WEBVTT

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AUDIENCE: Are you really wanting
an excel style spreadsheet?

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PROFESSOR: A word table is fine.

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I would like to see a table.

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AUDIENCE: It looks more like a
journal, I'd say, than a table.

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PROFESSOR: Yeah, that's OK.

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So it looks as if you
converted your table,

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and then you converted
the table to text,

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or something like that.

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And it looks like there's
this paragraph on that.

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AUDIENCE: Yes.

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It's like the
journal of our game.

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PROFESSOR: That's fine.

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As long I get a shape of
the history of the game,

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and the reasons why
you made changes.

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That's the thing I'm
really looking for.

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The table format does make
it easier for me to read.

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In the future, I would
like [INAUDIBLE] things.

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But because I didn't make
that clear in this assignment

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at all, as long as I can
trace the history of the game,

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I am good.

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Other questions?

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If anyone has a copy of the
syllabus, do check it out.

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I do think the one-page write
up is due the following week,

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on Monday.

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This coming Monday.

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I'm actually not going
to be here on Monday.

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I'll be traveling
to give a talk,

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so Rick will be heading
next week's classes.

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Basically Monday and Wednesday.

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So, I'll catch you--

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grading might be
delayed by a little bit.

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: A little
[INAUDIBLE] Yeah.

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That one in particular,
[INAUDIBLE].

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For the assignment itself,
for the group submissions,

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I would actually like
to see hard copies,

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so I can keep it all together.

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The game itself obviously
needs to be a hard copy.

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But then if I can
get a print out

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of your change log and
everything is all in one place.

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Oh, by the way, on
Wednesday, I will

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come in with a whole
bunch of Amazon boxes.

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Old Amazon empty boxes, so that
you can just put your games

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into an appropriate size box.

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If you--

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: Yes, after this
talk I will go in and grab

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the prototyping cases.

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I'll bring them down here,
and you will probably

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have at least an hour and
a 1/2, if not two hours

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to work on them.

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So, today's reading was from
The Design of Everyday Things,

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also known as the psychology
of everyday things.

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You probably noticed we
skipped from chapter 1

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all the way to chapter 4.

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Part of the reason
for that is chapter 4

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is kind of a summary
of chapters 2 and 3.

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Chapters 2 and 3 have tons
of nice case examples.

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It walks you through
the reasoning,

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explaining things in detail.

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Again, I will
recommend this book

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to anybody who is doing
any kind of design

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where he would be expected
to touch your design.

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And it's really,
really easy to read.

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Hopefully you enjoyed
today's reading.

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So what I'm going
to go into today

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is actually a little
bit more detail

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about the stuff that wasn't
covered in chapter 4.

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In chapter 3 in this
book, Donald Norman

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actually lays out this--

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his mental model of how
people make decisions

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when they are confronted
with a piece of technology

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or a designed object that
they don't quite understand.

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We first saw this
briefly in chapter 4,

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but I thought I'd like
to go into a little bit

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more detail about this before
going to the stuff that's

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actually in chapter 4.

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So he's got this basic
idea that every time you

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interact with any
kind of technology,

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whether that's a chair
you've never seen before,

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or a car, or a computer program,
you go through this loop.

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You have got some goals as
an individual human being.

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Get a new microwave oven, I
would like to eat something.

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And then you go
through this loop

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of trying to figure out how
this new microwave oven works.

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You have some sort of intention.

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The goal might be, OK I
want to eat something.

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So my intention is to
warm up this TV dinner.

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I plan.

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OK, the plan is that I've got
to prep this TV dinner somehow.

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So I'm going to go
through a series of steps.

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I guess I need to
take the wrapping off.

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Maybe I peeled back the
plastic a little bit.

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Sometimes I get confused, too.

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And then you actually
have to peel it.

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And then, instead of
peeling up nicely,

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it peels up into little strips.

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Has this is ever
happened to you?

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And it comes up in your fingers.

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That's the execution
part, right?

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So I know what I want
it to do, but I actually

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have to go and do it.

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And then I get feedback.

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I'm not even talking
about the microwave oven,

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I'm talking about just
the TV dinner right now.

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I see the feedback.

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The thing peeled back, but
it didn't peel back the way

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that I want it to.

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I see it.

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I have to interpret
whether that's

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getting me closer to my goal.

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Well, all I really
want is a couple

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of holes for the
steam to come out.

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So OK I guess
that's good enough.

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And I evaluate that
as being good enough.

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So I can proceed
to the next step

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on my plan of getting dinner.

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So my intention
now is to actually

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put this thing into the
microwave oven as I've planned.

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To heat it up for 30 seconds.

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Which means a series of steps
to actually push buttons

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to heat it up for 30 seconds.

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I have to make sure I
don't set it to 30 minutes,

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so I punched a
button to make sure I

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don't hit too many zeroes.

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I see the feedback
on the screen.

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I perceive whether that's
what I want or not.

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Sometimes it's not what I want.

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I punched in 30
minutes by mistake.

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I interpret that 30
zero zero as 30 minutes,

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I evaluate that's not
what I want it to do.

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And then I make another
set of intentions

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to solve that problem.

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So this is a model.

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And this is actually
seven steps,

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even though I've
got eight boxes.

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One, two, three, four,
five, six, seven.

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This thing here
happens in the system.

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It happens with
the thing that you

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are trying to interact with.

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You can expand it into what you
think of as a computer program.

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This will be expanded into a
huge algorithm, or the thing

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that the computer has to solve.

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And figure out what you were
trying to do, and tried to do.

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And try to communicate back to
you whether that was successful

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or not.

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That's not really what I want
you to worry about right now.

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But these seven steps are
all happening in the human.

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And all these steps are an
opportunity for something

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to go wrong.

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Let me give you an example,
from games in particular.

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These are some of
the considerations

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that you might have in a game.

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There are-- say it's
a competitive game.

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You. want to win, you
don't want to lose.

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So how do I win?

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How can I win, gathering a
lot of money or resources

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or getting more points, or
knocking out my opponent.

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What are my options right now?

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Maybe it's a card based
game, and the options all

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laid out in the cards
that you're holding.

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Maybe you have the same
three decisions every turn.

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So, given all those options,
what do I want to do?

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And then you actually
have to execute that.

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If it's some sort of
dexterity game, where

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you have to flick tokens on a
board, that's kind of tough.

00:07:39.200 --> 00:07:41.195 align:middle line:84%
Maybe you just place
the card face down.

00:07:41.195 --> 00:07:43.070 align:middle line:84%
You need to make sure
you pick the right card

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before placing face down and not
placing it face up by accident.

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The game reacts.

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That could involve other people.

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That could involve a computer.

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That could just involve
how the board looks.

00:07:57.150 --> 00:08:01.170 align:middle line:84%
And then you as a human being
now see the perceived state

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of the game, and figure out
whether that got you any closer

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to where you wanted to be.

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You say, oh, I made that move.

00:08:10.670 --> 00:08:14.400 align:middle line:84%
And man, that was
a terrible move.

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And I know that because that
took points away from me.

00:08:17.330 --> 00:08:20.370 align:middle line:84%
So now I need to figure
out what's my next step.

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I make a plan and go on,
and on, and so forth.

00:08:23.860 --> 00:08:27.390 align:middle line:90%


00:08:27.390 --> 00:08:35.320 align:middle line:84%
So, the idea that Donald Norman
talks about, mental models,

00:08:35.320 --> 00:08:38.570 align:middle line:84%
is basically this idea
that the human beings

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who are playing your game have
an idea of how your game works.

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And they might be right.

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They might be wrong.

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Or maybe somewhat vaguely
right, but not quite there.

00:08:50.930 --> 00:08:53.170 align:middle line:84%
Now as a designer
of a game, then

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you are creating the system that
players are interacting with.

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Everything that I
talked about earlier

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was happening between
the player system.

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But you're the
designer who is trying

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to machine the system into
something that a player can

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understand.

00:09:07.010 --> 00:09:09.500 align:middle line:84%
That should actually
sound familiar

00:09:09.500 --> 00:09:11.326 align:middle line:84%
because we talked a
little bit about this.

00:09:11.326 --> 00:09:12.450 align:middle line:90%
Mechanic-dynamic aesthetic.

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If you as a designer,
are designing a system,

00:09:15.700 --> 00:09:18.870 align:middle line:84%
are creating the
mechanics of the game.

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Players experiencing
the aesthetics of a game

00:09:22.190 --> 00:09:24.200 align:middle line:84%
have all kinds of
resultant dynamics

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that are coming from both
how your rules define

00:09:27.440 --> 00:09:29.810 align:middle line:84%
what the player is
going to do as well

00:09:29.810 --> 00:09:31.280 align:middle line:84%
as how the player
decides they're

00:09:31.280 --> 00:09:33.680 align:middle line:90%
going to execute your rules.

00:09:33.680 --> 00:09:38.510 align:middle line:84%
So it's this weird, horrible,
second-order problem,

00:09:38.510 --> 00:09:42.930 align:middle line:84%
which results in you trying
to communicate to the player,

00:09:42.930 --> 00:09:44.810 align:middle line:84%
this is what's happening
underneath the hood

00:09:44.810 --> 00:09:46.643 align:middle line:84%
and you really need to
understand this to be

00:09:46.643 --> 00:09:51.600 align:middle line:90%
able to make good decisions.

00:09:51.600 --> 00:09:54.740 align:middle line:84%
So again, the player
develops a mental model

00:09:54.740 --> 00:09:58.060 align:middle line:84%
of how the system works by
interacting with the system.

00:09:58.060 --> 00:10:02.930 align:middle line:84%
The player tries to play
a game by poking at it.

00:10:02.930 --> 00:10:06.100 align:middle line:84%
And the user then
uses that model,

00:10:06.100 --> 00:10:09.380 align:middle line:84%
that happens to exist
in the player's head,

00:10:09.380 --> 00:10:12.920 align:middle line:84%
to anticipate what that system
is going to do in the future

00:10:12.920 --> 00:10:15.950 align:middle line:90%
if he did something differently.

00:10:15.950 --> 00:10:19.070 align:middle line:84%
And that mental model
gives the player

00:10:19.070 --> 00:10:22.130 align:middle line:84%
an explanation for why the
system is behaving in a way

00:10:22.130 --> 00:10:24.780 align:middle line:90%
that it does.

00:10:24.780 --> 00:10:26.360 align:middle line:84%
The designer also
has a mental model.

00:10:26.360 --> 00:10:30.110 align:middle line:84%
You all have an idea of how
your teams currently work.

00:10:30.110 --> 00:10:31.610 align:middle line:84%
Whether or not
your games actually

00:10:31.610 --> 00:10:34.190 align:middle line:84%
work that way, because
if I read your rules

00:10:34.190 --> 00:10:35.750 align:middle line:90%
I may interpret it differently.

00:10:35.750 --> 00:10:37.310 align:middle line:84%
But right now you
have an idea of how

00:10:37.310 --> 00:10:38.768 align:middle line:84%
your game works
because you've been

00:10:38.768 --> 00:10:42.045 align:middle line:84%
working with these
things for two weeks.

00:10:42.045 --> 00:10:46.555 align:middle line:84%
And you are materializing that
into a set of game mechanics,

00:10:46.555 --> 00:10:50.270 align:middle line:90%
a bunch of rules.

00:10:50.270 --> 00:10:52.400 align:middle line:84%
The player has to
interpret, and then

00:10:52.400 --> 00:10:55.190 align:middle line:84%
create their own mental
model out of that.

00:10:55.190 --> 00:10:59.000 align:middle line:84%
So you can imagine so many
different possibilities

00:10:59.000 --> 00:11:01.340 align:middle line:90%
of things just going wrong.

