Juiciness Exploring and Designing Around Experience of Feedback in Video Games

Juiciness Exploring and Designing Around Experience of Feedback in Video Games

Juiciness Exploring and designing around experience of feedback in video games Simeon Atanasov [email protected] Thesis-project, Interaction Design Master Supervisor: Simon Niedenthal Examiner: Jonas Löwgren Examination date: 31 May 2013 K3, MAH, Malmö, Sweden Spring term 2013 1. Introduction...................................................................................................................................................................5 2. Contribution summary...................................................................................................................................................6 3. Theoretical framework...................................................................................................................................................6 3.1. Emotion and beauty in design ............................................................................................................................................ 6 3.2. What is “aesthetics”?........................................................................................................................................................... 8 3.3. “Shared” aesthetics in video games................................................................................................................................... 9 3.4. Experience. From Interaction design to video games. ................................................................................................... 13 3.5. Experiential Qualities......................................................................................................................................................... 15 4. Methodology...............................................................................................................................................................16 4.1. Articulating Experiential Qualities.................................................................................................................................... 16 4.2. Lo-Fi vs. Hi-Fi sketching ..................................................................................................................................................... 17 4.3. Research through design................................................................................................................................................... 18 4.4. Design approach................................................................................................................................................................. 18 5. Feedback / Feedback systems......................................................................................................................................19 6. Feedback in games.......................................................................................................................................................20 7. “Juiciness”....................................................................................................................................................................24 7.1. Emotionally charged feedback.......................................................................................................................................... 24 7.2. “Juiciness” and visuals....................................................................................................................................................... 26 7.3. “Juiciness” and sound........................................................................................................................................................ 29 7.4. Emergence........................................................................................................................................................................... 30 7.5. Conditions and scope......................................................................................................................................................... 33 7.7. Satisfaction through “Juiciness” ....................................................................................................................................... 34 8. Game prototype...........................................................................................................................................................34 8.1. Design tools and limitations.............................................................................................................................................. 35 8.2. Testing.................................................................................................................................................................................. 35 8.3. Experiments........................................................................................................................................................................ 36 8.3.1. Sketch1 – the fire trail................................................................................................................................................ 36 8.3.2. Sketch 1 testing .......................................................................................................................................................... 38 8.3.3. Sketch 1.1 – the ghost trail........................................................................................................................................ 39 8.3.4. Sketch 1.1 testing ....................................................................................................................................................... 39 8.3.5. Sketch 2 – the lanterns .............................................................................................................................................. 40 8.3.6. Sketch 2 – testing ....................................................................................................................................................... 42 8.4. Design process.................................................................................................................................................................... 43 8.4.1. Initial ideas and process start up.............................................................................................................................. 43 8.4.2. Development of the game prototype ...................................................................................................................... 44 Shooting and pickups:..................................................................................................................................................... 45 Changing shooting modes:............................................................................................................................................. 47 Player death and game over screen:............................................................................................................................. 48 Audio feedback:............................................................................................................................................................... 49 8.4.3. Testing and initial comments.................................................................................................................................... 50 8.4.4. Updates and further testing...................................................................................................................................... 51 9. Conclusions from the prototype...................................................................................................................................54 9.1. Evaluation of “Juiciness”.................................................................................................................................................... 54 9.2. The language of “Juiciness”............................................................................................................................................... 55 9.3. A part of a whole................................................................................................................................................................ 56 9.4. Summary............................................................................................................................................................................. 57 10. A critical look .............................................................................................................................................................57 10.1. Can one really design experience through “Juiciness”?............................................................................................... 57 10.2. Is “Juiciness” really novel? .............................................................................................................................................. 58 10.3. Experience or marketing? ............................................................................................................................................... 58 11. Further work..............................................................................................................................................................59 11.1. Sub-qualities of “Juiciness” ............................................................................................................................................. 59 11.2. Non-audio/visual feedback............................................................................................................................................

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