Monday, March 10, 2008

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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