Designing spatial story-telling software


Autoria(s): Turner, Jane; Browning, David
Data(s)

2009

Resumo

What does it mean when we design for accessibility, inclusivity and "dissolving boundaries" -- particularly those boundaries between the design philosophy, the software/interface actuality and the stated goals? This paper is about the principles underlying a research project called 'The Little Grey Cat engine' or greyCat. GreyCat has grown out of our experience in using commercial game engines as production environments for the transmission of culture and experience through the telling of individual stories. The key to this endeavour is the potential of the greyCat software to visualize worlds and the manner in which non-formal stories are intertwined with place. The apparently simple dictum of "show, don't tell" and the use of 3D game engines as a medium disguise an interesting nexus of problematic issues and questions, particularly in the ramifications for cultural dimensions and participatory interaction design. The engine is currently in alpha and the following paper is its background story. In this paper we discuss the problematic, thrown into sharp relief by a particular project, and we continue to unpack concepts and early designs behind the greyCat itself.

Identificador

http://eprints.qut.edu.au/31973/

Publicador

ACM

Relação

DOI:10.1145/1738826.1738851

Turner, Jane & Browning, David (2009) Designing spatial story-telling software. In Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group on Design: Open 24/7 - OZCHI '09, ACM, University of Melbourne, Melbourne, Victoria, pp. 153-160.

Fonte

Australasian CRC for Interaction Design (ACID); Art & Design; Creative Industries Faculty

Palavras-Chave #120304 Digital and Interaction Design #Computer games #Interaction design #Participatory design #Place #Spatiality
Tipo

Conference Paper