00:11:01.340 --> 00:11:04.570 align:middle line:84%
I'm going to talk a
little bit about that.

00:11:04.570 --> 00:11:09.370 align:middle line:84%
So one of them are mistakes
that a player makes.

00:11:09.370 --> 00:11:11.090 align:middle line:84%
There are two different
kinds of mistakes

00:11:11.090 --> 00:11:12.080 align:middle line:84%
that I want to
talk about and try

00:11:12.080 --> 00:11:13.538 align:middle line:84%
to introduce this
vocabulary to you

00:11:13.538 --> 00:11:16.490 align:middle line:84%
so that when you're
talking with your teams

00:11:16.490 --> 00:11:18.290 align:middle line:90%
you can use clear language.

00:11:18.290 --> 00:11:20.870 align:middle line:84%
If you have gone
through CMS 611 before,

00:11:20.870 --> 00:11:22.880 align:middle line:84%
you've seen a version
of this presentation.

00:11:22.880 --> 00:11:24.670 align:middle line:84%
I have had to change
up the examples,

00:11:24.670 --> 00:11:28.460 align:middle line:84%
so that these are
board game examples.

00:11:28.460 --> 00:11:31.680 align:middle line:84%
Flips are when the player
knows what's supposed to happen

00:11:31.680 --> 00:11:33.020 align:middle line:90%
and what they're supposed to do.

00:11:33.020 --> 00:11:35.420 align:middle line:84%
The player just happens
to accidentally do

00:11:35.420 --> 00:11:37.970 align:middle line:90%
the wrong thing.

00:11:37.970 --> 00:11:41.495 align:middle line:90%
Real world slips including--

00:11:41.495 --> 00:11:45.395 align:middle line:84%
has anybody tried to call
somebody on the phone,

00:11:45.395 --> 00:11:47.270 align:middle line:84%
dialed in the number,
and accidentally dialed

00:11:47.270 --> 00:11:50.060 align:middle line:90%
somebody else that really well?

00:11:50.060 --> 00:11:52.587 align:middle line:84%
It's not like you didn't know
each person's phone numbers.

00:11:52.587 --> 00:11:54.170 align:middle line:84%
You just automatically
started dialing

00:11:54.170 --> 00:11:59.740 align:middle line:84%
the wrong number, which you
knew you also knew very well.

00:11:59.740 --> 00:12:03.217 align:middle line:84%
Driving, if you
drive, you and you

00:12:03.217 --> 00:12:05.300 align:middle line:84%
want to drive your friend's
house you accidentally

00:12:05.300 --> 00:12:09.254 align:middle line:84%
end at work because you
just got into a routine.

00:12:09.254 --> 00:12:11.420 align:middle line:84%
Halfway through a task you
forget what you're doing.

00:12:11.420 --> 00:12:12.710 align:middle line:84%
It's not like you
don't actually know

00:12:12.710 --> 00:12:14.777 align:middle line:84%
what your task is, you
just happened to forget it

00:12:14.777 --> 00:12:15.860 align:middle line:90%
in the middle of doing it.

00:12:15.860 --> 00:12:18.680 align:middle line:90%


00:12:18.680 --> 00:12:20.180 align:middle line:84%
Pushing a similar
button to the one

00:12:20.180 --> 00:12:22.054 align:middle line:84%
that you actually wanted,
that sort of thing.

00:12:22.054 --> 00:12:24.080 align:middle line:90%
Dealing cards.

00:12:24.080 --> 00:12:26.780 align:middle line:90%
Everybody gets five cards.

00:12:26.780 --> 00:12:28.760 align:middle line:90%
How many have I got?

00:12:28.760 --> 00:12:32.402 align:middle line:84%
That person has five cards, six
cards, five cards, five cards,

00:12:32.402 --> 00:12:33.360 align:middle line:90%
or something like that.

00:12:33.360 --> 00:12:34.790 align:middle line:84%
People come up with
systems like this

00:12:34.790 --> 00:12:36.950 align:middle line:84%
to be able to help them
keep track of how many cards

00:12:36.950 --> 00:12:37.410 align:middle line:90%
they gave out.

00:12:37.410 --> 00:12:38.540 align:middle line:84%
But it's not like
you didn't know

00:12:38.540 --> 00:12:40.206 align:middle line:84%
that you were supposed
to do five cards,

00:12:40.206 --> 00:12:42.560 align:middle line:90%
you just lost track.

00:12:42.560 --> 00:12:44.050 align:middle line:90%
So that's a slip.

00:12:44.050 --> 00:12:46.050 align:middle line:84%
That's not a problem of
a player's mental model.

00:12:46.050 --> 00:12:48.591 align:middle line:84%
The player, he understands how
his game was supposed to work.

00:12:48.591 --> 00:12:53.700 align:middle line:90%


00:12:53.700 --> 00:12:55.970 align:middle line:84%
Well, there are
also mistakes, which

00:12:55.970 --> 00:12:58.569 align:middle line:84%
are errors in the
player's mental model.

00:12:58.569 --> 00:13:00.610 align:middle line:84%
The player thinks the game
works in a certain way

00:13:00.610 --> 00:13:02.443 align:middle line:84%
and a game doesn't
actually-- isn't actually

00:13:02.443 --> 00:13:03.740 align:middle line:90%
supposed to work in that way.

00:13:03.740 --> 00:13:09.800 align:middle line:84%
So this is a product
placement shot of--

00:13:09.800 --> 00:13:13.600 align:middle line:84%
a beauty shot, of a
beautifully hand-crafted,

00:13:13.600 --> 00:13:20.630 align:middle line:84%
machined [INAUDIBLE]
What's wrong with that?

00:13:20.630 --> 00:13:22.150 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:13:22.150 --> 00:13:28.260 align:middle line:84%
PROFESSOR: Yes you can't put
cities on adjacent spots.

00:13:28.260 --> 00:13:31.502 align:middle line:84%
I think you can't even put
it adjacent your opponents.

00:13:31.502 --> 00:13:32.460 align:middle line:90%
AUDIENCE: That's right.

00:13:32.460 --> 00:13:33.790 align:middle line:90%
Two apart.

00:13:33.790 --> 00:13:37.290 align:middle line:84%
PROFESSOR: Two cities cannot
be right next to each other.

00:13:37.290 --> 00:13:39.930 align:middle line:84%
It makes for a nice
photo, but the person

00:13:39.930 --> 00:13:43.246 align:middle line:84%
who set this up clearly never
actually played the game.

00:13:43.246 --> 00:13:46.570 align:middle line:90%
It's still beautiful work.

00:13:46.570 --> 00:13:50.890 align:middle line:84%
That player has-- if the person
was actually playing the game.

00:13:50.890 --> 00:13:54.060 align:middle line:84%
This person have the wrong idea
about how this game is played?

00:13:54.060 --> 00:13:57.470 align:middle line:84%
That's actually
sometimes perfectly fine.

00:13:57.470 --> 00:13:58.470 align:middle line:90%
That's part of learning.

00:13:58.470 --> 00:14:00.870 align:middle line:90%
You make a mistake.

00:14:00.870 --> 00:14:02.820 align:middle line:84%
If the game corrects
you, and then you

00:14:02.820 --> 00:14:06.940 align:middle line:84%
learn how to compensate for
that, or play differently,

00:14:06.940 --> 00:14:08.880 align:middle line:84%
that's just the process
of learning the game.

00:14:08.880 --> 00:14:10.296 align:middle line:84%
People make mistakes
while they're

00:14:10.296 --> 00:14:11.970 align:middle line:90%
learning the game all the time.

00:14:11.970 --> 00:14:13.810 align:middle line:84%
If you're playing
a computer game,

00:14:13.810 --> 00:14:16.340 align:middle line:84%
sometimes that's all the
fun of playing the game.

00:14:16.340 --> 00:14:19.140 align:middle line:84%
Trying to figure out how this
crazy computer game works.

00:14:19.140 --> 00:14:20.940 align:middle line:84%
Probing it, and then
the game punishes you

00:14:20.940 --> 00:14:23.206 align:middle line:84%
because that was
the wrong decision.

00:14:23.206 --> 00:14:24.580 align:middle line:84%
And then you learn
not to do that

00:14:24.580 --> 00:14:26.580 align:middle line:84%
and then you try a
different strategy.

00:14:26.580 --> 00:14:28.500 align:middle line:84%
In fact, the game
where you never fail--

00:14:28.500 --> 00:14:30.708 align:middle line:84%
and it's actually fairly
easy to make a computer game

00:14:30.708 --> 00:14:33.480 align:middle line:90%
where you never fail--

00:14:33.480 --> 00:14:35.940 align:middle line:84%
isn't that interesting
for a player

00:14:35.940 --> 00:14:37.770 align:middle line:84%
because that means
you can just use

00:14:37.770 --> 00:14:41.370 align:middle line:84%
whatever strategy you went in
with and it will always work.

00:14:41.370 --> 00:14:43.110 align:middle line:84%
There's no reason
for you to think

00:14:43.110 --> 00:14:45.510 align:middle line:84%
that this game
needs smart strategy

00:14:45.510 --> 00:14:47.980 align:middle line:90%
or has any depth to it.

00:14:47.980 --> 00:14:50.230 align:middle line:84%
Whereas, a game where
you try out the strategy

00:14:50.230 --> 00:14:53.040 align:middle line:84%
you came in with and
maybe works a little bit

00:14:53.040 --> 00:14:55.450 align:middle line:90%
and, then it stops working.

00:14:55.450 --> 00:14:58.910 align:middle line:84%
And then getting feedback on
the why it might not be working,

00:14:58.910 --> 00:15:00.900 align:middle line:84%
well that tells
you, hey he doesn't

00:15:00.900 --> 00:15:03.210 align:middle line:84%
know there's something
underneath the hood here.

00:15:03.210 --> 00:15:06.760 align:middle line:84%
Maybe I can explore this
game a little bit further.

00:15:06.760 --> 00:15:08.910 align:middle line:84%
That was an interesting
study from Jester Juul,

00:15:08.910 --> 00:15:13.230 align:middle line:84%
who is a game scholar, who wrote
the book The Art of Failure.

00:15:13.230 --> 00:15:15.150 align:middle line:90%
One of the tricks that--

00:15:15.150 --> 00:15:19.620 align:middle line:84%
he made this really simple
kind of snake type game

00:15:19.620 --> 00:15:23.030 align:middle line:84%
where you pick things up
and it just gets longer.

00:15:23.030 --> 00:15:26.352 align:middle line:84%
And he ask people to
just rate the game

00:15:26.352 --> 00:15:27.310 align:middle line:90%
at the end of the game.

00:15:27.310 --> 00:15:29.439 align:middle line:84%
The game was the same,
no matter who played it.

00:15:29.439 --> 00:15:31.730 align:middle line:84%
But some people played it
better, some people play it--

00:15:31.730 --> 00:15:32.900 align:middle line:90%
played it worse.

00:15:32.900 --> 00:15:37.140 align:middle line:84%
The people who never failed
once in beating, I think,

00:15:37.140 --> 00:15:41.640 align:middle line:84%
five levels of the
game, rated that game

00:15:41.640 --> 00:15:45.494 align:middle line:84%
as being lower than someone
who failed once or twice.

00:15:45.494 --> 00:15:47.160 align:middle line:84%
And somebody who
played it once or twice

00:15:47.160 --> 00:15:48.420 align:middle line:90%
rated it a seven or eight.

00:15:48.420 --> 00:15:51.450 align:middle line:84%
Some people who never
failed, that rated it a five.

00:15:51.450 --> 00:15:54.120 align:middle line:84%
People who could never
get past the first level

00:15:54.120 --> 00:15:56.190 align:middle line:84%
will also rate it
a five or four.

