Interaksjonsdesign
arg, there be space here
arg, there be space here
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Mon - December 5, 2005
Notes from lecture with Daniel. Not edited.

Some of the callenges:

1. how to balance/combine the use of prescripted storytelling techniques (multiple choice) and artificial intelligence (logic, memory and algorithms.)
2. balance the number of choices
3. what mediatypes/senses to use
4. how concrete/abstract

(book: "The Paradox of Choice", good personal reading, not that relevant in this project)

eksempel på nsb talegjenkjennings-system for bilettbestilling.... ikke bra.. :-)
enkelt: si avreisested, adesitinasjon og dato + tidspunkt....

Another example: www.lifeswitch.org Dialog with some challenges. christian organisation... encurages people to travet to certain destinations, they may be pay your ticket if you work for them aome time?

Chris Crawford: Interactive design
multiple choice stories:
- a.b.c.d.
- a few more options and the treestructure is vastly encreased. much more interactivity, but the quality often goes down, (and cost goes up)
- foldback
- kill them if they stray (not user friendly, cheap in many ways)
- obstructionist stories (sequences, but you have to get/solve something to get to next step)
- combination (most projects tries to combine these, link them together. monky island.)
- linkmeshes


www.maxbaron.no/kid.html (interaction without words)
www.screenplay.no/develop/alko_demo/ (interaction with movie)

Bots:(Artificial Intelligence)
www-ai.ijs.si/cgi-bin/eliza_script
www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1


The Jack Principles
extensive dialog specufy wjat you answered to in feedback
open ended qs.
speech output, easy to time when user have got the feedback.
shared control.

iCi- experience

cinematic feeling
sens of you talking to somebody

guidelines:
- mantaining pacing
- create the illusion of awareness
- mantaining the illusion of awareness

Plyed Buzz (quiz-show) on playstation2.

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