Here I am listening to a panel and taking notes, and I figured, hey, I can share some of these with you.我在这里听一个小组,并指出,和我想,嘿,我可以分享其中的一些与您联系。 These are just my rough notes, not really a transcription.这些只是我的粗略说明,不是一个真正的转录。 The talk had pretty heavy overlap with some stuff Will’s presented before.谈论了相当沉重的重叠,有些东西会的提交。
How other fields can inform interactive design 如何其他领域可以通知交互式设计
Games exhibit “film envy,” taking too much inspiration from linear media.运动会展览“电影嫉妒, ”考虑太多灵感来自线性传播媒介。 We shouold be looking at more fields to draw learning from.我们shouold寻求更加广泛的领域内提请学习。
Will moved through several other fields, which I’ve bolded here. 通过将移至其他几个领域,我已经粗体这里。
Industrial design: 工业设计:
Used to be a model of apprenticeship, switched to a professional model (schools and theory).曾经是一个模型的学徒,转为专业模型(学校和理论) 。 Two modes here: craftsmen who represent unself-conscious design, changing into professionals using self-conscious design.这两种模式的位置:工匠谁代表unself意识的设计,转变为专业人员使用自我意识的设计。 Craftsmen learn thru failure, whereas professionals are protected from failure by theory they learn.通过学习手工艺失败,而专业人员受到保护,没有理论,他们学习。
An anecdote: a pottery teacher split his class into two groups.一个故事:一个分裂的陶器老师在课堂分为两组。 One group was told they would be graded on quantity of pots they made.其中一组被告知他们将分级对盆量的他们。 The other was told they would be graded on just one pot.其他被告知他们将分上只有一个锅。 In the end, the ones that made zillions made better pots from an artistic point of view.最后,那些取得zillions取得更好的花盆从艺术的角度来看。
The balance between the two approaches is important.两者之间的平衡这两种方法是非常重要的。
The chair as the basic design object that designers test themselves on, a tree of requirements from different domains: sturdiness, affordability, aesthetics, etc. Games have a tree of basic requirements too: fun, aesthetics, etc.椅子的基本设计目标,设计自己的测试,一棵大树的要求从不同的领域:坚固,可承受,美学,等奥运会有树的基本要求太多:有趣,美学等
Industrial designers do prototypes very well.工业设计师做原型非常好。 you want 2-3 days iteration time.您想迭代2-3天时间。 It is important to sit back and ask “how do you use this?重要的是要坐下来问“你如何使用呢? can you guess how it works?” The “let me try” test means the user built an internal model of how it works.可你猜它是怎么做到的? “的”让我尝试“试验是指用户建立了一个模型的内部工作方式。 Testing at a deeper level: do they want to save what they have done?测试在一个更深层次的:他们要保存他们做些什么呢?
Architecture: 建筑:
Space planning.空间规划。 a field that is self-aware about design process, from pattern language to feng shui.一个外地这是自我意识的设计过程,从模式语言的风水。 Pitfalls we can learn from: at high levels it’s too much about critics; the parallel is making games for hardcore gamers.陷阱,我们可以借鉴:在高水平的太多的批评;平行的是游戏的铁杆玩家。
Japanese gardens: 日本花园:
Emotionally evocative, elaborate grammar of symbology.令人回味的情感,阐述语法符号。 (Will referenced a book about “the 48 kinds of rocks” — symbols with mythic, historical, and religious significance. (会引用一本书“的四十八种岩” -象征与神话,历史和宗教意义。
Irregular paths with odd shaped rocks force you to look down to expand your concept of space, or play with foreshortening.不规则的路径与奇形岩石迫使你看不起扩展您的空间观念,或玩透视。 The gardens are designed to work over time — seasons, etc, and include an aspect of humanity.花园的设计工作随着时间的推移-季节等,并包括一个方面的人类。
Simplicity: the garden is not complete unless there is nothing else you can remove.简单:花园是不完整,除非有没有别的可以删除。 In games we often do the kitchen sink.在游戏中,我们经常这样做厨房的水槽。
Also meant to help mental processes: zen gardens.也意味着,以帮助心理过程:禅宗花园。
The Russian space program: 俄罗斯太空计划:
Similar to the gardens: simplicity.类似的花园:简单。 The Soyuz navigation computer was literally a globe with mechanical controls.联盟导航计算机编程人员的全球机械控制。 Very simple stuff, but they’ve lost less people in space than the US has.很简单的东西,但他们已失去人民的少空间比美国。
Automotive design: 汽车设计:
Has a heavy engineering component (like games), lots of art, lots of usability concerns.有一个重型工程的组成部分(如游戏) ,大量的艺术品,大量的可用性问题。 Spends a lot of time on interfaces, doing heatmap analysis of UIs.花费大量的时间来对接口,这样做heatmap分析用户界面。
We could do similar things in games: how often are buttons clicked on?我们可以做类似的事情在游戏:如何往往是按下按钮? Which are hit near each other?这是近击中对方? This was used to balance out the Sims UI.这是用来平衡的模拟人生的UI 。 Which verbs are in the game and what controls should be prominent?其中动词是在游戏中,哪些控制应突出?