00:15:56.190 --> 00:15:58.800 align:middle line:84%
So people who get
frustrated if they

00:15:58.800 --> 00:16:01.430 align:middle line:84%
can't find the right mental
model to play this game.

00:16:01.430 --> 00:16:03.252 align:middle line:84%
It's like, none of
my strategies work.

00:16:03.252 --> 00:16:04.460 align:middle line:90%
I don't understand this game.

00:16:04.460 --> 00:16:05.270 align:middle line:90%
I don't get this game.

00:16:05.270 --> 00:16:06.103 align:middle line:90%
This is frustrating.

00:16:06.103 --> 00:16:07.740 align:middle line:90%
I hate this game.

00:16:07.740 --> 00:16:09.930 align:middle line:84%
And the alternative is, I
completely get this game.

00:16:09.930 --> 00:16:11.725 align:middle line:84%
I saw right through
it the moment I--

00:16:11.725 --> 00:16:13.380 align:middle line:90%
you put this in front of me.

00:16:13.380 --> 00:16:15.880 align:middle line:84%
I beat it in less
than five minutes.

00:16:15.880 --> 00:16:17.456 align:middle line:90%
My strategy just worked.

00:16:17.456 --> 00:16:19.200 align:middle line:90%
Eh, not much there.

00:16:19.200 --> 00:16:22.455 align:middle line:84%
And the people who feel a little
bit halfway but then managed

00:16:22.455 --> 00:16:24.330 align:middle line:84%
to complete the rest of
the game because they

00:16:24.330 --> 00:16:25.123 align:middle line:90%
changed the strategy.

00:16:25.123 --> 00:16:26.539 align:middle line:84%
Woohoo, that's a
pretty good game.

00:16:26.539 --> 00:16:29.495 align:middle line:84%
They gave me a challenge
and I overcame it.

00:16:29.495 --> 00:16:32.200 align:middle line:84%
So let's talk a
little about feedback.

00:16:32.200 --> 00:16:35.020 align:middle line:84%
How do we give users this
type of really, really

00:16:35.020 --> 00:16:37.250 align:middle line:84%
valuable information to
correct those mental models?

00:16:37.250 --> 00:16:40.540 align:middle line:90%


00:16:40.540 --> 00:16:46.150 align:middle line:84%
I guess I'm skipping to the
right side of the slide here.

00:16:46.150 --> 00:16:48.680 align:middle line:84%
So we need to tell the player
that an error has happened,

00:16:48.680 --> 00:16:51.160 align:middle line:84%
and we need to give
them tools to recover.

00:16:51.160 --> 00:16:53.770 align:middle line:84%
Often, in a board game
or in a card game,

00:16:53.770 --> 00:16:56.950 align:middle line:84%
that kind of telling the
player an error has happened

00:16:56.950 --> 00:16:59.420 align:middle line:84%
needs to be enforced
by other people.

00:16:59.420 --> 00:17:01.540 align:middle line:84%
So you need to give
the other players

00:17:01.540 --> 00:17:06.099 align:middle line:84%
tools to detect when the game
is on the verge of crashing,

00:17:06.099 --> 00:17:08.950 align:middle line:84%
when someone has
executed an illegal move,

00:17:08.950 --> 00:17:10.990 align:middle line:84%
and then give them
some sort of structure

00:17:10.990 --> 00:17:13.099 align:middle line:90%
to be able to correct that.

00:17:13.099 --> 00:17:16.824 align:middle line:84%
I'll give you a bit more
example about that in a second.

00:17:16.824 --> 00:17:18.490 align:middle line:84%
The alternative of
the process, you just

00:17:18.490 --> 00:17:19.573 align:middle line:90%
let them make the mistake.

00:17:19.573 --> 00:17:21.674 align:middle line:84%
Their location--
or, on occasion they

00:17:21.674 --> 00:17:24.010 align:middle line:84%
are making a move
that is an error, that

00:17:24.010 --> 00:17:25.839 align:middle line:84%
is a mistake, because
they don't understand

00:17:25.839 --> 00:17:30.140 align:middle line:84%
how this game is supposed to
work, but its a legal move.

00:17:30.140 --> 00:17:34.030 align:middle line:84%
And then, as a designer, so you
have the option of giving them

00:17:34.030 --> 00:17:36.330 align:middle line:90%
tools to fix that problem.

00:17:36.330 --> 00:17:38.400 align:middle line:84%
It's like, all right you
made a suboptimal move.

00:17:38.400 --> 00:17:41.620 align:middle line:84%
It isn't going to get you any
closer to your winning goal,

00:17:41.620 --> 00:17:45.400 align:middle line:84%
but I'm going to give
you kinds of rules

00:17:45.400 --> 00:17:49.010 align:middle line:84%
to be able to then
recover from that mistake.

00:17:49.010 --> 00:17:51.520 align:middle line:84%
Of course you could also just
prevent some of those mistakes

00:17:51.520 --> 00:17:52.710 align:middle line:90%
from happening, right?

00:17:52.710 --> 00:17:55.030 align:middle line:84%
In the Settlers of Cataan
board, they actually

00:17:55.030 --> 00:18:00.210 align:middle line:84%
had slots of the right size
to be able to put the pieces.

00:18:00.210 --> 00:18:01.720 align:middle line:84%
You know that's a
constraint, that's

00:18:01.720 --> 00:18:03.340 align:middle line:84%
a typical constraint
that prevents you

00:18:03.340 --> 00:18:07.280 align:middle line:84%
from putting the wrong
piece in the wrong place.

00:18:07.280 --> 00:18:10.150 align:middle line:84%
Ways to be checked
and confirmation--

00:18:10.150 --> 00:18:12.580 align:middle line:84%
again, usually tend to
happen with other players.

00:18:12.580 --> 00:18:13.772 align:middle line:90%
Or maybe a referee.

00:18:13.772 --> 00:18:16.510 align:middle line:90%


00:18:16.510 --> 00:18:18.455 align:middle line:84%
Especially in sports,
you want to think

00:18:18.455 --> 00:18:20.830 align:middle line:84%
about the role of the referee
and what the referee should

00:18:20.830 --> 00:18:23.520 align:middle line:90%
be checking for.

00:18:23.520 --> 00:18:25.860 align:middle line:84%
But if you're making
a computer game then

00:18:25.860 --> 00:18:28.770 align:middle line:84%
the computer is
doing that for you.

00:18:28.770 --> 00:18:30.745 align:middle line:84%
Let's talk about the
kinds of error recovery.

00:18:30.745 --> 00:18:33.855 align:middle line:84%
That's backward error recovery,
which is undo, basically.

00:18:33.855 --> 00:18:35.710 align:middle line:90%
I'm taking back that move.

00:18:35.710 --> 00:18:39.100 align:middle line:84%
In chess, the rule is if
you've got your hand still

00:18:39.100 --> 00:18:42.056 align:middle line:84%
on the piece, you can
still take it back.

00:18:42.056 --> 00:18:44.010 align:middle line:84%
AUDIENCE: Not in
tournament play.

00:18:44.010 --> 00:18:44.320 align:middle line:84%
PROFESSOR: Not in
tournament play?

00:18:44.320 --> 00:18:46.236 align:middle line:84%
AUDIENCE: In tournament
play, it's touch move.

00:18:46.236 --> 00:18:47.917 align:middle line:90%
PROFESSOR: It's touch move?

00:18:47.917 --> 00:18:49.825 align:middle line:84%
AUDIENCE: As long as
your hand is on it

00:18:49.825 --> 00:18:51.256 align:middle line:84%
If you touch an
opponent's piece,

00:18:51.256 --> 00:18:52.750 align:middle line:90%
you have to capture that piece.

00:18:52.750 --> 00:18:53.160 align:middle line:90%
PROFESSOR: Oh, yes.

00:18:53.160 --> 00:18:54.576 align:middle line:84%
AUDIENCE: If you
touch your piece,

00:18:54.576 --> 00:18:56.452 align:middle line:84%
then you have to make
a legal move with that.

00:18:56.452 --> 00:18:58.784 align:middle line:84%
PROFESSOR: Yes, you have to
make a legal move with that.

00:18:58.784 --> 00:19:01.360 align:middle line:84%
But you could-- if it was
a knight, I move this way,

00:19:01.360 --> 00:19:02.650 align:middle line:90%
or it could move that way.

00:19:02.650 --> 00:19:05.120 align:middle line:84%
If I moved it that way I
can still move it over there

00:19:05.120 --> 00:19:06.260 align:middle line:90%
if I haven't let go.

00:19:06.260 --> 00:19:08.130 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:19:08.130 --> 00:19:09.580 align:middle line:90%
PROFESSOR: Yes I do hit a clock.

00:19:09.580 --> 00:19:11.610 align:middle line:84%
Because in tournament
play, especially when

00:19:11.610 --> 00:19:15.050 align:middle line:84%
clocked, in timed
tournament play, which

00:19:15.050 --> 00:19:16.489 align:middle line:84%
is how it is usually
done, there's

00:19:16.489 --> 00:19:17.530 align:middle line:90%
still a penalty for that.

00:19:17.530 --> 00:19:19.810 align:middle line:84%
You're still losing time,
even if you're correct.

00:19:19.810 --> 00:19:24.830 align:middle line:84%
But at least there's a
very clear stated set

00:19:24.830 --> 00:19:28.380 align:middle line:84%
in the rules of this is how
you take that move back.

00:19:28.380 --> 00:19:32.290 align:middle line:84%
And this is where you're not
allowed to take that move back,

00:19:32.290 --> 00:19:36.110 align:middle line:84%
which is basically when
you let go of the piece.

00:19:36.110 --> 00:19:39.160 align:middle line:84%
Forward error recovery
is more about, again,

00:19:39.160 --> 00:19:41.780 align:middle line:84%
giving people tools
be able to compensate.

00:19:41.780 --> 00:19:44.920 align:middle line:84%
Mario-- this is not a board
game example, obviously.

00:19:44.920 --> 00:19:48.970 align:middle line:84%
You jump, and you can change
your direction in mid-air.

00:19:48.970 --> 00:19:52.500 align:middle line:84%
So you can do a jump that
you are not going to complete

00:19:52.500 --> 00:19:55.030 align:middle line:90%
and you will fall to your death.

00:19:55.030 --> 00:19:58.510 align:middle line:84%
But you can go backwards
while you're flying in mid-air

00:19:58.510 --> 00:20:02.650 align:middle line:84%
and then land back
where you started.

00:20:02.650 --> 00:20:04.510 align:middle line:84%
Again you lose time,
but otherwise you

00:20:04.510 --> 00:20:05.980 align:middle line:90%
haven't lost the game.

00:20:05.980 --> 00:20:07.506 align:middle line:84%
So that's forward
every recovery.

00:20:07.506 --> 00:20:09.880 align:middle line:84%
You've made the decision, and
that's a decision I wanted.

00:20:09.880 --> 00:20:11.900 align:middle line:90%
And then you fix it.

00:20:11.900 --> 00:20:13.724 align:middle line:84%
So you take a new
action to compensate.

00:20:13.724 --> 00:20:18.940 align:middle line:90%


00:20:18.940 --> 00:20:22.230 align:middle line:84%
Now affordances comes
up in Donald Norman,

00:20:22.230 --> 00:20:24.550 align:middle line:84%
but I believe he goes
into more detail about it

00:20:24.550 --> 00:20:27.040 align:middle line:90%
in chapter 2 and chapter 1.

00:20:27.040 --> 00:20:32.410 align:middle line:84%
So we are going to go into
different kinds of affordances

00:20:32.410 --> 00:20:33.930 align:middle line:90%
and constraints.

