This document discusses feedback in game and simulation interfaces. It provides examples of different types of feedback like evaluative, interpretive, supportive, probing, and understanding feedback. It emphasizes showing instead of telling in feedback by using examples and dialogue. It also stresses showing consequences in feedback rather than just stating if something is correct or incorrect. The document concludes by assigning students to create the gameplay section of a design document for their game or simulation, which includes structure, progression, balance, and technology details.
6. 1. Describe the game you played OR
the game you found as a review
of the interface (chapter 8).
2. What guidelines of a great
interface were present and which
were not?
3. Were there elements of the
interface that were dysfunctional
from a usability perspective? How
and what would you do to fix
them?
13. Feedback in Interface
“In entertainment games the interface is primarily
about the action. In serious games the interface is
primarily about the feedback.”
38. Writing Feedback
Feedback Type
Example for a Score-Based Element Technical Demands
Evaluative
Interpretive
You’re score is 120/200
Measure variables
You’re score is 120/200 because you
failed to respond quickly enough
Measure variables and model their
relationships
Supportive
You’re score is 120/200, and you need
to improve your response time to
challenges
Present and format measured data in a
form relevant to the learner
Probing
You’re score is 120/200, because your
response times were too low, was this
because the user interface was too
complex, or due to the game being too
hard, or was it something else?
User interaction model and support for
dynamicism and adaptivity in content
through intelligent agency
Understanding
You’re score is 120/200, because you
found the user interface too complex,
as a result you responded too slowly to
the challenges, you should complete
the tutorial on the user interface
Link expert knowledge and experience
to understanding of root causes of
failure
“Four-dimensional consideration of feedback in serious games”, http://bit.ly/171Ft2n
39. Writing Feedback
Show don’t’ Tell
• You failed to meet the objectives
of the interaction with this
customer.
• Before you’ve finished your
explanation of the story policy,
the customer turns abruptly,
slams the products she was
going to buy on the counter and
storms out the door. Before the
door store closes, he’s on the
phone with his brother telling him
about the bad experience he just
had at the store.
40. Writing Feedback
Use Dialogue
• The SME reacts negatively to
your suggestion.
• “I’m not sure why you think you
know more about xyz than I do. I
have over 20 years of
experience in this industry and I
am not going to waste my time
being lectured at by someone
who is a junior instructional
designer! What is your boss’s
extension?”
41. Writing Feedback
Show Consequences
• Incorrect, a better choice would
be to establish a perimeter
before proceeding into the
secure area.”
• BLAM! You just triggered a
secondary device killing yourself
and several bystanders.
Julie Dirksen, Storytelling: Narrative Techniques for Learning, http://bit.ly/1bDiN8F
42.
43.
44. LTMS 531: Designing Games & Simulations
1. Create the Gameplay Section of the Design
Document: Game Structure, Game
Progression, Game Balance, Game
Technology & Functionality (including
tracking & scoring) – Due on or before
Nov. 20