Games are like auto racing: invented problems, like the DARPA Grand Challenge, power tool racing in San Francisco, etc. Concept cars: not practical today, but by collecting elements, very useful for future development.奥运会就像是赛车:发明问题,如DARPA大挑战,电动工具赛车在旧金山等概念车:今天不切合实际,但收集的内容,非常有用的发展前景。
“Creativity is allowing yourself to make mistakes. “创新是允许自己犯错误。 Art is knowing which ones to keep.” — Scott Adams艺术是知道哪些保留。 “ -斯科特亚当斯
Volvo formed a team of women to create a concept car.沃尔沃成立了一个小组的妇女创造一个概念车。 in order to recapture the soccer mom market.为了重新夺回市场的足球妈妈。 They got lots of configurable cargo space, headrests that supported ponytails, no gas caps needed, etc, seat inserts for customization.他们有大量的可配置的货舱,头枕,支持马尾,没有必要天然气帽等,座椅为定制。 Toyota did a project with Sony to mix in Aibo to a car… it displays emotions externally to other drivers with an antenna that wags.丰田没有一个项目,索尼混淆在爱宝的车...它显示情绪外部其他司机的wags天线。 Interior has vid displays per seat.室内展示了大卫每座位。
Cars are also vehicles for self-expression, like many games are becoming.小轿车也在汽车的自我表达,像许多游戏正变得。
Art: 艺术:
Art hit photorealism 400 years ago and didn’t stop; it kept going into abstraction again, from whence they came.艺术击中照片400多年前,并没有阻止它继续进入抽象再次,来自何处,他们来了。 Games tend to be externally representational right now…比赛往往是对外代表权现在...
Magic: 魔术:
Stage magic is about building a model in the audience’s head — getting you to build the wrong model, actually.舞台神奇的是关于建立一个模型,观众的头-帮助您建立了错误的模式,实际上。 Games do the same thing.运动会做同样的事情。 AI is also like magic — misdirection, building a player model of intelligence, not about actually building intelligence.大赦国际也像魔术-误导,建设一个球员模型的情报,而不是实际建设的情报。
There’s no such thing as AI, it’s really just a collection of tools we use.没有这样的东西人工智能,这真的只是一个收集的工具,我们使用。
You need to help the player build a model, or they will build the wrong one (they always build one).您需要帮助球员建立一个模型,或者他们将建立一个错误的(他们总是建立一个) 。
Consider the story of the Mechanical Turk…试想故事机械特克...
Biology: 生物学:
Fitness landscapes are the basis for the Sims AI model.健身景观的基础冼人工智能模型。 You can use it for market analysis as well.您可以使用它的市场分析以及。
Language: 语言:
After release we go listen to players to see their stories, what verbs they use, what nouns matter.释放后,我们去倾听球员看到自己的故事,是他们使用的动词,名词什么问题。 In The Sims the dominant word was “dollhouse” at first, then the language shifted as people started telling stories.在模拟人生占主导地位的词是“游乐”的第一,那么语言也发生了变化,人们开始讲故事。
Designers have a different language from players, under the hood.设计师有不同的语言播放器,引擎盖下。 This is semiotics.这是符号。 The sender is going thru a medium to send a message to a receiver.发件人正在经历一个中等发送邮件的接收器。 There’s noise in it, and the receiver decodes it all, which may result in a different message.有噪音,并接收解码这一切,这可能会导致不同的信息。
There are also different levels of symbolism: symbolic, iconic, indexed (representational).也有不同程度的象征意义:象征性,标志性,索引(代表) 。 Most of our intelligence is about filtering.大多数我们的情报是关于过滤。
A computer mouse had “do” and “point” as its language, originally: do on the button, and point on the mouse proper.一个电脑鼠标已经“做”和“点”作为其语言,原来:这样做的按钮,点鼠标恰当的。 Then “do” and “ask” (right mouse button) and “point” was the next step.然后, “做”和“问” (滑鼠右键)和“点”是下一个步骤。 Thyey then added “browse,” via the mouse wheel, then “next” and “last,” and these days it’s confusing. Thyey然后说: “浏览” ,通过鼠标滚轮,然后“下一步”和“最后, ”和这些天的困惑。 
In terms of display, meaningful nouns in games tend to get saturated in the artwork, to call them out.从显示的,有意义的名词往往在游戏中得到饱和的艺术品,呼吁他们。 Verbs tend to be spectacular, and limited.动词往往是壮观,和有限的。 Exaggerated adjectives.Most games have one verb: kill.夸大adjectives.Most场比赛有一个动词:杀人。 In the industry, there are not too many more: race, manage…在这个行业,有没有太多的更多:种族,管理...
