dirksonguer + z3 + ui 8
Lost Garden: The Princess Rescuing Application: Slides
august 2011 by DirkSonguer
My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications. The talk was recorded and should be up sometime this week. When it appears online, I'll link to the video from this post.
gamedesign
ux
gamification
ui
z3
august 2011 by DirkSonguer
Plants Vs Zombies: Introduction to perfection - Edge Magazine
august 2011 by DirkSonguer
The formula for the perfect game may be an area of hot discussion, but most would argue that games that are easy to get into and difficult to put down goes along the right lines. Players' early experience of a game is critical: this is the period in which they're making up their minds whether to devote more time, and often money, to the rest of it.
So how do we make games with a polished early experience? Let's take some lessons from a game which I think does it incredibly well, PopCap's Plants Vs Zombies.
games
ux
ui
experience
design
interface
z3
So how do we make games with a polished early experience? Let's take some lessons from a game which I think does it incredibly well, PopCap's Plants Vs Zombies.
august 2011 by DirkSonguer
Motion Controlled Emotions « #AltDevBlogADay
august 2011 by DirkSonguer
Games are made of verbs. Run, jump, punch, crouch. Hand held controllers are able to simulate the input of the player to use those verbs in a rather precise way, be it on/off or analog. And as developers, designing around verbs is a pretty straightforward affair which we have been doing since the first game was played. But when it gets to adverbs, the emotional variables of a verb, neither the controller or developer seems to be aware of what to do with them beyond pure visuals.
Enter motion controls. While initially it is the verbs we assign to the gestures, such as swing a sword, we quickly find out that they just don’t quite match up the crisply defined input of a controller. Motion Controls also lack a tactile sense of feedback in many cases, making all those verbs feel hollow when we don’t feel the physical reaction. It is a fun gimmick, but we quickly grow tired of the theatrics and plug our plastic hands back into the machine.
So if verbs aren’t best used for motion controls, how can we use them as adverbs and adjectives?
ui
ux
motion
gestures
interfacedesign
z3
Enter motion controls. While initially it is the verbs we assign to the gestures, such as swing a sword, we quickly find out that they just don’t quite match up the crisply defined input of a controller. Motion Controls also lack a tactile sense of feedback in many cases, making all those verbs feel hollow when we don’t feel the physical reaction. It is a fun gimmick, but we quickly grow tired of the theatrics and plug our plastic hands back into the machine.
So if verbs aren’t best used for motion controls, how can we use them as adverbs and adjectives?
august 2011 by DirkSonguer
What Web Designers Can Learn From Video Games - Smashing Magazine
july 2011 by DirkSonguer
Games are becoming more Web-like, and the Web is becoming more game-like. If you need proof of this, you have only to look at Yahoo Answers. Random questions are posed, the top answer is chosen, and credibility points are given to the winner. It’s a ranking system that accumulates and unlocks more and more features within the system. It works because of the psychology of achievement and game mechanics and thus encourages interaction. This raises the question, what can a Web designer learn from games, or — more specifically — video games?
games
webdesign
ui
gamification
z3
july 2011 by DirkSonguer
Toddler app user interface guidelines - Gabriel Weinberg's Blog
april 2011 by DirkSonguer
My son Eli has been using iPad apps since he was one and we have about 50 toddler apps. With the big caveat that this post is based off essentially a sample size of one, here are some toddler app user interface guidelines.
apps
ipad
ui
games
design
ux
z3
april 2011 by DirkSonguer
Why Angry Birds is so successful and popular: a cognitive teardown of the user experience
march 2011 by DirkSonguer
Why is it that over 50 million individuals have downloaded this simple game? Many paid a few dollars or more for the advanced version. More compelling is the fact that not only do huge numbers download this game, they play it with such focus that the total number of hours consumed by Angry Birds players world-wide is roughly 200 million minutes a DAY, which translates into 1.2 billion hours a year. To compare, all person-hours spent creating and updating Wikipedia totals about 100 million hours over the entire life span of Wikipedia (Neiman Journalism Lab). I say these Angry Birds are clearly up to something worth looking into. Why is this seemly simple game so massively compelling? Creating truly engaging software experiences is far more complex than one might assume, even in the simplest of computer games. Here is some of the cognitive science behind why Angry Birds is a truly winning user experience.
design
games
psychology
ui
ux
z3
march 2011 by DirkSonguer
Kinect Gestural UI: First Impressions (Jakob Nielsen's Alertbox)
january 2011 by DirkSonguer
Kinect is a new video game system that is fully controlled by bodily movements. It's vaguely similar to the Wii, but doesn't use a controller (and doesn't have the associated risk of banging up your living room if you lose your grip on the Wii wand during an aggressive tennis swing).
Kinect observes users through a video camera and recognizes gestures they make with different body parts, including hands, arms, legs, and general posture. The fitness program, for example, is fond of telling me to "do deeper squats," which it can do because it knows how my entire body is moving. Analyzing body movements in such detail far exceeds the Wii's capabilities, though it's still not going to put my trainer down at the gym out of work.
games
ui
ux
kinect
gaming
z3
Kinect observes users through a video camera and recognizes gestures they make with different body parts, including hands, arms, legs, and general posture. The fitness program, for example, is fond of telling me to "do deeper squats," which it can do because it knows how my entire body is moving. Analyzing body movements in such detail far exceeds the Wii's capabilities, though it's still not going to put my trainer down at the gym out of work.
january 2011 by DirkSonguer
loose coupling and user interface programming - Anson the Gnome
december 2010 by DirkSonguer
I'm primarily a server programmer, but I still end up doing UI work every once in a while, and that's been true for the majority of the last three weeks. Not being an experienced old hand at UI design, I find myself falling back on first principles and decade-old books. I'm mostly happy with the results, but the code that results in implementing the interface... well, it's not the kind of code that I like to write.
coding
gamedev
server
development
ui
frontend
backend
z3
december 2010 by DirkSonguer
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