Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, March 17, 2009

Interactive Design: Design Done Right

Here be examples of interactive (AKA interaction) design!


Contained within this post are several examples of interactive design. One of these is the game Team Fortress 2, made by Valve. Another is Andy Fould's website and Google. You cannot escape Google.



First off, let's start with the most fun: Andy Fould. When you first rock up to his site (which needs Flash - be sure to download the latest version), you'll be treated to two coloured blocks - one red, the other orange. The red block offers various amusements to the viewer, with the Pen And Ink flash being of particular note. The orange, on the other hand, allows access to the site, a news tidbit, and Fould's "experiments." Afterwards, it becomes a showcase for Andy's work. It is important to note that the entire website is very user-friendly, which is critical to the experience. Whenever designing, keep user-friendliness in mind.

Now onto Google, the looming giant. Google thrives off interactivity. It stopped being just the most-used search engine in the world ages ago. In a response to its ever-growing popularity, it has branched out into (okay, deep breath):

Google Maps, Google Videos, Google Calendar, Google Mail, Google Scholar, Google Images, Google News, Google Chrome, Google Groups, Google Directory, Google Talk, Google Translate, Google Mobile, Google Notebook, Google Desktop, Google Book Search, Google Blog Search, Google Picasa, Google Docs, Google Code, Google Labs, Google Earth, Google SketchUp, and Google Orkut.

That's not a complete list, by the way. This is what is known as Google. Google is interaction design.

...

That's right, I had another example, didn't I? Well then, let's move on to Team Fortress 2.

This is quite possibly the best FPS ever, if only because of the effort Valve puts into responding to the community surrounding it. Yes, you heard right! Game designers who actively respond to their customers after they've bought the game! Who'd a thunk it?

The biggest selling point of the game is the level of interactivity. It's called Team Fortress 2, ya'know, because you have to work as a team. With complete strangers. Interestingly enough, because Valve constantly adjusts the game in response to the community, it works, increasing the ability of its end users to work in a team with people they met just a minute ago.

Protip: Turn your sound down. Your ears will thank you for it.