00:20:33.930 --> 00:20:40.210 align:middle line:84%
So affordances are
things that are aspects

00:20:40.210 --> 00:20:43.300 align:middle line:84%
of the thing that you're
confronted with that

00:20:43.300 --> 00:20:45.250 align:middle line:90%
invites you to do something.

00:20:45.250 --> 00:20:50.050 align:middle line:84%
So we talked a little bit
about affordances of materials.

00:20:50.050 --> 00:20:53.180 align:middle line:90%
Glass invites breaking.

00:20:53.180 --> 00:20:57.490 align:middle line:90%
Porous wood invites writing on.

00:20:57.490 --> 00:21:01.616 align:middle line:84%
Door handles are one thing that
comes up a lot Donald Norman.

00:21:01.616 --> 00:21:02.990 align:middle line:84%
We have a door
handle that is not

00:21:02.990 --> 00:21:07.630 align:middle line:84%
all that different from this
on the door in this class.

00:21:07.630 --> 00:21:13.090 align:middle line:84%
And that handle, it's
about hand-sized,

00:21:13.090 --> 00:21:15.370 align:middle line:90%
it invites you to grab it.

00:21:15.370 --> 00:21:17.762 align:middle line:84%
You could turn it, you could
pull it, you could push it.

00:21:17.762 --> 00:21:21.290 align:middle line:90%


00:21:21.290 --> 00:21:25.390 align:middle line:84%
So there are bigger
constraints when

00:21:25.390 --> 00:21:29.470 align:middle line:84%
you look at a door like
that door, that tell you

00:21:29.470 --> 00:21:32.825 align:middle line:84%
about what that function of
this handle is supposed to be.

00:21:32.825 --> 00:21:34.700 align:middle line:84%
First of all it's like
a semantic constraint.

00:21:34.700 --> 00:21:37.300 align:middle line:84%
You've been taught:
that thing is a door.

00:21:37.300 --> 00:21:42.160 align:middle line:84%
You know, you've seen a
million doors just like that.

00:21:42.160 --> 00:21:46.900 align:middle line:84%
And so you say, it's a
door, it must open somehow.

00:21:46.900 --> 00:21:49.900 align:middle line:84%
Have any of you just found
a random door on campus

00:21:49.900 --> 00:21:52.060 align:middle line:90%
that just doesn't open?

00:21:52.060 --> 00:21:56.270 align:middle line:84%
It's not locked, it
just doesn't open.

00:21:56.270 --> 00:21:59.300 align:middle line:84%
Or maybe it opens
into a brick wall.

00:21:59.300 --> 00:22:00.133 align:middle line:90%
Yeah?

00:22:00.133 --> 00:22:07.972 align:middle line:84%
AUDIENCE: [INAUDIBLE]
No, not here.

00:22:07.972 --> 00:22:08.680 align:middle line:90%
PROFESSOR: Right.

00:22:08.680 --> 00:22:11.790 align:middle line:90%


00:22:11.790 --> 00:22:14.444 align:middle line:84%
Did it just not open, or does
it open into something bizarre?

00:22:14.444 --> 00:22:15.360 align:middle line:90%
AUDIENCE: Into a wall.

00:22:15.360 --> 00:22:16.651 align:middle line:90%
PROFESSOR: A brick wall, right?

00:22:16.651 --> 00:22:19.460 align:middle line:84%
Yes, that's betraying
the semantic constraint.

00:22:19.460 --> 00:22:21.850 align:middle line:84%
The door is not supposed
to open it to a wall,

00:22:21.850 --> 00:22:23.590 align:middle line:84%
it's supposed to open
into another space

00:22:23.590 --> 00:22:25.225 align:middle line:90%
that you can go through.

00:22:25.225 --> 00:22:27.950 align:middle line:84%
It's a door, it
must open somehow.

00:22:27.950 --> 00:22:31.300 align:middle line:84%
And so you look at a door and
see all the different ways

00:22:31.300 --> 00:22:33.850 align:middle line:90%
that you can open it.

00:22:33.850 --> 00:22:37.930 align:middle line:84%
Now in emergency doors,
you have these things often

00:22:37.930 --> 00:22:39.960 align:middle line:90%
called crash bars.

00:22:39.960 --> 00:22:43.170 align:middle line:84%
And what you see over
there is pretty popular,

00:22:43.170 --> 00:22:46.880 align:middle line:84%
but not the only way
to implement this idea.

00:22:46.880 --> 00:22:50.590 align:middle line:84%
A crash bar is designed so that
you make it very, very clear

00:22:50.590 --> 00:22:53.320 align:middle line:84%
that this door only
opens in one way,

00:22:53.320 --> 00:22:56.410 align:middle line:84%
to try limit how much
mental processing you

00:22:56.410 --> 00:23:01.160 align:middle line:84%
need to think about because it's
usually put on emergency exits.

00:23:01.160 --> 00:23:04.940 align:middle line:84%
But this particular one,
you could grab this.

00:23:04.940 --> 00:23:06.420 align:middle line:84%
You can grab this
with your hand.

00:23:06.420 --> 00:23:09.380 align:middle line:84%
You could push it, you could
grab it, you can pull it up,

00:23:09.380 --> 00:23:10.940 align:middle line:90%
you can push it down.

00:23:10.940 --> 00:23:14.465 align:middle line:84%
There is a logical
constraint, the more you

00:23:14.465 --> 00:23:16.280 align:middle line:84%
grab your hands on
something like this,

00:23:16.280 --> 00:23:17.530 align:middle line:90%
you really can't see the lock.

00:23:17.530 --> 00:23:20.910 align:middle line:84%
You just see the door,
and the door is closed.

00:23:20.910 --> 00:23:22.920 align:middle line:84%
As soon as you grab
this, you realize

00:23:22.920 --> 00:23:27.150 align:middle line:84%
that this hinge is spring
loaded and can only go down.

00:23:27.150 --> 00:23:30.380 align:middle line:84%
So there is this logic, there's
a logical constraint there.

00:23:30.380 --> 00:23:33.100 align:middle line:84%
This is a hinge that can
go up and down, but already

00:23:33.100 --> 00:23:34.590 align:middle line:90%
in the up position.

00:23:34.590 --> 00:23:37.680 align:middle line:84%
So in order to
activate this thing,

00:23:37.680 --> 00:23:39.570 align:middle line:84%
you push it down,
which encourages

00:23:39.570 --> 00:23:41.610 align:middle line:90%
pushing rather than pulling.

00:23:41.610 --> 00:23:47.310 align:middle line:84%
So it encourages you to exert
force in the correct direction,

00:23:47.310 --> 00:23:48.960 align:middle line:84%
assuming that the
door opens outwards.

00:23:48.960 --> 00:23:50.730 align:middle line:84%
If it opens inwards,
then you really

00:23:50.730 --> 00:23:55.666 align:middle line:84%
put the door handle on the
wrong side of the door.

00:23:55.666 --> 00:23:57.166 align:middle line:84%
There are also
physical constraints,

00:23:57.166 --> 00:23:59.790 align:middle line:84%
back to the example
I talked about,

00:23:59.790 --> 00:24:02.700 align:middle line:90%
the Settlers of Cataan board.

00:24:02.700 --> 00:24:05.464 align:middle line:84%
This is a different kind of
crash bar but this one I think

00:24:05.464 --> 00:24:07.380 align:middle line:84%
does a slightly better
job because it actually

00:24:07.380 --> 00:24:08.470 align:middle line:90%
kind of difficult to grab.

00:24:08.470 --> 00:24:10.350 align:middle line:90%
It is actually pretty wide.

00:24:10.350 --> 00:24:14.520 align:middle line:84%
And it's much wider and
a lot of people's hands.

00:24:14.520 --> 00:24:16.590 align:middle line:90%
It's really easy to push.

00:24:16.590 --> 00:24:19.860 align:middle line:84%
So, just physically
it makes it difficult

00:24:19.860 --> 00:24:22.665 align:middle line:84%
for you to do the wrong thing,
to pull out the door that

00:24:22.665 --> 00:24:25.584 align:middle line:90%
generally opens outwards.

00:24:25.584 --> 00:24:28.360 align:middle line:84%
But because this doesn't
tell you where it hinges,

00:24:28.360 --> 00:24:30.610 align:middle line:84%
it doesn't tell you whether
the door opens to the left

00:24:30.610 --> 00:24:31.760 align:middle line:90%
or the door opens to the right.

00:24:31.760 --> 00:24:33.930 align:middle line:84%
If you push too hard on
the wrong side of the door,

00:24:33.930 --> 00:24:37.620 align:middle line:84%
where the hinges are, the
door doesn't really open.

00:24:37.620 --> 00:24:39.550 align:middle line:84%
I guess it would
be hard to open,

00:24:39.550 --> 00:24:42.240 align:middle line:84%
but if you just gently
push it, it won't open.

00:24:42.240 --> 00:24:46.044 align:middle line:84%
Which is why you get these,
which is offset to one side.

00:24:46.044 --> 00:24:47.460 align:middle line:84%
And there are
cultural constraints

00:24:47.460 --> 00:24:49.940 align:middle line:90%
that are associated with that.

00:24:49.940 --> 00:24:52.530 align:middle line:84%
Like the blue
slightly rubberized,

00:24:52.530 --> 00:24:57.210 align:middle line:84%
grippy surface encourages you
to put your hands on that.

00:24:57.210 --> 00:24:59.284 align:middle line:90%
There's a physical constraint.

00:24:59.284 --> 00:25:02.990 align:middle line:84%
Because it's off-center, if you
push anywhere along this part

00:25:02.990 --> 00:25:04.650 align:middle line:84%
you won't generate
enough torque to be

00:25:04.650 --> 00:25:07.990 align:middle line:90%
able to open the door easily.

00:25:07.990 --> 00:25:11.570 align:middle line:84%
I'm not so sure about this
sticker that's over here,

00:25:11.570 --> 00:25:13.710 align:middle line:84%
but I do think they
kind of informed you

00:25:13.710 --> 00:25:16.110 align:middle line:84%
that this is actually something
where you put your hand.

00:25:16.110 --> 00:25:20.350 align:middle line:84%
because this is rubber
and there is ink on there.

00:25:20.350 --> 00:25:22.206 align:middle line:84%
This is rubberised,
and it's coated,

00:25:22.206 --> 00:25:24.140 align:middle line:90%
and it's clearly hand-size.

00:25:24.140 --> 00:25:26.190 align:middle line:90%
It's inviting you to push it.

00:25:26.190 --> 00:25:30.120 align:middle line:84%
So that is cultural because of
the colors, of the material,

00:25:30.120 --> 00:25:31.410 align:middle line:90%
of the rubber.

00:25:31.410 --> 00:25:35.030 align:middle line:84%
That says, this is something
for you to put your hands on.

00:25:35.030 --> 00:25:38.427 align:middle line:84%
So there are four different
kinds of constraints

00:25:38.427 --> 00:25:39.260 align:middle line:90%
that I went through.

00:25:39.260 --> 00:25:40.801 align:middle line:84%
There are cultural
constraints, which

00:25:40.801 --> 00:25:42.150 align:middle line:90%
is what I was talking about--

00:25:42.150 --> 00:25:42.650 align:middle line:90%
the blue.

00:25:42.650 --> 00:25:45.480 align:middle line:84%
There's the physical-- the
physical constraints are just

00:25:45.480 --> 00:25:48.210 align:middle line:84%
making it hard for you to do
the wrong thing in the same way

00:25:48.210 --> 00:25:50.342 align:middle line:84%
that certain pieces
in certain games

00:25:50.342 --> 00:25:51.800 align:middle line:84%
are easy to pick
up because you are

00:25:51.800 --> 00:25:53.860 align:middle line:90%
going to be picking up a lot.

