1/f noise, 102
Abrams, J. J., 75
Acquiring Genomes, 212
Action. See also Design heuristics, action.
climax, 100
crisis, 100
dénouement, 100
in drama, 58
in human-computer interaction, 58, 81
multitasking users, 80
potential for. See Dramatic potential.
situated, 91
Action Biker game, 178
Activision, 154
Advanced Computing Center for Arts and Design (ACCAD), 14
Advanced Research Projects Agency Network (ARPANET), 113
Adventure game, 121
Adventures of Tron game, 181
Advertising
banner ads, 178
behavioral targeting, 179
online, 179
product placement, 178
Aeschylus, 42
Affordances
elements of drama, 59
for emotional interaction, 165–169
mediated collaboration, 112
Agency, elements of drama
appropriate characters, 73
Aristotle’s criteria for, 72–73
consistent characters, 73
in drama, 58
formal causality, 73
good characters, 73
in human-computer interaction, 58
realistic characters, 73
Agency, first-person experience, 141–142
Agents
Aristotelean Poetics, 55
in Aristotelean Poetics, 55
definition, 5
in human-computer interaction, 55
internal traits, 72
legal, 72
Phil, 73
social, 72
traits, 72
Agre, Philip, 91
Air pollution data, distributed sensing, 193–194
Air quality, visualizing, 197
Alexander Associates, 28
Alexander the Great, 42
Aligning verbs, 160
“All in the Family,” 81
Almereyda, Michael, 54
alt.* Usenet hierarchy, 115
Altavista search engine, 34
American Sign Language (ASL), 66
America’s Army game, 131
Anchoring expectations, 6
Anderson, Sam, 75
Animation in interface design, 14–16
Ant behavior, simulating, 214–215
Antenna Theatre, 61
Antibiotics, unintended consequences, 211
Apple Computer, Inc., 73
Apple Macintosh. See Macintosh.
Applications, in human-computer interaction, 53
Appropriate characters, 73
Appropriation of intellectual property, 114
AR-Tennis game, 190
Arab Awakening, 209
Arcade games, 64. See also Computer games.
Architecture, distributed sensing, 197
Aristotelean Poetics. See also Elements of structure.
agents, 55
catharsis, 46
fear, 46
fleering, 47
pity, 46
play as organic whole, 57–58. See also Elements of drama.
poetics, definition, 41
a theory of drama, 42
Aristotelean Poetics, drama. See also Elements of drama.
enactment element, 60
fundamental material element of, 59
performance element, 59
Aristotle
description, 42
reversal, 106
universality, 94
Aristotle, catharsis
Aristotelean Poetics, 46
definition, 37
design heuristics character and thought, 165
element of structure, 46
Arnold, Stephen D., 122
ARPANET (Advanced Research Projects Agency Network), 113
The Art of War, 156
Artificial intelligence, 38
Artificial reality, 190
Artistic perspective on the interface metaphor, 35–39
“As We May Think,” 8
Ask Jeeves search engine, 34
ASL (American Sign Language), 66
Astronomy, distributed sensing, 194
Atari computers
designing for women, 19
in a landfill, 20
Atmospheric data, distributed sensing, 196
Audiences. See Design heuristics, audiences.
Augmentation Research Institute, 8, 10
Augmented reality. See also Virtual Reality (VR).
