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Interaksjonsdesign i dataspill

Filed under: games, norwegian, technology, usability — admin @ 17:59; September 20, 2009

Pong
For noen uker siden, tok min gode kollega Andreas Qvenild med seg sin originale “Bingo” videospill maskin på. Maskinen ser ut til å være en av mange Pong kloner fra slutten av 70tallet, utstyrt med klassiske vri for å flytte kontrollere. Herlig retro moro koblet til kontorets 50tommer plasmaskjerm.

Interaksjonsdesign i dataspill, er en spennende gren innen interaksjonsdesign. Observasjonen av de aller første spillerene som prøvde Pong, er en god beskrivelse av hvordan selv de enkleste grensesnitt kan være ganske fremmed.

“One of the regulars approached the Pong game inquisitively and studied the ball bouncing silently around the screen as if in a vacuum. A friend joined him. The instructions said: ‘Avoid missing ball for high score.’ One of them inserted a quarter. There was a beep. The game had begun. They watched dumbfoundedly as the ball appeared alternately on one side of the screen and then disappeared on the other. Each time it did the score changed. The score was tied at 3-3 when one player touched the knob controlling the paddle at his end of the screen. The score was 5-4, his favor, when his paddle made contact with the ball. There was a beautifully resonant “pong” sound, and the ball bounced back to the other side of the screen. 6-4. At 8-4 the second player figured out how to use his paddle. They had their first brief volley just before the score was 11-5 and the game was over.Seven quarters later they were having extended volleys, and the constant pong noise was attracting the curiosity of others at the bar. Before closing, everybody in the bar had played the game. The next day people were lined up outside Andy Capp’s at 10 A.M. to play Pong.” [Cohen:29:1987]

Den enkle instruksjonen “Avoid missing ball for high score”, var den eneste instruksjonen som sto på maskinen. Over de to styrehjulene sto det player 1 og player 2. For med slik enkelhet som i denne maskinen, skulle man tro at dette var tilstrekkelig instruksjoner for å få folk til å forstå interaksjonsmetoden. Problemet var at dette var noe som ingen her tidligere hadde sett eller prøvd. Heldigvis var interaksjonen så enkel, at utforskingen raskt ga resultater – Nintendos suksess med Wii til en hel generasjon nye spillere, kan nok til en viss grad tillegges slik enkel intuitiv interaksjon.

Arkade videospill maskiner, har (eller hadde) den fordelen av å stå i offentlige rom. Dermed skal det bare en som kan interaksjons metoden til, før mange lærer det. Den klassiske modellen for læring ved imitasjon fra arkadehallene bidro nok til å lette overgangen for å få videospill inn i hjemmene.

bingo

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