00:25:53.860 --> 00:25:56.387 align:middle line:90%
Certain things are easy to roll.

00:25:56.387 --> 00:25:58.720 align:middle line:84%
Those things that are hard
to pick up because you're not

00:25:58.720 --> 00:26:00.553 align:middle line:84%
supposed to be picking
them up, maybe you're

00:26:00.553 --> 00:26:02.620 align:middle line:84%
supposed to be
sliding them around.

00:26:02.620 --> 00:26:04.320 align:middle line:84%
There are logical
constraints, where

00:26:04.320 --> 00:26:07.680 align:middle line:84%
if you just look at it for
a second, you will say well,

00:26:07.680 --> 00:26:11.039 align:middle line:84%
it can't be this,
therefore it must be that.

00:26:11.039 --> 00:26:12.830 align:middle line:84%
And finally, there are
semantic constraints

00:26:12.830 --> 00:26:14.596 align:middle line:84%
of when I say
something is a door,

00:26:14.596 --> 00:26:16.220 align:middle line:84%
you expect to be able
to go through it.

00:26:16.220 --> 00:26:17.136 align:middle line:90%
Same thing for a game.

00:26:17.136 --> 00:26:20.370 align:middle line:84%
If you see a door in a
game, it is labelled door,

00:26:20.370 --> 00:26:24.434 align:middle line:84%
you expect that door leads
somewhere in the game.

00:26:24.434 --> 00:26:25.850 align:middle line:84%
I think there is
a version of Clue

00:26:25.850 --> 00:26:29.220 align:middle line:84%
that I used to play when I
was a very, very little kid.

00:26:29.220 --> 00:26:31.680 align:middle line:84%
And if you remember
the Clue board,

00:26:31.680 --> 00:26:33.827 align:middle line:84%
it looked like a
floor plan of a house.

00:26:33.827 --> 00:26:37.102 align:middle line:90%


00:26:37.102 --> 00:26:38.560 align:middle line:84%
It has windows and
stuff like that,

00:26:38.560 --> 00:26:40.932 align:middle line:84%
and that implies that you
can go outside of the house.

00:26:40.932 --> 00:26:42.890 align:middle line:84%
But you can't really go
outside the house, that

00:26:42.890 --> 00:26:44.390 align:middle line:90%
would be breaking the rules.

00:26:44.390 --> 00:26:46.670 align:middle line:84%
That confused me when
I was five years old,

00:26:46.670 --> 00:26:49.211 align:middle line:84%
because I expected that you'd
be able to go through any door.

00:26:49.211 --> 00:26:51.737 align:middle line:90%


00:26:51.737 --> 00:26:53.820 align:middle line:84%
A couple of other things
you can do to help people

00:26:53.820 --> 00:26:56.100 align:middle line:84%
understand your
game, it's context.

00:26:56.100 --> 00:26:58.530 align:middle line:84%
Where how things are
placed next to other things

00:26:58.530 --> 00:27:00.970 align:middle line:84%
that suggest how they're
supposed to be used.

00:27:00.970 --> 00:27:03.750 align:middle line:84%
This is Boggle, and
when you open it,

00:27:03.750 --> 00:27:05.790 align:middle line:90%
you get these two pieces.

00:27:05.790 --> 00:27:08.485 align:middle line:84%
Well you actually
get [INAUDIBLE].

00:27:08.485 --> 00:27:13.390 align:middle line:90%


00:27:13.390 --> 00:27:15.990 align:middle line:84%
But you get these
things together,

00:27:15.990 --> 00:27:20.010 align:middle line:84%
and as soon as you see this if
you know what an hourglass is,

00:27:20.010 --> 00:27:23.970 align:middle line:84%
you immediately know that
this is a timed game.

00:27:23.970 --> 00:27:25.590 align:middle line:84%
Whether or not you
read it on the box

00:27:25.590 --> 00:27:28.380 align:middle line:84%
that this was a game that was
timed, whether you've ever

00:27:28.380 --> 00:27:30.240 align:middle line:90%
played this game before.

00:27:30.240 --> 00:27:32.660 align:middle line:84%
When you see a
timer that's packed

00:27:32.660 --> 00:27:34.570 align:middle line:84%
in the same box
with things, that

00:27:34.570 --> 00:27:38.770 align:middle line:84%
suggests that this is a game
that you play with Time.

00:27:38.770 --> 00:27:40.560 align:middle line:84%
So that's one way
of thinking context.

00:27:40.560 --> 00:27:45.400 align:middle line:84%
I'm going to go to a few
more examples later on

00:27:45.400 --> 00:27:49.410 align:middle line:84%
and I want you to
think about how things

00:27:49.410 --> 00:27:51.090 align:middle line:84%
are placed next to
each other suggests

00:27:51.090 --> 00:27:53.610 align:middle line:90%
how they're supposed to be used.

00:27:53.610 --> 00:27:55.780 align:middle line:84%
Context also comes from
how you name things

00:27:55.780 --> 00:27:57.840 align:middle line:90%
and how you provide art.

00:27:57.840 --> 00:28:00.750 align:middle line:84%
This is not something to
worry about in assignment 1,

00:28:00.750 --> 00:28:03.430 align:middle line:84%
but you're going to have to
worry about in assignment 2.

00:28:03.430 --> 00:28:07.571 align:middle line:84%
How many of you have
played Diplomacy?

00:28:07.571 --> 00:28:09.720 align:middle line:84%
Do you still play Diplomacy
with the same people

00:28:09.720 --> 00:28:10.100 align:middle line:90%
that you played with?

00:28:10.100 --> 00:28:10.980 align:middle line:90%
AUDIENCE: No.

00:28:10.980 --> 00:28:12.230 align:middle line:84%
PROFESSOR: You don't
talk to them anymore?

00:28:12.230 --> 00:28:12.730 align:middle line:90%
No?

00:28:12.730 --> 00:28:13.770 align:middle line:90%
OK.

00:28:13.770 --> 00:28:15.700 align:middle line:84%
That's the problem
with Diplomacy.

00:28:15.700 --> 00:28:17.700 align:middle line:84%
How good are you
at playing Risk?

00:28:17.700 --> 00:28:21.070 align:middle line:84%
OK, if you just look at a
Diplomacy board or a Risk

00:28:21.070 --> 00:28:23.070 align:middle line:84%
board, they don't look
all that different.

00:28:23.070 --> 00:28:25.120 align:middle line:90%
It's a world map.

00:28:25.120 --> 00:28:30.300 align:middle line:84%
I think in Diplomacy it's
a modern European map.

00:28:30.300 --> 00:28:33.960 align:middle line:84%
But now, this game is a game of
international intrigue, trust,

00:28:33.960 --> 00:28:36.575 align:middle line:84%
and treasury, and
called diplomacy.

00:28:36.575 --> 00:28:39.424 align:middle line:84%
And this game called the
game of global domination.

00:28:39.424 --> 00:28:40.680 align:middle line:90%
Risk.

00:28:40.680 --> 00:28:42.436 align:middle line:84%
Just look at the way
they're presented.

00:28:42.436 --> 00:28:45.210 align:middle line:90%


00:28:45.210 --> 00:28:47.760 align:middle line:84%
Why don't you tell me, what
did these boxes tell you

00:28:47.760 --> 00:28:50.104 align:middle line:90%
about these games?

00:28:50.104 --> 00:28:52.860 align:middle line:84%
AUDIENCE: Risk has a bunch
of cannons and [INAUDIBLE],

00:28:52.860 --> 00:28:55.680 align:middle line:84%
so you're probably going to be
fighting and attacking stuff.

00:28:55.680 --> 00:28:56.390 align:middle line:90%
PROFESSOR: OK.

00:28:56.390 --> 00:28:59.001 align:middle line:90%
Yeah, more conflict.

00:28:59.001 --> 00:29:03.760 align:middle line:84%
AUDIENCE: Diplomacy, it looks
like guy is hanging around.

00:29:03.760 --> 00:29:05.337 align:middle line:84%
And there's a sword
and wine glass,

00:29:05.337 --> 00:29:06.795 align:middle line:84%
so maybe there's
a bit of fighting,

00:29:06.795 --> 00:29:08.770 align:middle line:84%
or a bit of wheeling
and dealing,

00:29:08.770 --> 00:29:11.720 align:middle line:84%
but it seems like mostly
you'll be talking to people.

00:29:11.720 --> 00:29:14.601 align:middle line:84%
PROFESSOR: OK, there'll be
lot of talking in this game.

00:29:14.601 --> 00:29:16.964 align:middle line:84%
AUDIENCE: I get the sense
that they might leaders

00:29:16.964 --> 00:29:19.690 align:middle line:90%
discussing a deal.

00:29:19.690 --> 00:29:22.785 align:middle line:84%
PROFESSOR: There's a world
map and a globe to remind you.

00:29:22.785 --> 00:29:25.560 align:middle line:90%


00:29:25.560 --> 00:29:31.790 align:middle line:84%
Yes, they're making decisions
on behalf of all the world.

00:29:31.790 --> 00:29:35.095 align:middle line:84%
AUDIENCE: If anything,
it seems like these

00:29:35.095 --> 00:29:39.500 align:middle line:84%
are people behind the throne
and making shady deals.

00:29:39.500 --> 00:29:42.540 align:middle line:84%
PROFESSOR: Ah, shadow
presidents, or kings.

00:29:42.540 --> 00:29:46.420 align:middle line:84%
I guess at the time
that this game is set--

00:29:46.420 --> 00:29:48.465 align:middle line:90%
the world of czars and kaisers.

00:29:48.465 --> 00:29:51.220 align:middle line:90%


00:29:51.220 --> 00:29:53.780 align:middle line:84%
So you're making shady
deals with authority

00:29:53.780 --> 00:29:57.210 align:middle line:84%
to be able to determine
the fate of the world.

00:29:57.210 --> 00:29:59.150 align:middle line:90%
And Risk?

00:29:59.150 --> 00:30:01.860 align:middle line:90%
Stomp over everything.

00:30:01.860 --> 00:30:05.240 align:middle line:84%
I'm going to take my army and
I'm going to meet your army

00:30:05.240 --> 00:30:09.580 align:middle line:84%
and we're going to figure
out who's got a bigger army.

00:30:09.580 --> 00:30:14.020 align:middle line:90%
That's the game.

00:30:14.020 --> 00:30:19.220 align:middle line:84%
That is another hint, in the
titles Diplomacy and Risk.

00:30:19.220 --> 00:30:21.170 align:middle line:84%
Diplomacy is a game
about diplomacy.

00:30:21.170 --> 00:30:24.750 align:middle line:84%
It's about talking to people
and making deals, and breaking

00:30:24.750 --> 00:30:26.800 align:middle line:90%
deals at opportune times.

00:30:26.800 --> 00:30:29.370 align:middle line:84%
And this is why people
who people don't often

00:30:29.370 --> 00:30:32.740 align:middle line:84%
play diplomacy with the
same people anymore.

00:30:32.740 --> 00:30:34.800 align:middle line:90%
It is a great friendship killer.

00:30:34.800 --> 00:30:38.496 align:middle line:90%
Risk is a game about--

00:30:38.496 --> 00:30:41.090 align:middle line:90%
I'm going all in!

00:30:41.090 --> 00:30:45.690 align:middle line:84%
I might win this if the
dice roll in my favor,

00:30:45.690 --> 00:30:46.890 align:middle line:90%
so it's about risk.

00:30:46.890 --> 00:30:50.130 align:middle line:84%
The game is about risking
everything on big gambles.

