Пара интересных статей: одна о дизайне в широком смысле, о том, зачем нам нужен дизайн и что в этом контексте означает Metro; вторая — про дизайн игр и увлечение пользователей игровым процессом.
What is Metro, really?
by Brandon Satron
There is a simpler, yet more pervasive proof in the beauty of man-made things: the beauty of comfort and familiarity. The beauty in feeling like you belong, no matter where you may find yourself. This beauty is all the more meaningful to us because it speaks to the deep-seated social needs that all of us possess.
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This, then, is Metro: creating experiences that anchor us to reality, even in the face of the unfamiliar. Further, these experiences do more than simply try to transpose and replicate our comfort from one medium to another.
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Metro is not Windows. Or Windows Phone. It is not Live Tiles, black backgrounds, Segoe UI or boxes with straight corners. It’s not HTML5, CSS or JavaScript. Metro is not even Microsoft. It can live in the browser or in the desktop. It can even live on an iPad, because it was never really about the platform, at all.
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Metro… is about building something that is beautiful for others. It is about delivering something that anchors them in reality and helps them find their way, and it’s about creating something that is beautiful because it’s useful and comfortable.
Cognitive Flow: The Psychology of Great Game Design
by Sean Baron
You sit down, ready to get in a few minutes of gaming. Hours pass and you suddenly become aware that you’re making ridiculous faces and moving like a contortionist while trying to reach that new high score. You ask yourself: Where did the time go? When did I sprain my ankle?
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1: Games should have concrete goals with manageable rules.
Our ability to problem solve and make decisions is directly affected by information processing and attentional issues.When there are breakdowns in information processing, comprehension of task goals and rules also suffers. If people do not understand the nature of a problem, they can become frustrated attempting to solve it. These peaks in frustration decrease Flow and also affect problem-solving techniques.
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2: Games should only demand actions that fit within a player’s capabilities.
If a player isn’t skilled or capable enough to accomplish game-based goals, they may experience stress-provoking drops in performance. This kills Flow states and drives down the overall enjoyment of the gaming experience.
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3: Games should give clear and timely feedback on player performance.
Feedback that occurs directly after (200 to 400 millseconds) or midway through the completion of an action leads to the formation of the strongest associations between action and outcome.
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For medium and long-term goals (completing a level, or the game) feedback on progress can drive further engagement and eventual accomplishment.
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4: Games should remove any extraneous information that inhibits concentration.
Cluttered visual fields disrupt information processing. These disruptions can then negatively affect goal comprehension and rule learning, which ultimately affects Flow.
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Кстати, в значительной степени рекомендации по созданию потока в играх базируются на идеях и исследованиях того самого Михайя Чиксентмихайи, который автор “Поток. Психология оптимального переживания”.










