Virtual reality (VR) refers to the computer-generated simulation of a world, or a subset of it, in which the user is immersed. It represents the state of the art in multimedia but concentrates on the visual senses. VR allows the user to experience situations that are too dangerous or expensive to enter ‘in the flesh’. Read more here. Continue reading →
I was thinking the other day, how I could I make some quick little wins for some eLearning solutions, so I could maybe modulise and integrate into some solutions. I thought of minigames. For those that don’t know, a minigame is a simple game created to provide variety and represent simple activities. From my research many minigames are based on or are variations of classic arcade and classic home console games. Let me clarify, a microgame is a minigame that takes seconds to play. Half of the challenge of microgames is learning how to play them within the short time allotted. Warioware and the likes in Mario Party are compilations of microgames. Continue reading →
Today I thought I would talk a little bit about this elusive concept of “fun.” Games, we are told, are supposed to be fun. The role of a eLearning designer is, in most cases, to take something and make it … Continue reading →
As you may know, I wrote my honors thesis on Human Computer Interaction back in my university days, and since then have done a lot of UX and UI based work over the years. I thought I would share some insight into some common things that people mistake UX for UI and vice versa. So here is a clarification post for those interested.
Normally, we think of the term user interface (or UI) as it applies to applications. Technically, this term refers to the parts of the software which interact directly with a human. So, it covers things like what options are available to the user at any given time, how those options are presented on the computer screen, as well as the physical interactions (mouse/keyboard, game pad, etc.). For example, with video games, the UI is divided into two parts: the input (that is, how the player gives commands to the game) and output (how the game communicates the results of those actions and other aspects of the game state to the player). Continue reading →
Before the MDA Framework was written, the terms “mechanics” and “dynamics” were already in common use among designers. The term “aesthetics” in this sense had not, but has gained more use in recent years. Continue reading →
From my experience and observation, a lot people lately (the last 2 years or so) have been throwing the whole “gamification” and “simulation” terms around in the eLearning community. As some of you know, I have been into this sort of stuff for a bit longer than this (5+ years) so I would like to help some of those newbies out there, what these terms are and how to appropriately use them. Continue reading →