Mario Valle Web

Ideas from games

[1] D. Carson, Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry, Mar. 2000. [ bib | html ]
[2] L. Cherny, C. Clanton, and E. Ostrom, Entertainment is a Human Factor: A CHI 97 Workshop on Game Design and HCI, SIGCHI Bulletin, vol. 29, pp. 50-54, Oct. 1997. [ bib | html ]
[3] J. Dyck, D. Pinelle, B. Brown, and C. Gutwin, Learning from Games: HCI Design Innovations in Entertainment Software, in Proc. Graphics Interface 2003, Feb. 2003. [ bib | html ]
[4] C. W. Johnson, Using Cognitive Models to Transfer the Strengths of Computer Games into Human Computer Interfaces, in Workshop on Fun and Human Computer Interaction (A. Monk, ed.), Department of Psychology, University of York, 1998. [ bib | html ]
[5] C. W. Johnson, Taking Fun Seriously: Using Cognitive Models to Reason about Interaction with Computer Games, Personal Technologies, vol. 3, no. 3, pp. 105-116, 1999. [ bib | pdf ]
[6] D. Johnson and J. Wiles, Effective affective user interface design in games, Ergonomics, vol. 46, no. 13-14, pp. 1332-1345, 2003. [ bib | html ]
It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.
[7] A. H. Jorgensen, Marrying HCI/Usability and Computer Games: A Preliminary Look, in Proceedings NordCHI'04, (Tampere, Finland), pp. 393-396, ACM, Oct. 2004. [ bib ]
[8] Various, What can games teach us about human-computer interaction. (on the web), 2001. [ bib | html ]
[9] N. Lazzaro and K. Keeker, What's my method?: a game show on games, in CHI '04 extended abstracts on Human factors in computing systems, (Vienna, Austria), pp. 1093-1094, ACM Press, Apr. 2004. [ bib ]
What's My Method? is the game show that asks the question, How do you user-test games? The goal of this session is to highlight important differences between user research methods for games and productivity software in an instructive and engaging format. Emotion measurement scenarios are presented to the contestants and audience as questions in a fictional game show. Three games researchers compete to propose the best methodology to research thorny questions from real games. The audience acts as the judge, deciding how many points to award contestants for their answers.
[10] T. W. Malone, Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games, in Proc. 1982 Conference on Human Factors in Computing Systems, (New York), pp. 63-68, ACM, 1982. [ bib ]
[11] R. Pausch, What HCI Designers Can Learn From Video Game Designers, in Proceedings CHI '94, (Boston, USA), pp. 177-178, Apr. 1994. [ bib ]
[12] J. Salisbury, All a Question of Fun: How can primary research into how videogames engage support design practice?, in Game Design Research Symposium and Workshop, (Copenhagen), May 2004. [ bib | html ]
[13] O. Sotamaa, Creative User-centred Design Practices: Lessons from Game Cultures, in Everyday Innovators: Researching The Role of Users in Shapring ICTs (L. Haddon, ed.), pp. 104-116, London: Springer Verlag, 2005. [ bib | pdf ]
[14] M. Venturi, I videogiochi e le interfacce, Master's thesis, Università di Bologna, Mar. 2005. [ bib | html ]
Review thesis
[15] Z. Ye, Designing user interfaces for games, tech. rep., Human-Computer Interaction Institute, Carnegie Mellon University, Dec. 2000. [ bib | pdf ]
This white paper discusses general issues a designer may encounter when designing user interfaces for games, from design process to design principles.
[16] J. Ye and D. Ye, Hci and game design: From a practitioner's point of view. Found without any publishing note, Mar. 2004. [ bib | pdf | pdf ]
The intent of this paper is to present an overview of the many aspects of Human-Computer Interaction (HCI) research and practices, show their relationships with computer games, and discuss the possibility of using some of the HCI processes, methodologies, and tools for game design.

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