I posted a few months ago about a PC keyboard that uses a Bell keypad and predictive text. Now Carlo Longino at MobHappy spotted this in USA Today:
Link: Text Games, On Paper (mobhappy.com)
I posted a few months ago about a PC keyboard that uses a Bell keypad and predictive text. Now Carlo Longino at MobHappy spotted this in USA Today:
Link: Text Games, On Paper (mobhappy.com)
“Game designer Jane McGonigal has a vision for a new generation of network games that will pull players away from their lonely consoles, and get them out in the world, interacting with each other and changing their own lives, and society, for the better…In the next five years, the criteria used for evaluating personal technology [...]
Matt Jones talks about play and design for mobile devices.
“What does this have to do with interaction design or mobile devices? Well, as I’ve said, in play we explore, try new things and push our limits more than in any other state. The practice of experience design often tries to prescribe set paths for the [...]
“The judo rule: Turn your weaknesses into your strengths. If you cannot escape the limitations of the small screen, use them to your advantage! Think of ways to turn the screen size into an integral part of gameplay — part of the game’s challenge that the player must learn to overcome. Make the small screen [...]
Yiibu has made available a wonderful little presentation about the design of mobile games.
“Design for play, quiet contemplation, exploration, discovery, suspense, laughter, friendship, joy…(remember boredom, stress, fatigue, personalization, control, play—everyone’s personal time is different)”
Link: Creating ‘Casual’ Games, Content and Applications for the (Mobile) Long Tail (yiibu.com, PDF, via)
Some guidelines for the design of handheld games.
“There are two major things you have to keep in mind concerning the interface and user-experience, first one is that most players will be picking up your game in short breaks. They need to be able to quickly start it, and quickly put it away without losing “everything”. [...]
“There’s a lot to [the mobile version of] Time Crisis, it’s long,” said Rubin. “And that is appealing more to the hardcore audience anyway. We think for the next couple years, mobile phones will be a viable platform even for hardcore gamers, even if they’re not necessarily playing ‘hardcore’ games on it. They’re carrying their [...]
“This article is an exploration of interaction. It is likely to appeal most to designers with a particular interest in the low-level mechanics of basic actions. It does not intend to set out facts and figures, rather its intent is to pose questions, provide suggestions, and present possibilities. The focus is on the abstract, where [...]
Russell Beattie asked whether the mobile games industry is on the verge of collapse, thanks to a flooded market. The fantastic collection of screenshots (see link below) really shows that most games producers are thinking about mobile games for Gamers, rather than games for people. I would love to see some great social games on [...]