Mar 082011
 

This just got passed around the office: a UX design analysis of Angry Birds, touching on mental models of mechanics, feedback response times, short-term memory management, the importance of mystery (almost exactly equivalent to what I called “delight” in my book), the audio design, and the visuals and branding.

It’s like a little master-class wrapped up into a blog post, and a potent reminder that designers in other fields are perfectly capable of doing much of what we do — indeed, are often more expert in some areas. It behooves game designers to go learn the lessons outsiders can teach us.

In most commercial software interfaces, response time management is completely overlooked even by those who claim to be UI design experts. The developers of Angry Birds managed response time in a way that goes far beyond simply “faster is better”.

For example, in Angry Birds, it was possible for the programmers to have made the flight of the birds fast – very fast, but they didn’t. Instead they programmed the flight of the angry flock to be leisure pace as they arc across the sky heading for the pigs’ glass houses. This slowed response time, combined with a carefully crafted trajectory trace (the flight path of the bird), solves one huge problem for all user interfaces – error correction. The vast majority of software user interfaces have no consideration for how users can be taught by experience with the system to improve their performance. This problem is a vast and complex issue for screen-based trading systems where error correction is not only essential, but also career threatening.

via Why Angry Birds is so successful and popular: a cognitive teardown of the user experience.

A Theory of Fun is now an eBook

 Posted by (Visited 14860 times)  Game talk, Writing  Tagged with:
Nov 302010
 

Cover of ATOfIt’s been a while since I had big news to post about the book! But here it is: A Theory of Fun is on Kindle finally. I am told that it took a while to do the Kindle conversion because of all of the images. It is also available in a variety of other formats at the O’Reilly online store.

I have seen a few odd glitches here and there in the Kindle version, things like the press quotes and reviews, but the book seems to have come through nicely, albeit with a few less penguins (the chapter header ones are gone). The cartoons are more like small illustrations inset into the text.

Amazon has it on sale for $9.99, so it’s definitely the cheapest way to get the book. Plus, you can send Kindle books as gifts now (nudge nudge). I probably earn more money if you get it from O’Reilly though. 🙂

The Fundamentals of Game Design

 Posted by (Visited 100332 times)  Game talk  Tagged with: , ,
Oct 122010
 

I got a request via Twitter for this old essay which had fallen off the Internet, so I am posting it here. This was originally written for Metaplace users… there is nothing here new to anyone who has followed the blog for a while, but since it was requested, here it is. 🙂

* * *
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.

Often people have trouble when conceptualizing a game. The idea, after all, is often the easy part. It’s actually making it, and figuring out where to start, that is the hard part.

A friendly warning, though! Just like writers have different ways of working, and some composers write music in their head and others at an instrument, different game designers are going to have different ways of working. Some work better “in the code” and others like doing everything on paper beforehand. Some think in terms of story and narrative, and others are systems designers first and foremost. So this tutorial may actually run a bit against the grain for you, depending on your natural temperament.

In what follows, I am going to use the language of games, but really, every piece of advice in this article applies equally if you are designing any sort of interactive project whatsoever. So just because I say “game” in what follows doesn’t mean this article won’t be useful to you when you start making a classroom experience or a chat room or some other application. Continue reading »

Cool event at Harvard tonight

 Posted by (Visited 9509 times)  Game talk  Tagged with: ,
Jun 022010
 

I am flying off to Austin tonight, but I kind of wish I could attend this event in Boston! if you happen to live there, stop by and then post a comment here telling us all about it, please!

Who Plays Games and Why: Evolutionary Biology Looks at Videogames

A discussion with Harvard Human Evolutionary Biology Professor Richard Wrangham, Emmanuel College Psychology Professor Joyce Benenson, and game developers Noah Falstein and Kent Quirk.

Wednesday, June 2, 2010.   5:30 -7:30 p.m. (registration begins at 5:00 p.m.)

Location: Harvard Science Center, One Oxford Street, Cambridge

Full description after the break:

Continue reading »

May 262010
 

Researchers measured and tracked the participants’ brain waves via electroencephalography (EEG) — one group played the games, and a control group didn’t. The study found that subjects who played casual games for 30 minute periods showed an 87 percent improvement in cognitive response time and a 215 percent increase in executive functioning. This makes it, according to ECU, about as effective as other medical treatments for cognition.

via Gamasutra – News – Study: Casual Gaming Helps Cognition.

This comes on the heels of a BBC study challenging brain games’ efficacy. This new study was oriented around Popcap games like Bejeweled rather than custom-made brain games, though.