R&I Design: Reading notes for week five September 30, 2008
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The Importance of Being Playful
Students love to play. Its what we do when we are not in school or at work. Sometimes students even play school when they are not at school. Different roles of teacher and student are assigned and young students have fun. This article speaks a lot to those who are advocates of using video games as instructional tools. It could be used as a guide for game designers and teachers who wish to incorporate the rules of mature play into their games or classrooms.
Saffer Chapter 5-6
I always liked reading textbooks as a child because it introduced me to new definitions and a discourse on subjects like science and history. For the same reason, chapter 5-6 didn’t introduce any new concepts to me. However, it did give names to things that I had not know had names; such as the jog dials on physical devices and twists on web and operating system interfaces. The case studies on Google Mail – which I find clumsy and annoying – were also interesting. In Gmail’s attempt to make email into stored conversation, they make interfacing with the application difficult as a user is forced to toggle “twists” to unfold parts of converstations. These aren’t conversations – they are just seperate emails from the same person. Kind of annoying. The case study focused on having the IM and mail portion seperate.
A story in only 55 words September 30, 2008
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Often times designers have little space to work with. Tablet computers have tiny screens. Cell phones even smaller ones. As a metaphor and design practice, below is a story I wrote using exactly 55 words.
—
Lesson One:
“I smashed cars,” Jose bragged.
Student-teacher Peter listened. He’s so poor. Born without a chance.
Principal Johnson startled Peter from his sympathetic lull.
“My windshield’s smashed. Heard anything?”
He trembled.
“No.”
Peter felt empowered letting Jose off.
He regretted it in the parking lot later. His first paycheck would have to repair his busted headlights.
—
It took three hours to write this story. I spent 30 minutes coming up with the idea. The first draft was 187 words. I feel like some of the story is missing, but the exercise did teach me it is possible to say a lot in a small space.
Games and Simulations: Console game reflection September 24, 2008
Posted by mvalia in Gaming and Simulations, educational gaming.Tags: class assignment, mario, review
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Still smitten with the classic Nintendo characters, I am currently playing The New Super Mario Brothers for the Nintendo DS. Released in 2006, the game combines the map and adventure from the NES title Super Mario 3, with the game play of the original game. The nostalgia hasn’t worn off yet, and the updated graphics and features make the game a pleasure to play. The game is a perfect fit for the graphic capabilites of the DS. The system’s more immersive titles that try to be like the big boys – XBOX and PS3 – are always watered down and grainy. This title shines. Its fun to rip through each side scrolling level as only holes in the ground stand in my way. The game is also more fun than the original thanks to a generous amount of extra lives I can easily attatin as well as a checkpoint and saving function. When I was 10, falling down a hole was devistating. Now, I have 20 lives left and I can go at it again. Its also nice to have the affordance of better hand-eye corrdination that age has given me. I can play for about 30 minutes before becoming bored. This is very different from an immersive game like The Legend of Zelda Twiglight Princess – my other gaming endevor that I can play for hours; but its one of the few video games in the system’s title library that isn’t a puzzle game or targeted to an eight-year-old girl.
R&I Design: Reading notes for week four September 23, 2008
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On Sharp:
The “clippy” era of PC interface design evolution is an amuzing story. I would really have liked to see Microsoft Bob in action. Maybe it could be brought back to help people sift through the still obnoxious error messages that pop up in Windows Vista. Perhaps trying lessen the emotional impact of a computer crash, my favorite part of Vista is when something is “not responding” the whole screen fades into a cloudy gray as the user is left to gaze upon a task manager they cannot access. Computers should not have any error messages – kind or brutle – they should just work. Moving over to OSX this past spring was a breath of fresh air as I rarely see error messages anymore.
On Sutherland – Games and story:
Since we are being nostalgic, I remember the old NES games – like Ninja Gaiden – that had long cinema scenes. The 8-bit masterpieces that they were, they got old quickly as they interrupted the endless trial-and-error, die and continue video game style of the early 1990s. But as the article says, now that video game technology and graphics have achieved HD realism, story is important as gamers long for more. I apprieciated the comparisons to movies and plays as video games aren’t movies. I also liked the addition to the old writer’s advice – show don’t tell. Now games must “do, not show,” as gamers must become involved emotionally in the action.
On FEASP:
I like this emotional approach. It not just for design, but for setting up a classroom culture:
Interface design review: The problem with USB September 23, 2008
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As we approach the cusp of a completely wireless PC – with all peripheral devices connected through various waves on the radio spectrum—a look at the connective technology we currently have reveals one design we will be glad to abandon—the wired universal serial bus (USB).
To connect a flash drive, printer, scanner, portable hard drive or game controller, both PCs and Macs employ a standardized USB connection. Gone are the days when the backs of computers were littered with many parallel, serial and game ports, computers for the last 8-10 years have between two and eight small, rectangular ports. All the same size and technology, these ports push out 5V of electricity and with most operating systems, allow users to plug and play their devices as the computer loads the required drivers in the background. Even when the IEEE updated to USB 2.0, the new ports were backwards compatible.
