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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.)
- Describe everything that happens in the first 5 seconds after a user
hits their buzzer to answer a trivia question.
- 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.
- 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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