artificial reality, 190
definition, 189
eidolon interactive experience, 191
mapping the physical world, 192
mixed reality, 190
for smartphones, 193
Autodesk, Inc., 3
Avatars, 120
Bacchus, 44
Baecker, Ronald M., 11
Banff Centre for the Arts, 15
Banner ads, 178
Barnes, Barry, 114
Barrière, Jean-Baptiste, 186
Battle Tech game, 64
Bautista, Cesar, 161
BBSs (Bulletin Board Systems), 113–115
Beck, Julian, 61
Behavioral targeting, 179
Belasco, David, 61
Benayoun, Maurice, 186
Bender, Tom, 145
Bhatnagar, Ranjit, 48
Bhopal, 194
Biology, lessons for designing for emergence, 209–210
The Biosphere, 216
Black-market gaming activities, 126–127
Blackout, Richard III, 25
Blossoming of plot geometry, 208
Bolas, Mark, 60
Books and publications
Acquiring Genomes, 212
The Art of War, 156
“As We May Think,” 8
The Biosphere, 216
The Care of the Self, 215
Convergence Culture, 180
The Courage to Create, 130
Critical Play, 169
Death of a Salesman, 14
Design Research: Methods and Perspectives, 174
Doctor Faustus, 61
“The Dynamic Structure of Everyday Life,” 91
The Elements of Friendly Software Design, 23, 35
Emotional Design, 13
Ethics, 42
Everything I Know about Business . . ., 114
“The Expression of Emotion in Voice and Music,” 168
The Expression of the Emotions . . ., 166–167
Expressive Processing, 29, 131
Gaia: A New Look at Life on Earth, 216
The Hitchhiker’s Guide to the Galaxy, 122–123
The Human Factor, 11
Inner Tennis: Playing the Game, 133
Interviewing Users: . . ., 174
“The Knowledge Navigator,” 73
“Landscape and Narrative,” 218
Make It So, 82
Metaphysics, 42
Peer Gynt, 14
Physics, 42
Plans and Situated Actions: . . ., 91
“A Preliminary Poetics for Interactive Drama and Games,” 59
The Psychology of Everyday Things, 11
Readings in Human-Computer Interaction, 11
“The Right Way to Think about Software Design,” 27
Romeo and Juliet, 54
Strategy, 156
Symbiotic Planet: A New View of Evolution, 212, 216
“Testacles and Ye Sack of Rome,” 54
Tony and Tina’s Wedding, 61
Towards a Poor Theatre, 61
Winnie the Pooh, 67
Borg Invasion, 146
Botany, distributed sensing, 194–196
Bowie, David, 122
Brand, Stewart, 20
Brilliant, Larry, 117
Bulletin Board Systems (BBSs), 113–115
Bush, Vannevar, 8
Bushnell, Nolan, 20
Butterfly effect, 162
Buxton, William A. S., 11
Cage, John, 61
Calliope Curious, 119
Campbell, Joseph, 217
The Care of the Self, 215
Carnegie Mellon University, 196
Catharsis
Aristotelean Poetics, 46
definition, 37
design heuristics character and thought, 165
element of structure, 46
Caudell, Tom, 190
Causes, 49. See also specific causes.
Causes, in drama. See also Elements of drama.
efficient cause, 50
end cause, 50
material cause, 50
Causes, in human-computer interaction. See also Elements of drama.
agents, 55
applications, 53
formal cause, 56
functionality, definition, 51–52, 53
material cause, 56
mimesis, 53
mimetic representations, 53
representation, 53
style, 54
Causes, in the theatre
efficient cause, 51
end cause, 51
formal cause, 50
Cave Automated Virtual Environment (CAVE), 186
Center for Embedded Network Sensing (CENS), 196, 198
Cerf, Christopher, 122
Character. See also Design heuristics, character, and thought.
appropriate characters, 73
Aristotle’s criteria for, 72–73
consistent characters, 73
definition, 137
in drama, 58
formal causality, 73
good characters, 73
in human-computer interaction, 58
realistic characters, 73
Character files, 163
Chardin, Teilhard de, 217
Cheating, in games, 124, 126–127. See also Subverting videogames.
Chekhov, Michael, 135
Cheskin Research, 172
Citizen journalists, 187
Citizen Scientist project, 196
Citizen scientists, 187
Clark, Naomi, 48
Clarke, John, 102
Climax, 100
Coddington, Jim, 103
Cognitive shorthand, 72
Coherence, 155
Coincidences, in plots, 94
Coleridge, Samuel Taylor, 139
Collective characters, 165
Community Memory Project, 114–115
Community Sensing, 196
Computer-aided instruction, 115
Computer-based tools for theatrical artists, 57
Computer games. See also Gaming, online; Mediated collaboration; Videogames.
arcade games, 64
Battle Tech, 64
blending with cinema, 64
dramatic causality, 92
for girls and women, 83
in the home, 64
magnitude, 76
player research, 93
Poll Position, 64
Rockett’s New School, 83
Star Tours, 64
Computer supported collaborative work (CSCW), 118
Computers. See also specific computers.
