Monday, March 10, 2008
placid small thought no01/reason01
i am planning on “experimenting” with the idea of possible shifts between “successful” moments from the present into the future
i will attempt to create an invisible tenseless thread between two different places, greece and spain, athens and andratx, studio I and studio II
i have posted small packages of “time” to andratx addressing to me
i will attempt to create an invisible tenseless thread between two different places, greece and spain, athens and andratx, studio I and studio II
i have posted small packages of “time” to andratx addressing to me
spacewar (1962)
To provide an enjoyable interactive experience for the widest variety and number of users, a game’s, and more generally any end-user technology’s, design should follow a four-step methodology:
• Mix and match the components of Flow;
• Keep the user’s experience within the user’s Flow Zone;
• Offer adaptive choices, allowing different users to enjoy the Flow in their own way; and
• Embed choices inside the core activities to ensure the Flow is never interrupted.
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