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DESIGN ASSIGNMENTS:
ENJOYABILITY, NAVIGATION, GLOBALIZATION

 

DEEP IN THE GAME

In many games, patterns of feedback and interaction help the user to forget about everything but the essence of the game itself.

Using such patterns promotes flow.

Objective
Learn to appreciate the underlying structures and patterns of interaction that make the difference between a boring and an exciting game. Learn to see how crucial the use of feedback for purposes of constructing such patterns.

Get a copy of the CD-ROM You Don't Know Jack (or download one from the website of berkleysystems.com.)

  1. Describe everything that happens in the first 5 seconds after a user hits their buzzer to answer a trivia question.
  2. Use a table to describe Jack's pattern of interaction. If you know Macromedia's Director, here's a hint: your table will look like a score.
  3. Recreate your table in HTML and put it on your website along with an explanation.

 

WHO DONE IT WHERE?

The user is an amnesia victim, just returned from the hospital without a clue about all these things on her desk. There is:

  • a cell phone
  • a personal data assistant (PDA)
  • 2 envelopes
  • a thick manila folder full of papers
  • a clock
  • a box of tissues
  • a tray with pens, paper clips and a Swiss Army knife

She needs to find out what she's supposed to do today. Is she expected to lunch with someone someplace? Is she supposed to finish a report? Leave on vacation? Leave her husband?

Create her desktop and give her clues by layout, rollovers, whatever, as to which objects will be useful to her dilemma. Create at least 2 other levels, pop-ups or pages for each live object with helpful - or misleading - info/graphics.

Make sure she always knows where she is and how to get back. Graphics can be very very simple, but remember the usefulness of color in navigation.

 

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