I posted a few months ago about a PC keyboard that uses a Bell keypad and predictive text. Now Carlo Longino at MobHappy spotted this in USA Today:

Link: Text Games, On Paper (mobhappy.com)
I posted a few months ago about a PC keyboard that uses a Bell keypad and predictive text. Now Carlo Longino at MobHappy spotted this in USA Today:

Link: Text Games, On Paper (mobhappy.com)
“Game designer Jane McGonigal has a vision for a new generation of network games that will pull players away from their lonely consoles, and get them out in the world, interacting with each other and changing their own lives, and society, for the better…In the next five years, the criteria used for evaluating personal technology will shift from things like cost and features. Instead, people will evaluate technology based on whether it improves their quality of life and happiness, she said.”
Link: Network Games That Change Their Users Lives, And The World, For The Better (informationweek.com, via)
Matt Jones talks about play and design for mobile devices.
“What does this have to do with interaction design or mobile devices? Well, as I’ve said, in play we explore, try new things and push our limits more than in any other state. The practice of experience design often tries to prescribe set paths for the end-user of the device, rather than allow the frustrations of a free exploration of the system. What would it mean to create truly playful space in our systems, services and devices? To create digital weather projects, not just thrilling but constrained slides?”
Link: The space to play (receiver.vodafone.com)
“The judo rule: Turn your weaknesses into your strengths. If you cannot escape the limitations of the small screen, use them to your advantage! Think of ways to turn the screen size into an integral part of gameplay — part of the game’s challenge that the player must learn to overcome. Make the small screen a cognitive challenge, not just a visual limitation.”
Link: Mobile Game Graphics – Overcoming the Small Screen Challenge (nokia.com)
Yiibu has made available a wonderful little presentation about the design of mobile games.
“Design for play, quiet contemplation, exploration, discovery, suspense, laughter, friendship, joy…(remember boredom, stress, fatigue, personalization, control, play—everyone’s personal time is different)”
Link: Creating ‘Casual’ Games, Content and Applications for the (Mobile) Long Tail (yiibu.com, PDF, via)
Some guidelines for the design of handheld games.
“There are two major things you have to keep in mind concerning the interface and user-experience, first one is that most players will be picking up your game in short breaks. They need to be able to quickly start it, and quickly put it away without losing “everything”. The second thing is that you are dealing with alot of non-technical people, without any or little gaming experience. So keep things simple and intuitive.”
Link: Mobiles, design, and gameplay (orangepixel.net)
“There’s a lot to [the mobile version of] Time Crisis, it’s long,” said Rubin. “And that is appealing more to the hardcore audience anyway. We think for the next couple years, mobile phones will be a viable platform even for hardcore gamers, even if they’re not necessarily playing ‘hardcore’ games on it. They’re carrying their mobile around pretty much at all times, and when they’re playing a game they’re just looking for five minutes of fun. So, I guess officially, we feel the phone is still all about looking for five minutes of fun. If that changes, we don’t see it happening for quite a while.”
Link: Gamasutra – Feature – ‘With A Cherry On Top: Namco Networks On Mobile Strategies’ (gamasutra.com)