definition, 9
history of, 9
Conceptual models, 70
Connelly, Jennifer, 122
Consequential incidents, 161
Consequentiality, 162
Consistent characters, 73
meta-games, 135
need for, 130
overview, 128
persona versus character, 137–138
Contained randomness, 209
Convergence Culture, 180
Coordination of content, 5
Coordination of process, 5
The Courage to Create, 130
Cracker-Jacks, 181
Crane, David, 154
Crash Dummy Club, 60
Creativity, constraints, 129–131
Crisis, 100
Critical Play, 169
CSCW (computer supported collaborative work), 118
Cultural nomads, 206
Curtis, Pavel, 116
Cycles, of plays, 201
3D viewers, 186
Death of a Salesman, 14
Dénouement, 100
Design for Emergence. See also Design for the Good.
ant behavior, simulating, 214–215
blossoming of plot geometry, 208
contained randomness, 209
lessons from biology, 209–210. See also specific lessons.
rules, and emergent outcomes, 213–215
symbiogenesis, 212
theatrical example, 208
right relationships, 218
across media. See Transmedia design.
representation of interaction, 151. See also Interaction design.
aligning verbs, 160
butterfly effect, 162
character files, 163
consequential incidents, 161
consequentiality, 162
genre definitions, 163
granularity of actions, 163
region of choice, 160
region of story, 160
social physics, 163
story files, 163
transformative choices, 163
focus groups, 174
home visits, 174
human-centered design, 173–174
interviews, 174
screening questionnaires, 174
Design heuristics, character and thought
affordances for emotional interaction, 165–169. See also Interaction design.
assumptions about thought, 169–170
catharsis, 165
collective characters, 165
transformative choices, 163
Design Research: Methods and Perspectives, 174
deus ex machina (god in the machine)
definition, 68
Lost, TV show, 75
Diction. See Language.
Digital cameras, photography, 189
Dionysus, 44
Direct engagement, 12
Disney, videogames, 181
air quality, 197
air/water pollution data, 193–194
architecture, 197
astronomy, 194
atmospheric data, 196
definition, 193
identifying plants, 195
urban planners/designers, 197
weather station data, 193
Doctor Faustus, 61
Doom game, 121
Doyle, Maxine, 208
Drama
element of structure, 46–48. See also Elements of drama.
elements of, 58. See also specific elements.
Drama, Aristotelean Poetics
enactment element, 60
fundamental material element of, 59
performance element, 59
definition, 95
informational attributes, 97–99
rising and falling action, 96–99
Dramatic interaction, geometry of, 199–202
Dramatic potential. See also Action.
definition, 82
necessity, 84
possibility, 84
potential, 84
probability, 84
Dramatic unfolding, 95
“The Dynamic Structure of Everyday Life,” 91
Eckman, Paul, 166
Efficient cause in
drama, 50
human-computer interaction, 56–57
the theatre, 51
Eidolon interactive experience, 191
Electronic Field Guide system, 194–195
Elements of drama. See also Elements of structure.
affordances, 59
Material for Action, 59
summary of, 58
User Intention, 59
Elements of drama, action
in drama, 58
in human-computer interaction, 58
Elements of drama, character, and agency
appropriate characters, 73
Aristotle’s criteria for, 72–73
consistent characters, 73
in drama, 58
formal causality, 73
good characters, 73
in human-computer interaction, 58
realistic characters, 73
Elements of drama, enactment
in drama, 58
in human-computer interaction, 58
Elements of drama, entertainment
in drama, 58
in human-computer interaction, 58
Elements of drama, language
ASL (American Sign Language), 66
in drama, 58
in human-computer interaction, 58
in drama, 58
in human-computer interaction, 58
Elements of drama, pattern
in drama, 58
in human-computer interaction, 58
source of aesthetic appeal, 103
Elements of drama, plot
in drama, 58
in human-computer interaction, 58
Elements of drama, spectacle
in drama, 58
in human-computer interaction, 58
as visual dimension of melody, 65
Elements of drama, thought
in drama, 58
in human-computer interaction, 58
The Elements of Friendly Software Design, 23, 35
Elements of structure. See also Aristotelean Poetics; Causes; Elements of drama.
catharsis, 46
drama, 46–48. See also Elements of drama.
fear, 46
hamartia (to fall short), 46
pity, 46
Emergent behavior. See Design for emergence.