00:30:50.130 --> 00:30:52.706 align:middle line:90%


00:30:52.706 --> 00:30:54.330 align:middle line:84%
And it's actually a
pretty good example

00:30:54.330 --> 00:30:56.820 align:middle line:84%
of what this game is
expecting you to do.

00:30:56.820 --> 00:30:59.522 align:middle line:84%
So immediately, just
by looking at the box,

00:30:59.522 --> 00:31:01.230 align:middle line:84%
the games are already
trying to condition

00:31:01.230 --> 00:31:03.100 align:middle line:84%
you to think the way
you need to think

00:31:03.100 --> 00:31:05.165 align:middle line:90%
in order to well in this game.

00:31:05.165 --> 00:31:08.960 align:middle line:90%


00:31:08.960 --> 00:31:09.700 align:middle line:90%
Let's see.

00:31:09.700 --> 00:31:10.550 align:middle line:90%
Visibility.

00:31:10.550 --> 00:31:17.320 align:middle line:84%
This comes up a million
times in Donald Norman.

00:31:17.320 --> 00:31:19.770 align:middle line:84%
And when you're
designing your games,

00:31:19.770 --> 00:31:21.300 align:middle line:84%
you need to think
about how to be

00:31:21.300 --> 00:31:25.890 align:middle line:84%
able to make what's
happening in your game more

00:31:25.890 --> 00:31:29.130 align:middle line:84%
visible to the players who need
to make decisions about that.

00:31:29.130 --> 00:31:31.520 align:middle line:84%
This is a very close-up
view of the game

00:31:31.520 --> 00:31:34.470 align:middle line:84%
called Cosmic Encounter,
which we will play later on.

00:31:34.470 --> 00:31:36.360 align:middle line:84%
And it has this
Risk- like element

00:31:36.360 --> 00:31:40.530 align:middle line:84%
that I am going to
put my army of flying

00:31:40.530 --> 00:31:43.630 align:middle line:84%
saucers against your
army of flying saucers.

00:31:43.630 --> 00:31:46.170 align:middle line:84%
But we're going to be fighting
on multiple fronts at once,

00:31:46.170 --> 00:31:49.250 align:middle line:84%
and that's actually
going to be--

00:31:49.250 --> 00:31:51.810 align:middle line:84%
in the game, you
can join forces.

00:31:51.810 --> 00:31:56.620 align:middle line:84%
So I can keep up with you to
go up against a planet that's

00:31:56.620 --> 00:31:57.450 align:middle line:90%
been held by you.

00:31:57.450 --> 00:31:59.370 align:middle line:84%
But somebody else is
going to join in and try

00:31:59.370 --> 00:32:01.090 align:middle line:90%
to help defend your planet.

00:32:01.090 --> 00:32:04.890 align:middle line:84%
And so they have this
system of stackable tokens

00:32:04.890 --> 00:32:07.410 align:middle line:84%
to basically be able to
then very, very easily

00:32:07.410 --> 00:32:09.260 align:middle line:90%
see whose pile is higher.

00:32:09.260 --> 00:32:10.885 align:middle line:84%
Right now, these are
all the defenders,

00:32:10.885 --> 00:32:13.370 align:middle line:84%
so they are all on this
little [INAUDIBLE].

00:32:13.370 --> 00:32:16.680 align:middle line:84%
There is actually
this big flat spike

00:32:16.680 --> 00:32:19.776 align:middle line:84%
where you stack all
of the attacking ships

00:32:19.776 --> 00:32:21.150 align:middle line:84%
and you put them
in the direction

00:32:21.150 --> 00:32:22.862 align:middle line:90%
on the planet you are attacking.

00:32:22.862 --> 00:32:24.570 align:middle line:84%
So to just makes things
very, very clear,

00:32:24.570 --> 00:32:26.879 align:middle line:84%
this is how big the army
is that's attacking is,

00:32:26.879 --> 00:32:28.920 align:middle line:84%
and this is how big the
army that's defending is.

00:32:28.920 --> 00:32:31.169 align:middle line:84%
Even though there are many,
many, many, many different

00:32:31.169 --> 00:32:32.750 align:middle line:90%
forces involved.

00:32:32.750 --> 00:32:36.210 align:middle line:84%
So they're making visible
what the current state is.

00:32:36.210 --> 00:32:39.930 align:middle line:84%
Again it's kind of a diplomatic
game of like Diplomacy.

00:32:39.930 --> 00:32:42.090 align:middle line:84%
In the middle of
every combat, you

00:32:42.090 --> 00:32:45.600 align:middle line:84%
have both sides asking all
the players not involved

00:32:45.600 --> 00:32:48.210 align:middle line:84%
in the combat to please
contribute something to this--

00:32:48.210 --> 00:32:52.520 align:middle line:84%
please contribute a ship
or two to this attack.

00:32:52.520 --> 00:32:55.470 align:middle line:84%
And they're making
deals all the time.

00:32:55.470 --> 00:32:58.620 align:middle line:84%
Even days are not
really about visibility

00:32:58.620 --> 00:33:00.364 align:middle line:90%
take advantage of visibility.

00:33:00.364 --> 00:33:02.280 align:middle line:84%
The whole idea of
Battleship is that you don't

00:33:02.280 --> 00:33:05.410 align:middle line:90%
know where your opponents are.

00:33:05.410 --> 00:33:09.210 align:middle line:84%
But they gave you all these
useful tools, these red pegs

00:33:09.210 --> 00:33:12.810 align:middle line:84%
and white pegs, and
a whole extra grid

00:33:12.810 --> 00:33:18.090 align:middle line:84%
to be able to keep track
of where you bombed before,

00:33:18.090 --> 00:33:22.164 align:middle line:90%
and where you were successful.

00:33:22.164 --> 00:33:25.540 align:middle line:84%
AUDIENCE: Can you imagine
without the second grid?

00:33:25.540 --> 00:33:28.835 align:middle line:90%
PROFESSOR: Yes, it's possible.

00:33:28.835 --> 00:33:30.210 align:middle line:84%
I mean, you would
probably end up

00:33:30.210 --> 00:33:32.400 align:middle line:84%
drawing your own second
grid pretty quickly just

00:33:32.400 --> 00:33:36.830 align:middle line:84%
to keep track of where
the you hit before.

00:33:36.830 --> 00:33:39.910 align:middle line:84%
There's other things
up here, as well.

00:33:39.910 --> 00:33:45.870 align:middle line:84%
[INAUDIBLE] actually that's
what it's describing--

00:33:45.870 --> 00:33:47.800 align:middle line:90%
how big each ship is.

00:33:47.800 --> 00:33:51.270 align:middle line:84%
You've got your own
fleet to keep track of,

00:33:51.270 --> 00:33:55.560 align:middle line:84%
what the possible ships
are, and how long they are.

00:33:55.560 --> 00:33:58.650 align:middle line:84%
This person uses
white tokens to keep

00:33:58.650 --> 00:34:02.350 align:middle line:84%
track of where the
enemy has bombed,

00:34:02.350 --> 00:34:04.541 align:middle line:84%
which is something you
don't have to do in the game

00:34:04.541 --> 00:34:05.040 align:middle line:90%
to do well.

00:34:05.040 --> 00:34:07.860 align:middle line:90%


00:34:07.860 --> 00:34:09.500 align:middle line:84%
It is probably
useful information,

00:34:09.500 --> 00:34:10.880 align:middle line:90%
but you have the tools.

00:34:10.880 --> 00:34:13.020 align:middle line:84%
The player has
all of these tools

00:34:13.020 --> 00:34:16.590 align:middle line:84%
to be able to keep track
of that information.

00:34:16.590 --> 00:34:18.840 align:middle line:84%
So this game has gone
a long way to try

00:34:18.840 --> 00:34:21.810 align:middle line:84%
to make the little
bit of information

00:34:21.810 --> 00:34:24.060 align:middle line:84%
that you do get over the
play of the game-- the little

00:34:24.060 --> 00:34:28.409 align:middle line:84%
of information that you reveal
over the game as visible

00:34:28.409 --> 00:34:31.618 align:middle line:84%
as possible, so that you can
make the next logical decision

00:34:31.618 --> 00:34:32.534 align:middle line:90%
as easily as possible.

00:34:32.534 --> 00:34:37.239 align:middle line:90%


00:34:37.239 --> 00:34:38.960 align:middle line:84%
Previous user experience
goes a long way

00:34:38.960 --> 00:34:40.418 align:middle line:84%
in helping people
understand games.

00:34:40.418 --> 00:34:43.420 align:middle line:84%
And these are dice with
nontraditional numbers

00:34:43.420 --> 00:34:46.050 align:middle line:84%
that you expect
to find on a dice.

00:34:46.050 --> 00:34:49.540 align:middle line:84%
But you see a dice, you kind
of know what to do with it.

00:34:49.540 --> 00:34:52.370 align:middle line:84%
You pick it up, you roll it,
and it will give you a number.

00:34:52.370 --> 00:34:56.179 align:middle line:84%
And that number is a number
that you have for that turn.

00:34:56.179 --> 00:34:59.380 align:middle line:84%
There's also the little dot
that distinguishes the nines

00:34:59.380 --> 00:35:01.244 align:middle line:90%
from the sixes.

00:35:01.244 --> 00:35:02.410 align:middle line:90%
That comes from other games.

00:35:02.410 --> 00:35:04.990 align:middle line:84%
I think a lot of people see
that from games in particular

00:35:04.990 --> 00:35:07.817 align:middle line:84%
because I can't think of any
other situations in real life

00:35:07.817 --> 00:35:09.650 align:middle line:84%
where something might
be flipped upside down

00:35:09.650 --> 00:35:13.170 align:middle line:84%
and you have to
interpret that number.

00:35:13.170 --> 00:35:16.720 align:middle line:84%
In fact, there's a Kickstarter
out, or at least that was.

00:35:16.720 --> 00:35:18.960 align:middle line:84%
The Kickstarter
for this project,

00:35:18.960 --> 00:35:21.340 align:middle line:84%
we took a whole bunch of
cards, and a whole bunch

00:35:21.340 --> 00:35:24.050 align:middle line:84%
of different randomized
things depicted

00:35:24.050 --> 00:35:27.267 align:middle line:90%
in a photoshopped photo.

00:35:27.267 --> 00:35:28.600 align:middle line:90%
So it was a whole deck of cards.

00:35:28.600 --> 00:35:32.380 align:middle line:84%
I think it was a
standard poker deck.

00:35:32.380 --> 00:35:34.780 align:middle line:84%
But it also had all these
other randomizing things.

00:35:34.780 --> 00:35:39.570 align:middle line:84%
It had a dreidel, it had a
dice with [INAUDIBLE] on it.

00:35:39.570 --> 00:35:43.706 align:middle line:90%
It had different size of dices.

00:35:43.706 --> 00:35:47.220 align:middle line:84%
It had one of those
counting sticks.

00:35:47.220 --> 00:35:50.960 align:middle line:84%
There's a lot of things here
that I am not really sure

00:35:50.960 --> 00:35:54.242 align:middle line:84%
if I could tell
you the name of it,

00:35:54.242 --> 00:35:56.200 align:middle line:84%
but you could probably
figure out how it works.

00:35:56.200 --> 00:36:00.430 align:middle line:90%


00:36:00.430 --> 00:36:03.898 align:middle line:90%
What does that look like?

00:36:03.898 --> 00:36:05.366 align:middle line:90%
It looks like a compass.

00:36:05.366 --> 00:36:09.156 align:middle line:84%
Now, knowing that this
is a randomizing element,

00:36:09.156 --> 00:36:11.670 align:middle line:84%
how do you think that
will be used if actually

00:36:11.670 --> 00:36:12.634 align:middle line:90%
had it in real life?