People are good at interpreting verbs, as in shopping browsing and infer the verbs… independent of culture, age, and gender.人们在解释好动词,如在浏览和购物推断动词...独立的文化,年龄和性别。
Film/storytelling: 电影/故事:
There’s too much inspiration drawn from this in games.有太多的灵感来自这个游戏。 Storytelling has a very evolved structure, emotional ride, arcs, etc. The claim is that film deals with rich emotions, and games with crude ones, BUT that’s not fair– it’s just a different.emotional palette.故事有一个非常演变结构,情感游戏机,弧等,要求是,影片涉及丰富的情感,和游戏的原油,但这是不公平的,它只是different.emotional调色板。 Games can give guilt, pride, accomplishment, expression, which movies cannot…奥运会能给内疚,自豪感,成就,表达,这电影不能...
Rather than linear, games are like giving players a vehicle to explore the possibility space with.而不是线性的,游戏是想给球员的车辆探讨是否有可能与空间。 The interesting stories are the player ones.一个有趣的故事是球员的。
From the player point of view, there’sa fine line between complex behavior and randomness.从球员的角度来看,有细微的界线之间复杂的行为和随机性。 It’s all about seeing causal chains: what caused something to happen?这是看到所有的因果链条:什么东西造成的呢? If you can’t tell, it comes across as random.如果你不能告诉,但遇到的随意性。
Toys and models: 玩具及模型:
Some are creative, where you create models as you play, like Legos.有些是创造性的,在这里,您创建模式,作为你打一样, Legos 。 Some are loosely representational like dollies.有些是松散的代表性像推车。 Then there’s models, which are directly representational.其次是模式,这是直接的代表。
Models strip out the irrelevant.模型带出无关紧要。 Many toys are scaffolding for imagination — Lego. The less detail, the easier it is to edit for people.许多玩具的脚手架的想象力-乐高积木。详细的少,就越容易编辑的人。
As designers we are working with two processors: the CPU and the brain.作为设计师我们正在同两个处理器: CPU和大脑。 In interactive fiction it was 80/20 to imagination, today it’s 80/20 to CPU.在互动小说这是80/20来的想象力,但今天的80/20到的CPU 。 But we could feel empathy for 20 pixels in Choplifter…但是,我们可以感觉到同情20像素的Choplifter ...
Some trends he sees in the industry: 有些趋势,他认为在该行业:
When picturing game devleoper job roles, we think of artists, programmers, designers, producers.当比赛devleoper想象就业的作用,我们认为,艺术家,程序员,设计师,生产商。 But he’s seeing more value in programmers with design skills, artists with programming skills (particularly for procedural art), and designers doing more programming, which a lot to do with prototyping.但他看到更多的价值,程序员与设计技巧,艺术家与编程技能(特别是程序性艺术) ,和设计师做更多的节目,其中有很多事情要做的原型。 Designers need to be fluent in process.设计师需要流利的进程。 That’s our medium.这就是我们的媒介。 Also producers more fluent in design, understanding iteration and process, which helps them manage better.生产者也更流利的设计,迭代理解和过程,这有助于它们更好地管理。 Basically, looking at more interdisciplinary teams.基本上,寻求更多的跨学科小组。
生活游戏世界 切尼打猎鹌鹑
生活游戏世界会是在这里技术。 你可以看直播流,或观看recaps的会议,其中包括威尔莱特的基调,对会议场地。 拉夫乌韦科斯特也是博客它( 1 , 2 ) 。 在其他...