Emotional Design, 13
Emotional navigation, 171
Emotional rehearsal space, 159
Enactment
in drama, 58
in human-computer interaction, 58
rehearsal, 86
End cause in
drama, 50
human-computer interaction, 56–57
the theatre, 51
Engagement
definition, 139
experience versus information, 145
first-person experience, 141–145
versus “willing suspension of disbelief,” 139
Engelbart, Douglas
desktop metaphor, 6
Mother of all Demos, 10
Engineering, in interface design, 8, 10
Eniac computer, 1
ENIAC computer, 3
Eno, Kenji, 15
Entertainment, element of drama, 58
Erdrich, Louise, 36
Ergonomics, 3
Ethics, 42
Euripides, 42
Everquest game, 121
Everything I Know about Business . . ., 114
Excel, 103
Experience Theatre, 60
Experience versus information, 145
Experiential activities, 32
“The Expression of Emotion in Voice and Music,” 168
The Expression of the Emotions . . ., 166–167
Expressive Processing, 29, 131
Extrinsic constraints, 133–135
Façade game, 141
Facebook, 209
FAQs (Frequently Asked Questions), 115
Far Cry 2 game, 161
Farmer, Randall F., 120
Fear
Aristotelean Poetics, 46
element of structure, 46
Feast of Fools, play, 201
Feiner, Steven, 197
Finder, user description of, 6
First-person experience, 141–145
Fisher, Scott, 60
Flame wars, 115
Fleering, 47
The flying wedge, 84–87. See also Dramatic potential.
Focus groups, 174
Formal causality
character, 73
mediated collaboration, 112
Formal cause in
human-computer interaction, 56
the theatre, 50
Foster, Scott, 60
Foucault, Michel, 215
Four causes, in drama. See Causes, in drama.
Fox, David, 122
“Fractal Expressionism,” 103
Frame, Michael, 102
Frequency, interface metaphor, 29
Frequently Asked Questions (FAQs), 115
Freytag, Gustav, 96
Freytag’s spider, 200
Functionality, in human-computer interaction, 51–52, 53
Fuzziness, interface metaphor, 33–34
Gabreth, Frank, 3
Gabreth, Lillian, 3
Gaia: A New Look at Life on Earth, 216
Gallwey, W. Timothy, 133
Games. See Computer games; Mediated collaboration; Videogames; specific games.
across media. See Transmedia design.
black-market activities, 126–127
MUDs, 121
multiplayer gaming, 121–127, 136–137
Gears of War game, 125
Genre definitions, 163
Geometry, of dramatic interaction, 199–202
Geometry, of plot
blossoming geometries of plot, 208
theatrical example, 208
Gilbert, Ron, 148
Gilmore, John, 115
Girls and women, computer games for. See also Purple Moon.
versus boys, 172
emotional navigation, 171
emotional rehearsal space, 159
fan sites, 124
Rockett games, 171
Secret Paths series, 175
strategy and tactics, 159
Glancy, Donald R., 47
Goal-directed behavior, 91
God in the machine (deus ex machina)
definition, 68
Lost, TV show, 75
Gold, Rich, 154
Good, designing for
right relationships, 218
Good characters, 73
Grand Theft Auto game, 169–170
Granularity of actions, 163
Graphical user interface (GUI), first use of, 6
Graphics, in interface design, 14–16
Grateful Dead, 114
Gratuitous incidents, in plots, 87–89
Grid Compass computer, 9
Grotowski, Jerzy, 61
Guidelines for design. See Design heuristics.
Habitat virtual community, 120–121
Halo game, 121
Hamartia (to fall short), 46
Hangman game, 17
Hardman, Chris, 61
Hawke, Ethan, 54
Henrysson, Anders, 190
Heuristics. See Design heuristics.
hex signs, 88
“Hill Street Blues,” 81
The Hitchhiker’s Guide to the Galaxy, 122–123
Hollan, James, 12
Home visits, 174
Horrible recursion view, 22
Hula hoop, 173
Hulteen, Hillary, 138
Human-centered design, 173–174
Human-computer interaction. See also Mediated collaboration; The Surface.
elements of, 58. See also specific elements.
experiential activities, 32
versus improvisational theatre, 87
playful activities, 34
productive activities, 32
shaping potential, 86. See also The flying wedge.
