Saturday, April 10, 2010

Design Questions

1. Identify 3 components in the interface or world provide you with TEXT-based information. How are they designed and how do you interact with them?

a. IM/chat is not the best design because it’s hard to tell who is saying what, especially when the avatars stand closely:

b. General information like signs/directions etc.:

c. Descriptions of actions you can perform:


2. Identify 3 components in the interface or world provide you with NON-TEXT-based information. How are they designed and how do you interact with them?

a. Yellow glow on items that I can click/interact with like this sofa:

b. Main menu icons to click on such as home, map, events, etc.:

c. As well, instead of entering any text for your mood, they have a selection of Emoticons:


3. Give 3 examples of how color, shape, contrast, position, motion, or sound function in the world or interface design?

a. One thing I noticed was the lack of shadows on the avatars but everything else seems to cast a shadow:

b. The sound is mainly a horrible repeating 10-second melody that sounds far too happy. This alone makes me never want to participate again. c. Another aspect about the visual design I noticed is how the world itself has some depth and is 3D but the avatars seem flat and 2D:


4. How are various tasks and goals communicated to you at the start? How does this evolve as you gain more experience? Name a few ways that you are encouraged to complete tasks and attain goals.

a. At the start it seems like the purpose is to just get money so you can buy “cool” things for your apartment. This evolves as you are encouraged to share the new things with your neighbors and friends.



5. Which features of your selected world contribute to an immersive feeling (like you are really there) (reading: HOH-Immersion) and which features break it?

a. For me, I think that the only real feature that makes it immersive would be the IM/chat aspect of it all, if only because it is in real-time. However, at the same time, the fact that your avatar is a tiny cartoon kind of helps you to break that immersive feeling.


6. Attempt to socialize with other avatars. Describe the basics of what you did and the results. What were the limitations you experienced?

a. Well, my avatar is black and someone addressed me “Mortimer, what it do, brother?” I couldn’t get a snapshot of that, just my reaction. A big limitation is determining who said what, as I said before about the proximity of the avatars.


7. What is the basis of the economy of your selected world? Give some concrete examples of ways your avatar participates in that economy.

a. I’m not sure exactly how the economy works, but I have to go to “work” every 6 hours. I think I get coins for that.

b. After I click on “work in…” it takes me to this screen:


8. Identify your favorite in-world activity and why it was your favorite.

a. Favorite in-world activity would have to be going to the Speedway because it’s the most interactive thing for my short attention span.


9. How do in-world objects tell you how to operate them and/or aid in that operation?

a. Of what I saw, they are pretty simple and self explanatory:


10. Identify 1 aspect of your selected world that relates directly to the HOH-Agency Chapter and explain how.

One aspect I noticed that relates directly to what I experienced was when the article says “videogames are about exploring an infinitely expandable space.” The fact that any and every Facebook user can be a part of this virtual world in order to decorate their apartment, or whatever they want, makes the possibilities of rooms to go in to and see seem rather limitless.

1 comment:

  1. Very nicely done! Very informative and great pictures. Good job!

    ReplyDelete