links for 2008-01-28
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Weird that nobody on Amazon.ca reviews stuff. You’d think Amazon would import the reviews of items with same ISBN numbers. Although… how do societal norms/expectations modify reviews? /JanChipchase
My brain, on display.
{ Monthly Archives }
Want to know what a cancel is in a combat system, how it relates to animation, and why it’s important? Great write-up from Eric Williams over here.
The exterior of the Uniqa Tower in Vienna has been equipped with a LED-grid, a wide-meshed net of picture elements capable of receiving video-data, which are fitted into the building’s facade.
What can’t you turn into a gun?
BBC NEWS | Americas | Turning the spotlight on Brazil’s hidden art
Brazilian Graffiti artists to check out.
Brazilian graffiti
*NEW ART FOR A NEW ERA* – photos from titifreak – Fotolog
Brazilian graffiti artist titifreak
This post at Coroflot, Sidestep: Interaction Designers, and How They Got That Way, covers the diversity of backgrounds and fuzziness that surrounds the definition of Interaction Design. While reading it I was struck by the parallels to Game Design more than once
Although clearly there are differences in perception, “…in addition to the young cubs we might imagine negotiating six-figure salaries.” the other quotes are all issues that Game Designers face regularly. We work at the point where the user enters the system and a million little factors affect that experience, making it inherently nebulous to those outside of the field. The problem is severely compounded because our language of design is currently very limited. We continue to crib terms from other fields to describe what we do, or have conflicting definitions. “Fun”, anyone?
One line stood out to me however, that I think highlights the challenge of explaining the importance of both Game Design and Interaction Design:
“What also makes the questions hard is the feeling that Interaction Design is something that happens anyway, with or without the input of Interaction Designers.”
Game Design has this problem as well, everyone working in games has played a game leading to the “everyone is a designer” syndrome. Horror stories and personal experience abound of producers or other authority figures, making ridiculous requests for changes to a game because they feel their experience as a player makes them just as informed as the designer. We a,re aided somewhat by the complexity and scope of most games, it’s clear that someone has to architect that experience and define it. For an Interaction Designer I imagine that having an interaction perceived as straightforward (using a web page for example) makes justifying their contribution a more uphill battle. Or perhaps it’s an oft repeated but short uphill struggle with each new client.
A good article, and I think it’s time to dig into the Interaction Design world some more. Perhaps they’ve answered some of the questions we’re wrestling with in games.