Schemas, Stories, and Interfaces Jane Douglas Management Communication Schemas • Building blocks of perception • Schemas enable us to perceive the world • Scripts to act on the world Schemas • • • • Establish users within world Establish expectations Enable interpretation/comprehension Enable action Schemas • Also cue interaction • The more conventional or familiar the schema, the less cueing necessary • Max Payne vs Black & White Other Uses for Schemas • Design of innovations to guarantee rapid uptake and widespread adoption • Mapping stories onto FSMs • Aesthetic computing Common schemas • Restaurant schema • Classroom schema • Work schema Schemas provide fine details that inform our expectations • • • • • • Romantic comedy schema Suspense schema Mystery schema Macintosh desktop schema PalmPilot schema TiVo schema Schemas also provide blueprints for action • If schemas enable us to perceive the world, scripts provide the means for us to act upon it. • Schemas may cue scripts. • Affordances may cue schemas or scripts. Innovation and schemas • The secret to successful innovation lies not in inventing new schemas but in cueing familiar scripts that can eventually hew to multiple schemas. • Examples: Prodigy versus AOL • Apple Newton versus US Robotics PalmPilot Innovation and schemas • As genres mature, the schemas/scripts can become more flexible. • Sixth Sense and the horror schema • Contrast even GTA III with GTA: Vice City. Schemas and console games • Shooters • Hunt-quest • Mystery Strategy Schemas and immersion • When we’re squarely situated within a familiar schema, even if we’re interacting intensively with a game (think twitch play), we are fully immersed within its world. Schemas and engagement • When, however, a text is cueing multiple schemas or requires us to invoke schemas from outside the game/text world to interact with or understand them, we tend to be engaged. Immersion…Engagement… Flow • Not a continuum so much as an X-Y axis, with what psychologists dub a “flow” state lying in the zone where the axes intersect. • In a flow state, you’re both immersed and engaged. Schemas and Scripts • Conventional schemas = familiar scripts • Less breaking frame for scripts • More immersion, less engagement Design Implications • The more the tools for play are embedded naturally within both the frame of the game/genre schema and the narrative, the more immersive the game. Core narrative schemas Steady state Breach/change Redress/action Steady state Core narrative schemas Steady state Breach/change Redress/action Breach/change For Example…Mystery • Another ordinary day in the village. = Steady state • One of the residents is discovered dead. = Change/Rupture Detectives set about discovering the identity of the killer = Action/Redress For Example…Mystery, cont. Killer panics and begins covering tracks = Change/Rupture Detectives follow trail of bodies/evidence = Action/Redress Killer crumbles under pressure or confesses = Action/redress Order is restored = Steady state FSMs • • • • • • Steady State = Coke machine Change = money in Action = make selection Change = drink dispensed Action = change returned Steady State
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