Human-computer interface, 2. See also Interface.
The Human Factor, 11
Human factors, in interface design, 11–13
Human factors engineering, 2
Hummel, Ernest A., 187
Hutchins, Edwin, 12
Hygiene, and VR (Virtual Reality), 185
Hypertext, history of, 35
“I Love Lucy,” 81
IGE (Internet Games Entertainment), 127
Imagination, role in interface metaphor, 36
Impossible probability versus improbable possibility, 94
Improvisational theatre versus human-computer interaction, 87
Information versus experience, 145
Informational attributes, 97–99
Inner Tennis: Playing the Game, 133
Institute for Creative Psychology, 11
Intellectual property, appropriation of, 114
Interaction. See also Mediated collaboration.
across media. See Transmedia design.
definition, 110
dramatic, geometry of, 199–202
Interaction, gaming. See also specific games.
black-market activities, 126–127
MUDs, 121
multiplayer gaming, 121–127, 136–137
Interaction, non-gaming
ARPANET, 113
BBSs (Bulletin Board Systems), 113–115
CSCW (computer supported collaborative work), 118
Habitat virtual community, 120–121
MUDs, 116
role of the moderator, 115
design heuristics, 151, 165–169
Interaction design, media, and methods
augmented reality, 189–193. See also Virtual Reality (VR).
VR (Virtual Reality), 183–186. See also Augmented reality.
Interactive movies and TV, 63
Interactivity, interface metaphor, 28–30
Interactors, 8. See also Users.
Interface. See also Human-computer interaction; Human-computer interface.
as afterthought, 17
alternate perspectives on, 16–21
automobile, 4
minimalist design, 31
Interface, metaphors. See also Theatre as interface metaphor.
anchoring expectations, 6
central abstractions, 154
changing terminology, 7
coherence, 155
direct manipulation, 7
as learning tool, 155
Web pages, 7
Web portals, 7
Interface, models
horrible recursion view, 22
mental models view, 22
pre-cognitive view, 21
Interface, provenance of
coordination of content, 5
coordination of process, 5
ENIAC computer, 3
ergonomics, 3
human factors engineering, 2
Macintosh, 3
mystic gulf, 5
trends of the 80s and 90s, 3
Interface affordances, in human-computer interaction, 52, 53
Internal agent traits, 72
Internet Games Entertainment (IGE), 127
INtertainment conference, 28
Interval Research Corporation, 167, 172
Interviewing Users: . . ., 174
Interviews, 174
Intrinsic constraints, 133–135
Intrinsic motivation, in plots, 89
Invasive resistance, 211
Ive, Johnathan, 31
Jenkins, Henry
cultural nomads, 206
motivation for transmedia design, 183
Star Trek slash phenomenon, 113
transmedia storytelling, 180–181
Jet Propulsion Laboratories, 216
Jonas, David, 103
Kahn, Phillipe, 189
Kassar, Ray, 20
Kay, Alan
desktop metaphor, 6
laptop computers, 9
protean nature of computers, 38
Spacewar! game, 1
whole actions, 80
Kellner, Charlie, 122
Kishino, Fumio, 190
Knerr, Richard, 173
“The Knowledge Navigator,” 73
Laboratory Theatre, 61
Labyrinth, 122
“Landscape and Narrative,” 218
ASL (American Sign Language), 66
in drama, 58
in human-computer interaction, 58
Lanterna Magica, 63
Laptop computers, 9
“Lawn jockeys,” 89
Legal agents, 72
Liddle, David, 172
Linguistics. See Language.
Lip-synching on a microcomputer, 17
Little Computer People, 154
Living Environments Lab, 196
Living Theatre, 61
Locations for scenes
loci, 200
mansions, 200
sedes, 200
Loman, Willy, 14
Lopez, Barry, 218
Lord of the Rings Online game, 124, 136, 200
Lost, TV show, 75
Löwgren, Jonas, 165
Lucasfilm, 148
Lucasfilm Games, 122
Lycos search engine, 34
Lysistrata, 47
desktop metaphor, 6
history of interface design, 3
minimalist design, 31
perceptual common ground, 5
provenance of the interface, 3
Macintosh Finder. See Finder.
