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13 might be on its way are publication of case studies that explain both that positive emotional experience makes people more creative and efficient, as well as studies showing that interfaces can provide people that positive experience. Additionally enabling change is the refining of tests that reveal users’ emotional responses more effectively than previous tests.19 Yet, whatever increased interest HCI designers might take in emotion, there is no sign that they will look to the emotion affixed to gesture to provide it. *** Mother Nature: The Practice Mother Nature: The Game Mother Nature is a game/interactive experience that makes the fundamental components of life in the natural world -- the beauty, the generativity, the conflict and the destruction -- into the tools of play. In Mother Nature, the body is the controller; the objects it controls and the interactions it influences are modeled on the objects and interactions of the real world. A person intending to build a gardening game in which the player’s experience is intended to center on generating life ought to include: (a) a way of bringing seed into the world; (b) a way of bringing nourishing rain into the world; and (c) a way of turning that potential for growth into real, meaningful growth. In nature, much has a dual nature: what is helpful in some circumstances and in some degrees can be harmful at other times or in a 19 A Agarwal and A Meyer, ‘Beyond Usability: Evaluating Emotional Response as an Integral Part of the User Experience’ CHI 2009 Case Studies New Usability Metrics and Methods pp. 2919 – 2930.
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 20 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 13 might be on its way are publication of case studies that explain both that positive emotional experience makes people more creative and efficient, as well as studies showing that interfaces can provide people that positive experience. Additionally enabling change is the refining of tests that reveal users’ emotional responses more effectively than previous tests.19 Yet, whatever increased interest HCI designers might take in emotion, there is no sign that they will look to the emotion affixed to gesture to provide it. *** Mother Nature: The Practice Mother Nature: The Game Mother Nature is a game/interactive experience that makes the fundamental components of life in the natural world -- the beauty, the generativity, the conflict and the destruction -- into the tools of play. In Mother Nature, the body is the controller; the objects it controls and the interactions it influences are modeled on the objects and interactions of the real world. A person intending to build a gardening game in which the player’s experience is intended to center on generating life ought to include: (a) a way of bringing seed into the world; (b) a way of bringing nourishing rain into the world; and (c) a way of turning that potential for growth into real, meaningful growth. In nature, much has a dual nature: what is helpful in some circumstances and in some degrees can be harmful at other times or in a 19 A Agarwal and A Meyer, ‘Beyond Usability: Evaluating Emotional Response as an Integral Part of the User Experience’ CHI 2009 Case Studies New Usability Metrics and Methods pp. 2919 – 2930. |