1Q: HCI (Lecture 10) c C.W. Johnson, 2001
slide-15
SLIDE 15 Summa ry
  • Why
Lea rn from Games?
  • Ho
w to T ransfer Strengths
  • f
Games:
  • steal
sup ercial design features;
  • derive
heuristics from successful games?
  • understand
the psychology
  • f
pla y?
  • Physiology
and Aective Computing... CS-1Q: HCI (Lecture 9) c
  • C.W.
Johnson, 2001
slide-16
SLIDE 16 F urther reading
  • Shneiderman
do esnt lo
  • k
at this issue. h ttp://www.hcibib.org
  • Lo
  • k
up F un
  • r
Games
  • n
the P erlman database.
  • Some
b rief pap ers b y Rosalind Pica rd.