Magnitude, plot element, 74, 76
Maia, Eugene, 115
Make It So, 82
Malone, Tom, 89
Mandelbrot, Benoît B., 102, 103
Mansions (locations for scenes), 200
Massively Multiplayer First Person Shooter (MMFPS) games, 121
Massively Multiplayer Online Games (MMOGS), 121
Massively Multiplayer Online Real-Time Strategy (MMORTS) games, 121
Massively Multiplayer Online Role Playing Games (MMORPGs), 121, 123–124
Mateas, Michael
causal relations, 59, 112–113, 136
end causes, 57
Material causality
deus ex machina (god in the machine), 68
mediated collaboration, 112
Material cause in
drama, 50
human-computer interaction, 56
Material for Action, 59
May, Rollo, 130
McBride, Matthew, 192
McKenna, Terence, 213
McLuhan, Marshall, 150
McQuiddy, M. E., 20
across media. See Transmedia design.
affordances, 112
formal causality, 112
material causality, 112
tools for representation, 112
Mediated collaboration, gaming interaction. See also specific games.
black-market activities, 126–127
MUDs, 121
Mediated collaboration, non-gaming interaction
ARPANET, 113
BBSs (Bulletin Board Systems), 113–115
CSCW (computer supported collaborative work), 118
MUDs, 116
role of the moderator, 115
Medieval theatre, staging techniques, 200–202. See also Renaissance Faires.
Melin, Arthur, 173
Melina, Judith, 61
Melody, element of drama
in drama, 58
in human-computer interaction, 58
Mental models view, 22
Merezhkovsky, Konstantin, 212
Merilees, Philip, 162
Meta-games, 135
Metaphors. See Interface, metaphors.
Metaphysics, 42
Mickey Mouse game, 181
Micloich, Adam, 103
Milgram, Paul, 190
Mimesis, in human-computer interaction, 53
Mimetic representations, in human-computer interaction, 53
MirriAd blog, 179
Mirror neurons, 167
Mixed reality, 190
Mizell, David, 190
MMFPS (Massively Multiplayer First Person Shooter) games, 121
MMOGS (Massively Multiplayer Online Games), 121
MMORPGs (Massively Multiplayer Online Role Playing Games), 121, 123–124
MMORTS (Massively Multiplayer Online Real-Time Strategy) games, 121
Mobile devices, 187–189. See also Transmedia design.
Mobile phones, photography, 187–189
Moderator, role of, 115
Morningstar, Chip, 120
Morozov, Petia, 197
Mother of all Demos, 10
Mouse, invention of, 8
Movies, interactive, 63
Mr. T., 125
MUD Object-Oriented (MOOs), 121
Multiplayer gaming, 121–127, 136–137
Multiple User Dungeons (MUDs), 116–117, 121
Music, interface design, 15–16. See also Sound.
Musk, Elon, 218
My Fair Lady, 38
Mystic gulf, 5
Naimark, Michael, 60
Naïve physics of computing, 6
National Oceanic and Atmospheric Administration (NOAA), 193
Necessity in plots, 84
Nelson, Sam, 154
Neverwinter Nights game, 121
The Nightjar game, 15
Noessel, Chris, 82
Noösphere, 217
Norman, Donald A.
direct manipulation, 12
Emotional Design, 13
The Psychology of Everyday Things, 11
1/f noise, 102
Online advertising, 179
Online gaming. See Gaming, online; Mediated collaboration.
Osborne, Adam, 9
Osborne computer, 9
Pageant wagons, 201
Participatory sensing, 193–198
Passive Virtual Reality, 184
Patentarcade.com, 127
Pattern
in drama, 58
in human-computer interaction, 58
source of aesthetic appeal, 103
Paulos, Eric, 196
Peer Gynt, 14
Pennsylvania Dutch hex signs, 88
Perception-representation-action (PRA) loop, 212–213
Persona versus character, 137–138
Phil program, 73
Photography
citizen journalists, 187
citizen scientists, 187
with digital cameras, 189
Physics, 42
Pink noise, 102
Pity, 46
Place (platea), 200
Placeholder project, 15, 69–70
Placeholder Virtual Reality project, 143–144
Plans and Situated Actions: . . ., 91
Plants, identifying via distributed sensing, 195
Plastic cemetery flowers, 88
Plastic sofa covers, 88
Platea (place), 200
Playful activities, 34
Plays. See also Plot; specific plays.
enactment, 86
shape of. See Dramatic anatomy.
