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2 and indeed found that incorporating the body did appear to have a positive, powerful effect on players’ experience. There is no evidence to suggest that employing the emotional and cognitive armature attached to human gesture and movement is a design strategy game designers have considered employing. If one were to conduct a thought experiment and to imagine -- based on how gestural games have been designed thus far -- how designers would design a gestural gardening game, a very concrete picture would come to mind: a game in which a player would start by thrusting her arms to the left and then over her left shoulder, as though using a shovel. Next, she would wave her arm right and left a bit in front of her to water the shoveled spot with a hose, and then squeeze some sort of atomizer or depress the button on the top of a spray can to distribute a pesticide and protect a seedling from predatory insects. That kind of design generates gestures that are relatively easy to learn and remember; and it is perfect for some kinds of play experiences – experiences in which the game world largely replicates the real world and, thus, where videogame play resembles real-world play. Yet, the designs that employ gesture so literally fail to exploit a huge number of the affordances that gestural play might provide. It also bespeaks a narrow or flat view and deployment of gesture – one in which gesture is merely a source of data/input to the computer system but not a potential source of enriching chemical, emotional, and psychological experience in gesturing players – experience that could radically enhance and deepen their play experiences.
Object Description
Title | Toward a theory of gesture design |
Author | Tucker, Diane |
Author email | diane.tucker@gmail.com; dmtucker@usc.edu |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-05-02 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-04 |
Advisor (committee chair) | Bolas, Mark |
Advisor (committee member) |
Fullerton, Tracy Kratky, Andreas Malamed, Laird |
Abstract | The enormous transformation in how humans engage with technologies – providing direct access through touch or gesture, without any mediating controller – has just reached mainstream computing, games and home theaters, with the recent releases of the Kinect and the WAVI Xtion. This change has opened up huge new opportunities for the design of games, interactive experiences and applications. This paper presents the evidence of the connection between the body and perceptions, emotions, and mental states; the powerful, extensive, and surprising ways those connections are manifest; and the unexpected and very potent role that metaphor plays. This paper then presents how that evidence points to a way of employing the emotional and cognitive armature attached to human movement as a means of developing emotionally compelling gestural game-play. |
Keyword | game design; gesture; gestural vocabulary; gestural design; gesture design; user interface design; human computer interaction; human centered computing; emotion in games; design; metaphor |
Coverage date | 1990/2011 |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3891 |
Contributing entity | University of Southern California |
Rights | Tucker, Diane |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-tucker-4587 |
Archival file | uscthesesreloadpub_Volume29/etd-tucker-4587.pdf |
Description
Title | Page 9 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 2 and indeed found that incorporating the body did appear to have a positive, powerful effect on players’ experience. There is no evidence to suggest that employing the emotional and cognitive armature attached to human gesture and movement is a design strategy game designers have considered employing. If one were to conduct a thought experiment and to imagine -- based on how gestural games have been designed thus far -- how designers would design a gestural gardening game, a very concrete picture would come to mind: a game in which a player would start by thrusting her arms to the left and then over her left shoulder, as though using a shovel. Next, she would wave her arm right and left a bit in front of her to water the shoveled spot with a hose, and then squeeze some sort of atomizer or depress the button on the top of a spray can to distribute a pesticide and protect a seedling from predatory insects. That kind of design generates gestures that are relatively easy to learn and remember; and it is perfect for some kinds of play experiences – experiences in which the game world largely replicates the real world and, thus, where videogame play resembles real-world play. Yet, the designs that employ gesture so literally fail to exploit a huge number of the affordances that gestural play might provide. It also bespeaks a narrow or flat view and deployment of gesture – one in which gesture is merely a source of data/input to the computer system but not a potential source of enriching chemical, emotional, and psychological experience in gesturing players – experience that could radically enhance and deepen their play experiences. |