THESIS PROPOSAL Interactive Narrative: The Future of Game Design & UX Design Applying Game Design and Storytelling Fundamentals to UX 1. Introduction
A. Intro to storytelling i. Most say that video is the most compelling medium for story telling. I would argue that video games are the final step to total immersion. Or what I am calling, interactive narrative.
B. Gamification, positive video games, and their applications i. Basic model of motivating users, allowing or limiting choices, balancing demand from players, UX and usability, and visual aesthetics. ii. Video games in learning
C. Teaching users how to use your game i. Teaching subliminally and learning through experience
D. Entrepreneurs in the gaming industry i. Indie games and their impact on the gaming industry
E. Game design fundamentals and storytelling for UX i. How to apply game design to UX design ii. How to apply storytelling to UX design
2. Body
A. History of storytelling i. Cave paintings to film
B. Defining interactive narrative i. User influence determines the storyline ii. Different than games without story or a rigid story iii. Evolution of interactive storytelling
Create your own adventure books
Current video games (The Walking Dead)
iv. Where games are heading Forget about realism Realism has a limit
Focus on play immersion into story and world
Sharing
Weak ties being the key
Competition Cooperative Being Unique Customization
Building your own story through interaction
C. Gamification i. Model
Motivation Strategy Tactics Challenge Rewards Choices Variables Balance Usability Aesthetics ii. Positive Applications Social connections School learning Encourage healthier living
Promotion of other causes
D. Tutorial Design: Learning Through Experience i. Model
Intro Introducing core mechanics Limiting resources and mechanics
Who is teaching the user
Tone of voice Structure
Order of mechanics (learning functional order)
Learning the most important first Freedom Overall desired length
How much can be communicated initially
Designing based on complexity
What to teach and what not to teach
Weighing necessity versus losing user
interest End Positive reinforcement
Location and situation leaving the user
Peaking interest ii. How to test if the product works Lean testing User research
Determining audience before building Listen to users Validation
Designing tests before and during produc
tion A/B testing Define necessities Continuous and agile development Design Design for validation Follow design process and flow Minimum viable product
E. Entrepreneurial influences in the gaming industry i. Indie Games
Braid Castle Crashers Limbo Super Meat Boy Fez ii. Touch and Gesture
F. Applying game design fundamentals and storytelling to UX design
3. Conclusion
A. Storytelling i. At its peak with video games ii. Interacting with the story
B. How video games have been used in a positive way i. Positive learning
C. Learning through experience i. Teaching how to use your product
D. How entrepreneurs have done it in the gaming industry
E. Application i. Game design fundamentals for UX design ii. Storytelling for UX designIntroduction
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