Plot. See also Action; The flying wedge; Plays.
coincidences, 94
in drama, 58
dramatic unfolding, 95
in human-computer interaction, 58
impossible probability versus improbable possibility, 94
intrinsic motivation, 89
necessity, 84
potential, 84
situation building, 93
time, importance of, 95
universality, 94
Poetics, 41. See also Aristotelean poetics.
Pointing devices, 129
Poll Position game, 64
Pollan, Michael, 211
Pollock, Jackson, 103
PONG game, 121
Pornography, 115
Portigal, Steve, 174
Potential in plots, 84
PRA (perception-representation-action) loop, 212–213
Pre-cognitive view, 21
“A Preliminary Poetics for Interactive Drama and Games,” 59
The Principle of Action, 141
Probability in plots, 84, 87–95
Product placement, 178
Productive activities, 32
Programs, in human-computer interaction, 52, 53
Projective construction, 69–70
Prom Week game, 111
Protean nature of computers, 38
Psychology
vs. theatre, 13
The Psychology of Everyday Things, 11
Punchdrunk Players, 200
Purple Moon. See also Girls and women, computer games for.
for boys, 172
first banner ad, 178
transmedia design, 180
Purple Moon, for girls
description, 83
emotional navigation, 171
emotional rehearsal space, 159
fan sites, 124
strategy and tactics, 159
Purposeful behavior, 91
Pygmalion, 38
Randomness, designing for emergence, 209
Range, interface metaphor, 29
Readings in Human-Computer Interaction, 11
Real Sound, 15
Realistic characters, 73
Region of choice, 160
Region of story, 160
Reid, Brian, 115
Reimer, Bo, 165
Remote sensing. See Distributed sensing.
Renaissance Faires. See also Medieval theatre, staging techniques.
20th-century version, 204
cultural nomads, 206
Star Trek mash up, 206
tourists, 205
Representation in human-computer interaction, 53, 213
Research in Engineering, Media, and Performance (REMAP), 196, 198
Richard III, blackout, 25
Right relationships, 218
“The Right Way to Think about Software Design,” 27
Robot with expressive face, 167–168
Rockett’s New School, 83
Romeo and Juliet, 54
Rules for design. See Design heuristics.
Saunders, Steve, 60
Scheeff, Mark, 167
Screening questionnaires, 174
Search engines, history of, 34. See also specific engines.
Secret Paths series, 175
Sedes (locations for scenes), 200
Sensorama project, 189
Sensorama Simulator, 60
Seriousness, interface metaphor, 30–35
Shatner, William, 125
Shaw, Bernard, 36
Shedroff, Nathan, 82
Shneiderman, Ben, 12
Significance, interface metaphor, 29
SimCity effect, 30
SiSSYFiGHT, 48
Sisyphus, 13
SiteLens project, 197
Situated actions, 91
Situation building, 93
Six elements of drama. See Elements of drama.
Skeuomorphism, 55
Sleep No More, play, 200
Smartphone technology, 187–189
Smartphones, augmented reality, 193
Social agents, 72
Social physics, 163
Sophocles, 42
Sound. See also Music.
binaural field recording, 15
The Nightjar game, 15
Placeholder project, 15
Sound & Fury, 54
Spasim game, 121
Spectacle, element of drama
in drama, 58
in human-computer interaction, 58
as visual dimension of melody, 65
Stanford Research Institute (SRI)
Augmentation Research Institute, 8, 10
desktop metaphor, 6
inventing the mouse, 8
Stanford Virtual Human Interaction Lab, 186
Star Tours game, 64
Star Trek
the Kobayashi Maru incident, 207
Renaissance Faire mash up, 206
slash phenomenon, 113
“The Trouble with Tribbles,” 81
Starwalk app, 194
Stokes, Patricia, 130
Story files, 163
Strange Design project, 191
Strategy, 156
Strickland, Rachel, 60, 69–70, 214
Structural elements. See Elements of structure.