00:36:12.634 --> 00:36:13.634 align:middle line:90%
AUDIENCE: It's a spinner

00:36:13.634 --> 00:36:15.305 align:middle line:90%
PROFESSOR: Yes, it's a spinner.

00:36:15.305 --> 00:36:20.321 align:middle line:84%
It's a [INAUDIBLE]
spinner, in particular.

00:36:20.321 --> 00:36:22.960 align:middle line:84%
You can spin for one out
of six sides on the inside,

00:36:22.960 --> 00:36:29.404 align:middle line:84%
and one out of eight,
sides in the top.

00:36:29.404 --> 00:36:34.066 align:middle line:90%


00:36:34.066 --> 00:36:37.780 align:middle line:84%
But there are a couple of
key things, like the coins.

00:36:37.780 --> 00:36:41.360 align:middle line:84%
You could use this deck of cards
for coin flips, if you wanted.

00:36:41.360 --> 00:36:45.230 align:middle line:84%
And there is also these
weird fortune cookies.

00:36:45.230 --> 00:36:48.460 align:middle line:84%
Anyway, it's a cute
idea, but you don't--

00:36:48.460 --> 00:36:50.870 align:middle line:84%
I don't need to explain
to you how to use this.

00:36:50.870 --> 00:36:53.210 align:middle line:84%
It's just a whole deck with
different pictures on it,

00:36:53.210 --> 00:36:57.050 align:middle line:84%
and you know and you can use it
to randomize different letters

00:36:57.050 --> 00:36:59.054 align:middle line:90%
and different numbers.

00:36:59.054 --> 00:37:01.540 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:37:01.540 --> 00:37:03.060 align:middle line:84%
PROFESSOR: I forget
the name of it.

00:37:03.060 --> 00:37:04.434 align:middle line:84%
AUDIENCE: No, what
was the point?

00:37:04.434 --> 00:37:07.610 align:middle line:84%
PROFESSOR: The point was that
you will get a deck of cards

00:37:07.610 --> 00:37:09.300 align:middle line:90%
with every card is different.

00:37:09.300 --> 00:37:11.350 align:middle line:84%
And every club looks
kind of like this

00:37:11.350 --> 00:37:13.940 align:middle line:84%
but it has different
randomizing results on it.

00:37:13.940 --> 00:37:17.150 align:middle line:90%


00:37:17.150 --> 00:37:18.080 align:middle line:90%
Cultural cues.

00:37:18.080 --> 00:37:22.550 align:middle line:84%
This was actually played
by a pair of friends.

00:37:22.550 --> 00:37:25.920 align:middle line:84%
There is a game
called War on Terror.

00:37:25.920 --> 00:37:28.640 align:middle line:90%
There's a very satirical game.

00:37:28.640 --> 00:37:31.050 align:middle line:84%
Basically, everybody has
exactly the same strategy.

00:37:31.050 --> 00:37:33.680 align:middle line:84%
Everyone's in charge of
a country, basically.

00:37:33.680 --> 00:37:35.330 align:middle line:90%
Everyone is after oil.

00:37:35.330 --> 00:37:36.710 align:middle line:84%
Everybody has the
same strategies

00:37:36.710 --> 00:37:38.730 align:middle line:90%
and the same tactics.

00:37:38.730 --> 00:37:41.750 align:middle line:84%
But if you cross a certain
point, you get branded as evil

00:37:41.750 --> 00:37:45.290 align:middle line:84%
and you have to wear
the evil balaclava.

00:37:45.290 --> 00:37:47.570 align:middle line:84%
And that immediately is
a trigger for everybody

00:37:47.570 --> 00:37:49.130 align:middle line:90%
to gang up on that person.

00:37:49.130 --> 00:37:50.720 align:middle line:84%
So what the game
is really trying--

00:37:50.720 --> 00:37:52.940 align:middle line:84%
the point of the
game is that the game

00:37:52.940 --> 00:37:55.010 align:middle line:84%
is trying to drive
home the point

00:37:55.010 --> 00:37:56.840 align:middle line:90%
that everybody is engaged.

00:37:56.840 --> 00:38:01.190 align:middle line:84%
All the powers are engaging
in exactly the same tactics.

00:38:01.190 --> 00:38:03.820 align:middle line:84%
At the moment that you
actually get declared as evil,

00:38:03.820 --> 00:38:05.570 align:middle line:84%
you actually get a
little bit more freedom

00:38:05.570 --> 00:38:07.730 align:middle line:84%
than what you're about
to do because you

00:38:07.730 --> 00:38:12.000 align:middle line:84%
don't have to worry about other
people branding you as evil.

00:38:12.000 --> 00:38:17.554 align:middle line:84%
So the whole idea of-- here is
this person in this balaclava.

00:38:17.554 --> 00:38:19.970 align:middle line:84%
And it had-- it had the word
evil on top to make it clear,

00:38:19.970 --> 00:38:21.886 align:middle line:84%
but I don't think that
was actually necessary.

00:38:21.886 --> 00:38:24.770 align:middle line:84%
[INAUDIBLE] a regular
[INAUDIBLE] I guess it

00:38:24.770 --> 00:38:27.160 align:middle line:84%
caught the point that
this person is now

00:38:27.160 --> 00:38:28.310 align:middle line:90%
marked as the bad guy.

00:38:28.310 --> 00:38:31.334 align:middle line:90%


00:38:31.334 --> 00:38:33.250 align:middle line:84%
It is actually a metaphor
for something that--

00:38:33.250 --> 00:38:35.850 align:middle line:84%
I actually had some
trouble coming up

00:38:35.850 --> 00:38:38.040 align:middle line:90%
with board game examples.

00:38:38.040 --> 00:38:42.300 align:middle line:84%
it happens a lot more
often in computers,

00:38:42.300 --> 00:38:44.280 align:middle line:84%
where you get some
sort of metaphor

00:38:44.280 --> 00:38:47.580 align:middle line:84%
to imply how it's
supposed to be used.

00:38:47.580 --> 00:38:50.170 align:middle line:84%
You're not going to
exactly use it that way.

00:38:50.170 --> 00:38:55.642 align:middle line:84%
So for instance, what
are these things up here

00:38:55.642 --> 00:38:57.416 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:38:57.416 --> 00:39:00.460 align:middle line:84%
PROFESSOR:
[INAUDIBLE] So what do

00:39:00.460 --> 00:39:02.800 align:middle line:84%
you think you do
if I'm in the game

00:39:02.800 --> 00:39:04.399 align:middle line:90%
and in this piece of software?

00:39:04.399 --> 00:39:06.844 align:middle line:84%
AUDIENCE: You're going
to read the inbox

00:39:06.844 --> 00:39:08.800 align:middle line:90%
or put it into the outbox.

00:39:08.800 --> 00:39:14.700 align:middle line:84%
PROFESSOR: You can send
messages, and read, and check

00:39:14.700 --> 00:39:16.090 align:middle line:90%
what messages you receive.

00:39:16.090 --> 00:39:25.920 align:middle line:84%
That's a metaphor that we
keep it mail software today.

00:39:25.920 --> 00:39:27.205 align:middle line:90%
Anybody recognize that?

00:39:27.205 --> 00:39:28.420 align:middle line:90%
AUDIENCE: It's a Rolodex.

00:39:28.420 --> 00:39:29.680 align:middle line:84%
PROFESSOR: Oh, people
still recognise Rolodexes.

00:39:29.680 --> 00:39:30.530 align:middle line:90%
That's cool.

00:39:30.530 --> 00:39:31.639 align:middle line:90%
What does a Rolodex do?

00:39:31.639 --> 00:39:32.430 align:middle line:90%
AUDIENCE: Contacts.

00:39:32.430 --> 00:39:33.270 align:middle line:90%
PROFESSOR: Contacts.

00:39:33.270 --> 00:39:37.020 align:middle line:84%
So that just gives you a
list of all the people.

00:39:37.020 --> 00:39:41.690 align:middle line:84%
this gives you an idea of
how old this screenshot is.

00:39:41.690 --> 00:39:50.670 align:middle line:84%
This looks like a planner,
some kind of scheduler.

00:39:50.670 --> 00:39:51.776 align:middle line:90%
Magic lamp.

00:39:51.776 --> 00:39:54.320 align:middle line:90%


00:39:54.320 --> 00:39:55.140 align:middle line:90%
Genies.

00:39:55.140 --> 00:39:58.620 align:middle line:84%
You click on it
and can ask things.

00:39:58.620 --> 00:40:00.220 align:middle line:90%
Help, maybe?

00:40:00.220 --> 00:40:01.312 align:middle line:90%
Not quite sure.

00:40:01.312 --> 00:40:02.020 align:middle line:90%
AUDIENCE: Wishes.

00:40:02.020 --> 00:40:03.900 align:middle line:90%
PROFESSOR: Wishes, maybe.

00:40:03.900 --> 00:40:06.300 align:middle line:84%
Wishes maybe connect
you to tech support.

00:40:06.300 --> 00:40:08.860 align:middle line:90%
I don't know.

00:40:08.860 --> 00:40:14.940 align:middle line:84%
You can see the metaphor
break down here.

00:40:14.940 --> 00:40:20.336 align:middle line:90%
This is a phone?

00:40:20.336 --> 00:40:22.264 align:middle line:90%
AUDIENCE: A fax, maybe?

00:40:22.264 --> 00:40:25.580 align:middle line:90%
PROFESSOR: A fax maybe.

00:40:25.580 --> 00:40:29.900 align:middle line:84%
I'm looking at this, and I do
a little bit about the machine

00:40:29.900 --> 00:40:32.620 align:middle line:84%
that this was designed
for, and it didn't have--

00:40:32.620 --> 00:40:34.760 align:middle line:84%
you couldn't make
phone calls with it.

00:40:34.760 --> 00:40:36.935 align:middle line:84%
So I have no idea what
this thing actually does.

00:40:36.935 --> 00:40:37.768 align:middle line:90%
Maybe send pictures.

00:40:37.768 --> 00:40:41.200 align:middle line:90%


00:40:41.200 --> 00:40:43.716 align:middle line:90%
This thing looks like a--

00:40:43.716 --> 00:40:45.810 align:middle line:90%
AUDIENCE: A purse or briefcase.

00:40:45.810 --> 00:40:47.790 align:middle line:84%
PROFESSOR: A purse, or
a briefcase or a bag.

00:40:47.790 --> 00:40:50.770 align:middle line:84%
It's a metaphor or
something, but it

00:40:50.770 --> 00:40:53.830 align:middle line:90%
might be cash transactions.

00:40:53.830 --> 00:40:54.970 align:middle line:90%
But I doubt it.

00:40:54.970 --> 00:40:59.300 align:middle line:84%
It could be your files
that you save, who knows.

00:40:59.300 --> 00:41:01.438 align:middle line:84%
Things are starting
to break down.

00:41:01.438 --> 00:41:03.510 align:middle line:84%
But you still have
this desktop metaphor

00:41:03.510 --> 00:41:08.550 align:middle line:84%
that we still maintain in
a lot of user interfaces.

00:41:08.550 --> 00:41:10.552 align:middle line:84%
This is somewhat--
this is a real kicker.

00:41:10.552 --> 00:41:12.620 align:middle line:84%
This is extra
[INAUDIBLE] the hallway.

00:41:12.620 --> 00:41:16.990 align:middle line:84%
I have no Idea what
to expect the hallway.

00:41:16.990 --> 00:41:18.470 align:middle line:90%
User interface.

00:41:18.470 --> 00:41:23.030 align:middle line:90%
Maybe other applications.

