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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.
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WWW.LIFTLAB.COM
NICOLAS NOVA & TIMOTHEE JOBERT, 24.06.2011, MILANO
DPPI 2011
USER-CENTERED DESIGN IN VIDEO GAMES: INVESTIGATING GESTURAL INTERFACES APPROPRIATION
WWW.LIFTLAB.COM
IntroductionField studyDesign implicationsGame prototypes
PART IPART IIPART IIIPART IV
OUTLINE 212
I STARTING POINT 1: NEW SENSOR TECHNOLOGY (MOVEA) 213
I STARTING POINT 2: UCD BEYOND USABILITY 214
I STARTING POINT 3: REALISM 215
Physical representation
of human agency in the
“game”
1 button = 1 possibility
I STARTING POINT 3: REALISM 216
Movements instead of
buttons, no buttons and
“infinite possibilities”,
supposed to convey “realism”
II FIELD STUDY 217
Home visits / 10 participants / 4
sub-groups (experts versus casual
players / high versus low physical
skills) / 3 games played with joypad
IV PLAYERS EXPERIENCE SHAPED BY 4 MAIN PARAMETERS 218
Sensationperception of specific feeling caused by game interactions
Precisionpossibility to play with interaction accuracy
Performancethe achievement of specific
game tasks
Excitationa feeling of enthusiasm when
gesturing
III REALISM? 219
“Sport is not just gesticulations!”
“I can do a gesture to kick the ball
but I can’t move characters from my
team!”
III REALISM? 2110
Kicks detected
only when done
backwards!
Regular kicks
not detected
III REALISM? 2111
“it breaks the illusion, I
need to press buttons
and make gestures”
II REMNANTS FROM THE PAST 2112
III DESIGN SPACE 2113
III DESIGN SPACE 2114
IV VIDEO GAMES PROTOTYPES 2115
IV VIDEO GAMES PROTOTYPES 2116
IV VIDEO GAMES PROTOTYPES 2117
IV VIDEO GAMES PROTOTYPES 2118
IV VIDEO GAMES PROTOTYPES 2119
IV VIDEO GAMES PROTOTYPES 2120
NICOLAS NOVA
nicolas@liftlab.com
THANK YOU MERCI GRACIAS DANKE GRAZIE
In partnership with
Movea
CEA-LID
eXperience-Team
Widescreen Games
TIMOTHEE JOBERT
timothee.jobert@cea.fr
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