Structure, Aristotelean Poetics, 43, 103
Style, in human-computer interaction, 54
Subverting videogames, 113, 131. See also Cheating.
Suchman, Lucy, 91
Sun Tzu, 156
The Surface, 131–132, 150. See also Human-computer interaction.
Symbiogenesis, 212
Symbiotic Planet: A New View of Evolution, 212, 216
Taylor, Richard, 103
Teitelman, Warren, 27
Telepath: Way Finding in the New Urban Ecology project, 192
“Testacles and Ye Sack of Rome,” 54
artificial intelligence, 38
an artistic perspective, 35–39
catharsis, 37
frequency, 29
range, 29
role of imagination, 36
significance, 29
SimCity effect, 30
users vs. theatrical audiences, 26–28
Theatrical artists, computer-based tools, 57
Theory of limits, 29
Thief game, 161
Thought. See also Design heuristics, character and thought.
in drama, 58
in human-computer interaction, 58
Time in plots, importance of, 95
Toading, 116
Tony and Tina’s Wedding, 61
Tool metaphor, 150
Tourists, at Renaissance Faires, 205
Tow, Rob
automobile interface, 4
history of photography, 188–189
The Principle of Action, 141
representation, 213
Stoics vs. Epicureans, 215
strategy and tactics in war and tech, 157–158
true name and sex, 119
The WELL (Whole Earth ‘Lectronic Link), 118
Tow, Suzanne E., 179
Towards a Poor Theatre, 61
Traits of agents, 72
Transformative choices, 163
Transmedia storytelling, 180–181
The Treachery of Sanctuary, 143–144
“The Trouble with Tribbles,” 81
TV, interactive, 63
Twitter, 209
Ultima Online game, 121
Uncanny valley, 167
Unintended consequences of antibiotics, 211
Universality, 94
University of Illinois, 186
University of Maryland, 12
Urban planners/designers, distributed sensing, 197
Usenet
creation of, 114
flame wars, 114
User Intention, 59
Users. See also Interactors.
definition, 8
vs. theatrical audiences, 26–28
Vasikalis, Tim, 15
Vernadsky, Vladimir I., 216–217
Videogames. See also Computer games; Mediated collaboration.
developing from films, 181
Disney, 181
first modern, 1
subverting, 113. See also Cheating.
Virtual objects, 12
Virtual reality art, 186
Virtual Reality (VR). See also Augmented reality.
CAVE (Cave Automated Virtual Environment), 186
3D viewers, 186
hygiene, 185
passive, 184
Sensorama Simulator, 60
sensory immersion, 64
Stanford Virtual Human Interaction Lab, 186
throughput, 185
The Treachery of Sanctuary, 143–144
virtual reality art, 186
World Skin: A Photo Safari in the Land of War, 186
Virtualities, interface metaphor, 35–36
VisiCalc, 103
Voice over Internet Protocol (VOIP), 124
VOIP (Voice over Internet Protocol), 124
Voss, Richard, 102
Wagner, Richard, 5
Walker, John, 3
Wardrip-Fruin, Noah
definition of interaction, 110
design for emergence, 207, 209
SimCity effect, 30
testing for significance, 29
Water pollution data, distributed sensing, 193–194
Weather station data, distributed sensing, 193
Weather Underground, 193
Web pages, interface metaphors, 7
Web portals, interface metaphors, 7
Wham-O toys, 173
Whole Earth ‘Lectronic Link (The WELL), 117–118, 119
Williams, Sarah, 197
“Willing suspension of disbelief” versus engagement, 139
Wilson, Robert, 61
Winnie the Pooh, 67
The Wizard of Oz, 164
Women, computer games for. See Girls and women, computer games for.
Woolman, John, 218
World of Warcraft game, 123, 125–127, 136, 200
World Skin: A Photo Safari in the Land of War, 186
WYSIWYG, 27
Xerox Alto computer, 6
Xerox PARC
experiment in government, 116
interface metaphors, 6
LambdaMOO, 116
WYSIWYG, 27
Xerox Star workstation, 6
Zeferreli, Franco, 54
Zen bot, 168
Zeno’s paradox, 29
Zimmerman, Eric, 48
Zork game, 121
Zworykin, Vladimir, 187