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User-Centered Design in Video Games: Investigating Gestural Interfaces Appropriation
1. DPPI 2011
USER-CENTERED DESIGN IN VIDEO
GAMES: INVESTIGATING GESTURAL
INTERFACES APPROPRIATION
NICOLAS NOVA & TIMOTHEE JOBERT, 24.06.2011, MILANO
WWW.LIFTLAB.COM
2. 2
OUTLINE 21
PART I Introduction
PART II Field study
PART III Design implications
PART IV Game prototypes
3. 3
I STARTING POINT 1: NEW SENSOR TECHNOLOGY (MOVEA) 21
5. 5
I STARTING POINT 3: REALISM 21
Physical representation
of human agency in the
“game”
1 button = 1 possibility
6. 6
I STARTING POINT 3: REALISM 21
Movements instead of
buttons, no buttons and
“infinite possibilities”,
supposed to convey “realism”
7. 7
II FIELD STUDY 21
Home visits / 10 participants / 4
sub-groups (experts versus casual
players / high versus low physical
skills) / 3 games played with joypad
8. 8
IV PLAYERS EXPERIENCE SHAPED BY 4 MAIN PARAMETERS 21
Sensation Excitation
perception of specific feeling a feeling of enthusiasm when
caused by game interactions gesturing
Performance Precision
the achievement of specific possibility to play with
game tasks interaction accuracy
9. 9
III REALISM? 21
“Sport is not just gesticulations!”
“I can do a gesture to kick the ball
but I can’t move characters from my
team!”
10. 10
III REALISM? 21
Regular kicks
Kicks detected not detected
only when done
backwards!
11. 11
III REALISM? 21
“it breaks the illusion, I
need to press buttons
and make gestures”
21. THANK YOU MERCI GRACIAS DANKE GRAZIE
NICOLAS NOVA In partnership with
nicolas@liftlab.com
TIMOTHEE JOBERT Movea
CEA-LID
timothee.jobert@cea.fr eXperience-Team
Widescreen Games