00:41:23.030 --> 00:41:27.220 align:middle line:84%
We have that a little bit in
both games, especially board

00:41:27.220 --> 00:41:31.210 align:middle line:84%
games that are produced in many,
many, many different languages.

00:41:31.210 --> 00:41:39.400 align:middle line:84%
Because they have-- they can't
slap words on the tokens.

00:41:39.400 --> 00:41:42.984 align:middle line:84%
Because if you slap words on
it and want to then release

00:41:42.984 --> 00:41:44.650 align:middle line:84%
the same product in
a different language

00:41:44.650 --> 00:41:46.150 align:middle line:84%
for a different
country, then you

00:41:46.150 --> 00:41:47.691 align:middle line:84%
have to change all
the words and that

00:41:47.691 --> 00:41:50.360 align:middle line:90%
increases manufacturing costs.

00:41:50.360 --> 00:41:52.815 align:middle line:84%
So they try to
use generic tokens

00:41:52.815 --> 00:41:54.940 align:middle line:84%
and then just explain
everything in the rules which

00:41:54.940 --> 00:41:56.800 align:middle line:84%
they can print fairly
cheaply, and they

00:41:56.800 --> 00:41:59.850 align:middle line:84%
can include six European
languages if the same box.

00:41:59.850 --> 00:42:01.740 align:middle line:90%
That won't be a problem.

00:42:01.740 --> 00:42:03.500 align:middle line:90%
This is a game called Agricola.

00:42:03.500 --> 00:42:05.440 align:middle line:84%
And it's called a
worker placement game.

00:42:05.440 --> 00:42:07.780 align:middle line:84%
Because what it basically
is, is that you've

00:42:07.780 --> 00:42:10.900 align:middle line:84%
got a bunch of members of your
family of your little farming

00:42:10.900 --> 00:42:12.170 align:middle line:90%
homestead.

00:42:12.170 --> 00:42:14.880 align:middle line:84%
And then you send
them out every turn

00:42:14.880 --> 00:42:22.060 align:middle line:84%
to do tasks, like go to the
fireplace and cook some meat,

00:42:22.060 --> 00:42:26.750 align:middle line:84%
or go to the market
and buy some more feed,

00:42:26.750 --> 00:42:28.400 align:middle line:90%
or build some fences.

00:42:28.400 --> 00:42:29.690 align:middle line:90%
Something like that.

00:42:29.690 --> 00:42:31.450 align:middle line:84%
So what you do is
you take these tokens

00:42:31.450 --> 00:42:34.300 align:middle line:90%
and you put that on the cart.

00:42:34.300 --> 00:42:38.230 align:middle line:84%
So this is both context and
an interaction metaphor.

00:42:38.230 --> 00:42:41.129 align:middle line:84%
By taking this thing and
putting it on this cart,

00:42:41.129 --> 00:42:43.420 align:middle line:84%
I'm achieving quite a large
number of different things.

00:42:43.420 --> 00:42:45.520 align:middle line:84%
I'm saying, this is the
action that I'm taking.

00:42:45.520 --> 00:42:48.590 align:middle line:84%
I am saying I have
one, two, three, four,

00:42:48.590 --> 00:42:50.600 align:middle line:84%
five different things
that I could do.

00:42:50.600 --> 00:42:52.680 align:middle line:90%
Actually, I am not sure.

00:42:52.680 --> 00:42:55.570 align:middle line:90%


00:42:55.570 --> 00:42:57.910 align:middle line:84%
but there's at least
four different things

00:42:57.910 --> 00:42:59.219 align:middle line:90%
that I can do on my turn.

00:42:59.219 --> 00:43:00.760 align:middle line:84%
Every time I take
one of these things

00:43:00.760 --> 00:43:03.990 align:middle line:84%
and then put it on a cart,
like the cart that you see you

00:43:03.990 --> 00:43:06.850 align:middle line:84%
on the right, that
means that that's going

00:43:06.850 --> 00:43:09.112 align:middle line:90%
to be my action for this turn.

00:43:09.112 --> 00:43:10.570 align:middle line:84%
The other thing
that this game does

00:43:10.570 --> 00:43:13.150 align:middle line:84%
is that once what I've decided
that I'm going to do that,

00:43:13.150 --> 00:43:16.270 align:middle line:84%
I think in Agricola
once you take it,

00:43:16.270 --> 00:43:17.800 align:middle line:90%
nobody else can take it.

00:43:17.800 --> 00:43:20.290 align:middle line:84%
So I can take over the
fireplace and no one else

00:43:20.290 --> 00:43:21.730 align:middle line:90%
can take over the fireplace.

00:43:21.730 --> 00:43:24.920 align:middle line:84%
I can put two people on the
same fireplace,certainly.

00:43:24.920 --> 00:43:26.470 align:middle line:90%
So that's a metaphor, right?

00:43:26.470 --> 00:43:29.455 align:middle line:84%
Now it doesn't really
matter that you--

00:43:29.455 --> 00:43:33.400 align:middle line:84%
you don't really have to count
everything in family members.

00:43:33.400 --> 00:43:37.630 align:middle line:84%
You could just say
you have four actions

00:43:37.630 --> 00:43:39.420 align:middle line:90%
that you can take per turn.

00:43:39.420 --> 00:43:42.490 align:middle line:84%
And you just choose which four
actions that you get to do,

00:43:42.490 --> 00:43:45.970 align:middle line:84%
do all the math that is
necessary to improve your farm

00:43:45.970 --> 00:43:47.230 align:middle line:90%
and that's it.

00:43:47.230 --> 00:43:50.410 align:middle line:84%
But they turned
your family members

00:43:50.410 --> 00:43:53.137 align:middle line:84%
into your action counter,
into your action points.

00:43:53.137 --> 00:43:54.720 align:middle line:84%
The more family
members that you have,

00:43:54.720 --> 00:43:57.303 align:middle line:84%
the more different actions that
you can take within your turn.

00:43:57.303 --> 00:44:01.417 align:middle line:84%
So your family members are your
metaphor for action points.

00:44:01.417 --> 00:44:04.000 align:middle line:84%
We get the same thing in other
games with things like workers.

00:44:04.000 --> 00:44:07.720 align:middle line:90%


00:44:07.720 --> 00:44:10.180 align:middle line:84%
Finally, just a very quick
word about accessibility.

00:44:10.180 --> 00:44:12.550 align:middle line:84%
This is usually something
I go into much more

00:44:12.550 --> 00:44:14.470 align:middle line:84%
detail in in my
computer games classes,

00:44:14.470 --> 00:44:16.180 align:middle line:84%
but with board games
classes one thing

00:44:16.180 --> 00:44:19.780 align:middle line:84%
I do want you to keep in
mind is colorblindness.

00:44:19.780 --> 00:44:23.080 align:middle line:84%
I want you to, If you
have colorblindness,

00:44:23.080 --> 00:44:25.889 align:middle line:84%
or if you have friends
who are colorblind,

00:44:25.889 --> 00:44:28.180 align:middle line:84%
you definitely want them to
take a look at your design,

00:44:28.180 --> 00:44:32.890 align:middle line:84%
and see whether it is possible
for them to play your game.

00:44:32.890 --> 00:44:34.470 align:middle line:84%
Take a picture
through Instagram,

00:44:34.470 --> 00:44:36.970 align:middle line:84%
or something like that, and put
in a black and white filter.

00:44:36.970 --> 00:44:40.060 align:middle line:84%
See whether your game is
still legible and possible

00:44:40.060 --> 00:44:42.911 align:middle line:84%
to play with all
the colors removed.

00:44:42.911 --> 00:44:45.160 align:middle line:84%
You can accomplish a lot of
things by just changing up

00:44:45.160 --> 00:44:48.130 align:middle line:84%
your tokens, by putting
additional marks on the tokens

00:44:48.130 --> 00:44:50.262 align:middle line:84%
that are high contrast
so that they don't--

00:44:50.262 --> 00:44:51.970 align:middle line:84%
they are not completely
reliant on color.

00:44:51.970 --> 00:44:56.010 align:middle line:84%
If [INAUDIBLE] you can look
at bright and dark as well.

00:44:56.010 --> 00:44:56.900 align:middle line:90%
That's all.

00:44:56.900 --> 00:45:01.090 align:middle line:84%
If you take that into
consideration in your design,

00:45:01.090 --> 00:45:03.490 align:middle line:84%
you will definitely get
kudos from the instructors

00:45:03.490 --> 00:45:04.407 align:middle line:90%
when they are grading.

00:45:04.407 --> 00:45:06.239 align:middle line:84%
Because that means you
have taken the effort

00:45:06.239 --> 00:45:08.290 align:middle line:84%
in trying to increase
the range of people

00:45:08.290 --> 00:45:09.790 align:middle line:90%
who can play your game.

00:45:09.790 --> 00:45:15.730 align:middle line:84%
So, that's pretty
much what I have

00:45:15.730 --> 00:45:19.760 align:middle line:84%
to say about
usability for today.

00:45:19.760 --> 00:45:20.545 align:middle line:90%
Any questions?

00:45:20.545 --> 00:45:23.660 align:middle line:90%


00:45:23.660 --> 00:45:25.920 align:middle line:84%
This is not something you
have to worry too much

00:45:25.920 --> 00:45:28.220 align:middle line:90%
about for assignment one.

00:45:28.220 --> 00:45:30.000 align:middle line:84%
But it's something
that you definitely

00:45:30.000 --> 00:45:31.620 align:middle line:84%
have to think about
whenever you're

00:45:31.620 --> 00:45:33.660 align:middle line:84%
trying to create a
game for lots and lots

00:45:33.660 --> 00:45:35.220 align:middle line:84%
and lots of other
people to play.

00:45:35.220 --> 00:45:37.380 align:middle line:84%
So you will want
to definitely start

00:45:37.380 --> 00:45:39.240 align:middle line:90%
taking this into consideration.

00:45:39.240 --> 00:45:40.890 align:middle line:90%
What pieces are you choosing?

00:45:40.890 --> 00:45:43.950 align:middle line:84%
What do the pieces tell you
about how to play this game?

00:45:43.950 --> 00:45:46.200 align:middle line:84%
How does your board tell
you how to play your game,

00:45:46.200 --> 00:45:48.341 align:middle line:84%
even if the rules are
not printed on the board?

00:45:48.341 --> 00:45:50.340 align:middle line:84%
What are the clues that
you're giving the player

00:45:50.340 --> 00:45:52.380 align:middle line:84%
to be able to form
that mental model,

00:45:52.380 --> 00:45:54.270 align:middle line:84%
so you can get them
past that learning stage

00:45:54.270 --> 00:45:55.830 align:middle line:84%
where they're just
making mistakes

00:45:55.830 --> 00:45:57.990 align:middle line:84%
and start making
decisions about how

00:45:57.990 --> 00:46:01.241 align:middle line:84%
they want to play the game in a
way that's satisfying to them.

00:46:01.241 --> 00:46:03.365 align:middle line:84%
And giving them feedback
on whether those decisions

00:46:03.365 --> 00:46:04.710 align:middle line:90%
works out for that.

00:46:04.710 --> 00:46:08.470 align:middle line:90%


00:46:08.470 --> 00:46:10.190 align:middle line:90%
So that's the presentation.

00:46:10.190 --> 00:46:14.340 align:middle line:84%
And now I guess it's team
time to work on your projects.

00:46:14.340 --> 00:46:15.380 align:middle line:90%
I am going--

00:46:15.380 --> 00:46:19.650 align:middle line:84%
Rick and I will go get boxes
and we'll be right back.

00:46:19.650 --> 00:46:23.600 align:middle line:84%
Anyone needs to take a
break now is a good time.

00:46:23.600 --> 00:46:28.896 align:middle line:90%