bgporter + design   13

Raph’s Website » The Fundamentals of Game Design
Starting out creating an interactive experience, of any sort really, can be rather daunting. In this tutorial, we’ll run through the basic components of a game, so we can get a handle on what the next steps are when you make the jump from the training tutorials to your own projects.
design  games 
october 2010 by bgporter
Bulletin August/September 2009
So when your boss, client, teacher or mentor drops a project on your lap and asks you to "add social to it," where do you start? I'm thinking you start with the information architecture and in particular your conceptual models.
design  usability  patterns  socialsoftware 
august 2009 by bgporter
Design Observer
The other day I was looking at a proposal for a project I finished a few months ago. The result, by my measure and by the client's, was successful. But guess what? The process I so reassuringly put forward at the outset had almost nothing to do with the way the project actually went. What would happen, I wonder, if I actually told the truth about what happens in a design process?
design  process  creativity 
february 2009 by bgporter
Macworld Pulse: John Gruber | Macworld
A 17-minute presentation from John Gruber (Daring Fireball) on the application of Auteur theory to software design.
software  auteur  design 
january 2009 by bgporter
Mark Bernstein: NeoVictorian Computing
At OOPSLA, I'm planning to talk about NeoVictorian Computing. It's a big talk, with lots of side paths and a few surprises. I'm going to talk about why we in computing seem unhappy, and how we might fix it.
design  software 
november 2007 by bgporter
Wiley::Interaction Design: Beyond Human-Computer Interaction, 2nd Edition
"The best basis around for user-centered interaction design, both as a primer for students as an introduction to the field, and as a resource for research practitioners to fall back on. It should be labelled 'start here'."
design  book 
august 2007 by bgporter
gamegame6
game, game, and again, game is a digital poem/game/net artwork hybrid of sorts. There are 13 curious levels filled with poetics, hand drawn creatures, scribbles, backgrounds and other poorly made bigts. The theme (cringe) hovers around our many failed/err
game  design  art 
august 2007 by bgporter
Using Design Games - Boxes and Arrows: The design behind the design
If you’ve ever sat through a requirements workshop thinking it was wasted time, maybe you’re ready to take on some new tools to get what people really need out of their heads, and into the world. One tool that I started to use in 2002 is design games:
design  games  innovation 
july 2007 by bgporter

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