However, one important design flaw remains. The small, rectangular shape, exactly 1 cm wide by .5 cm tall, can only be inserted one way. So when a user plug in his or her flash drive, they have a 50 percent chance they will fail and must flip it over and try the insertion once again. Some devices have a USB symbol on the top, supposedly indicating “this direction up”, but when the USB port is vertical, the symbol is useless.
Other connecting devices, such as the Firewire 400, VGA, HDMI, DVI, Ethernet, and telephone jack have specific shapes that are not symmetrical. All a user needs to do is match the shape and a seamless connection is made. The shape logically maps the direction for the user. Thus, because of good design, the user’s task is made easier. With the USB connection, it is not until the user has jammed the device a quarter of the way into the port that “not-all-the-way” plugged in feedback is given to signal the user to take it out, flip it over and then plug it back in. This is especially troublesome when reaching behind a tower or underneath a dark desk or behind a large server. The task of matching up a basic shape takes minutes and leads to frustration. Old keyboard and mice connections used to have the same problem—a circular plug that had to be inserted exactly one way. With these devices, you have 359 degrees to make an error—with a chance that you would damage the pins inside the plug. Its funny that as USB replaced serial keyboard and mouse plugs, this problem was not entirely taken care of.
As wireless USB becomes mainstream in the next few years, these frustrations will become forgotten. Let’s hope designers ensure the wireless handshake devices and computers must make is much simpler than its wired predecessor.
Students engaged: Samorost 2 and gaming in the classroom September 23, 2008
Posted by mvalia in IS 49, educational gaming, web 2.0.Tags: IS49, NYU, video games
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Experimenting with how students would enjoy an online game without any rules or directions, I set my students loose last week to explore Samorost 2. The Flash-based game places the gamer in a fantasy world where he or she must click different elements of the screen in sequence to discover what to do next. Some scenes require strategy and imagination where players must uncover patterns of actions that will allow the game to progress.
While the game may not teach traditional content such as math or language arts, it does require a student to think and scan – some strategies that could be transferred to reading a chart or graph on an 8th grade standardized test.
Student engagement is evident and students – even though they were instructed to work independently, teamed up and help each other out to finish the two levels.
Below are a few blog posts my students wrote discussing their experiences:
http://anamrocks.wordpress.com/2008/09/09/good-morning-readers/
http://jfuego95.wordpress.com/2008/09/12/samorost-1-2/
Examing Games: Phyiscal vs. Digital; Educational September 17, 2008
Posted by mvalia in Gaming and Simulations.Tags: gaming
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The following is a response to the task: Play a card game on the computer and compare it to the physcial card game. Also, play an educational game and reflect on your experiences.
Video or physical card game:
Texas Hold’em Poker
Playing Texas Hold’em is a very different game in real life compared to the digitalize version on the computer. To begin, actually feeling the cards and counting the chips in your hand afford the player a physical sense of involvement. You can shuffle your two cards, hid them from your friends and play tricks with your chips as you are waiting for the game to unfold. This tangible aspect of poker is eliminated during online play. Many people can play on the computer and do other tasks while waiting for the other players to make their moves. This takes you out of the game and can cause your attention to lapse that may lead to a costly mistake. When you have chips in your hands, you tend to remain focused on the group. Having a group of players sitting in front of you also provides a social element. Friends can discuss other topics during a friendly game or in a casino where strangers are focused on stacking their chip count; the element of bluffing and physical appearance is introduced. This can hardly be replicated online.
Educational Game:
Dimension M
http://www.tabuladigita.com/
Tabula Digita’s educational Halo-like math game, Dimension M took me through a three dimensional exploration with the task of collecting orbs and solving pre-algebra math problems. The website claims students will be having so much fun answering math problems that they will forget they are doing math at all. The first-person, 3D graphics were great for an educational game and the atmosphere of the levels provided an environment that I would prefer compared to sitting in a classroom with a pencil and paper trying to solve problems. Playing the game was fun for an educational game. I am not sure I would play it at home.
Representational Autobiconography September 16, 2008
Posted by mvalia in Representation and Interaction Design.Tags: educational technology career, NYU
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Using simple clip art pictures, the video above highlights the important moments of my education and career. Choosing simple pictures to represent the events in educational career was fairly straight-forward. However, I noticed the use of an arrow to direct the audience’s attention was critical. I also developed a narrative as I characterized myself as a chicken that hatched at birth. The roster theme progresses throughout the tale as he grows older and goes through different phases of his life.
To begin this process, I sketched out a quick flowchart on paper and decided which images I would search for. Keeping true to the assignment, I tried not to use any words and the only ones that show up are in the NYCDOE logo. But I figured text in a logo is almost just an icon itself.
As audience members in the class have some pretext of the assignment, they will understand the slideshow. Newcomers may be a little thrown off by the surfer rooster, but should figure it out as the narrative completes itself.

