Thursday, June 14, 2007

My new example of the aesthetics of interaction

The Wii as a great example of pliability ...

"According to Wired magazine’s recent article on the Wii talks about how “Fun won in the console wars”. Now, I’m not a gamer. I haven’t even opened up my Doom or Quake in years, which is probably why I’m coming so late to this one, but just reading the headline and understanding how a Wii works--all those movement sensing chips--and you know that something has changed.

Ever since video gaming existed there has always been new attempts to immerse people into the game through gloves, and haptic responses and all sorts of hokey devices. But what these devices lacked was actually a NEW way to interact with the video games themselves.

Then comes the Wii. By making hand motion instead of finger motion a primary interaction input with the games it has changed the playing field of video games in the living room (or bed room). And this all plays back to Jonas JÃwgren’s ideas on aesthetics in interaction design and pliability.

I’m constantly looking for new examples to explain pliability or help evolve its definition and this one in my mind helps tremendously. Ya see when the mode of interaction in physical space has a response that more closely matches that kinesthetic action then the interaction is more pliable. In this case if I can do casting of a fishing rod by throwing my hand over my shoulder and then flicking my elbow and wrist and what I see on the screen in front of me reacts to that movement in equal scale, speed, and fluidity it is more pleasing than hitting a bunch of buttons the last one of which is “engage” and then watching it happen (or anything in between)."    (Continued via Synaptic Burn)    [Usability Resources]


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