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[...]拉夫乌韦科斯特是博客的专题讨论会,迄今职位描述他参观了设施-包括一个很酷的照片威尔莱特准备发挥了早期版本的人物现实门面-以及会后说明的主旨讲话。 [...]
该奥森威尔斯游戏。 他最近发表了谈话佐治亚理工学院以及有关... ...一切。 国家的产业,它的领导的关系,同其他领域,日本禅宗花园等您可以阅读拉夫乌韦科斯特的说明谈话
[...]拉夫乌韦涵盖威尔莱特上的讲话一次会议。 我爱的潜台词,以威尔莱特的讲话:如果你还没有注意到,他或多或少地跳过他知道什么内外。 他将进入非常详细的许多有趣的事,但只要他来的一个概念,他已经适用于大规模,他只是说几个简单的句子。 我喜欢这一点:它说,他这样做了,自己都else.Anyhow ,我认为有不同的方式寻找游戏设计是非常有益的。 然而,归根结底,看场的电影院,赛车,生物学,或舞台魔术将是取代看场比赛。 毕竟,电影是先看摄影或刺激的驾驶旅程。 直到影片想法来到时机和转向电影纳入自己的art.Looking在游戏方面的其他类型的制度是好的。 但是,归根结底,游戏的游戏。 他们有一个独特的方法。 和真正的挑战不是要找出他们最喜欢,但其中一块是不同于别的。 然后,主人说piece.The的问题是,我们要求很多事情“游戏” 。 真实世界的赛车游戏。 赌博打架的牦牛是一种游戏。 看多久你可以跳的一条腿是game.Similarly ,我使相当多的游戏。 95 %的人没有电脑游戏! 他们的角色扮演游戏,或纸牌游戏,或棋类游戏,或其他任何在阳光下。 会做所有这些“游戏”有一个,连接东西是不同意的其他系统?最初,我写了长文的各种事情,它可以,但拿起了大量的空间。 让我泄漏给你 : 它不是互动性。 这不是“乐趣” 。 这不是复杂的系统。 这是加权反馈loops.All游戏,从股市牦牛比赛,以扑克都反馈回路。 但更重要的是,这些都是循环的高粮食奖励。 您可以输赢各种各样的强度。 “噢,老兄,神奇牦牛损失只是一个唾沫的长度! 我是如此接近! “股市,通过这一定义,是一种游戏。 您可以输赢各种各样的方式和intensities.But这只是游戏如果你玩这些奖励。 许多人谁一直在市场上很长一段时间开始得到厌倦。 他们设置其他奖励,如“继续取得至少12 % ” 。 反馈不再是“赢得了11.3 % ”或“失去了2.9 % ” ,现在常常沦为“获得”或“丢失” 。 这就是没有足够的粒度。 这种反馈是太simple.Similarly ,驾驶是一项复杂的反馈回路,但没有真正的粒度。 有任何数量的“损失”强度,从“你这个家伙honk ”到“你撞上了牦牛赛车舞台上。 ” 然而,没有“双赢”的强度。 如果您“足够好” ,你就不够好。 没有足够的反馈信息!在心脏每良好的比赛是一种美丽反应奖励制度装订的反馈回路。 第一人称射击过于良好在此,以多轴一套奖励/惩罚。 一样的健康。 是啊,您可以运行的健康和损失。 但更经常地采取了打击任何形式的降低你的健康只是有点。 您可以使用,作为一个衡量你的成功,使far.All良好的游戏这些类型的明确,高粮feedback.They不需要“目标” 。 他们甚至不需要道理的。 事情一套游戏之外所有其他类型的系统是加权反馈loop.And我会告诉你更多关于它不久。 或者至少,我想它。 [...]
在拉夫乌韦的博客,他转达了基调给予生活游戏世界2006年。 主旨是这样说,除其他外:游戏展览“电影嫉妒, ”考虑太多灵感来自线性传播媒介。 我们shouold寻求更加广泛的领域内提请学习。
[...] Hmmm ... http://www.raphkoster.com/2006/02/16/living-game-worlds-2006-will-wrights-keynote/ [...]
它并尝试重置。 我们正在拍摄的一切。 “公关行为三:主旨在游戏开发会议:接下来的内容,而不是真的! 或为什么我太执着于自己的比赛研究所(一些生活博客企图赖特基调,更说明威尔莱特的基调和威尔莱特位& bobs )