I found an article about ambient/peripheral displays, mapping out the design space of 'ambient information systems' in a quite interesting way. The authors speak about:
Information capacity, representing the number of discrete information sources that a system can represent.
Notification level, the degree to which system alerts are meant to interrupt a user.
Representation fidelity, the level of abstraction of the information carriers - how the data from the world is encoded into patterns, pictures, words, or sounds.
Aesthetic emphasis, relative importance of the aesthetics of the display.
Allthough the authors are describing the design space for what is called ambient information systems - ubiquitous computing systems more or less - I do think that the described dimensions are quite important for game interfaces as well. The notification level is especially important from an immersion point of view, and the semiotic aspect of representation fidelity is relevant for diegesis.
http://portal.acm.org/citation.cfm?id=1133265.1133277&coll=Portal&dl=GUIDE&CFID=20369361&CFTOKEN=36793872
Wednesday, February 4, 2009
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment