We are moving into a future where games train our doctors, monitor our health, and treat our illnesses.
If you haven’t already incorporated usability into your product design process, you might wonder why it is necessary. After all, it’s certainly possible to release a working, bug-free product without performing any usability work at all. But incorporating user-centered design principles can lead to a much-improved product in several areas.
Businesses someday getting on board with virtual reality will need to do some self-examination. Various VR tools are aimed at reclaiming productivity and improving interactions.
The fabled “promise” of virtual reality is expansive. At its loftiest, we’ve been promised not only changes to how we live and how we consume entertainment, but also to how we work.
One of the few proven ways to be successful in any business is to understand your customer’s needs and deliver quality products or services that satisfy those needs in the best way possible. Yes, it does sound too bookish but the truth is knowing your end user is the kernel of a customer-oriented business model.
A new study has revealed that gamers are more likely to experience feelings of aggression from playing a game when it is too difficult or when the controls are too complicated to master.
In comparison, the research found there was “little difference” in levels of aggression when the games themselves depicted violence. Overwhelmingly, the deciding factor was “how the volunteers were able to master the electronic game after 20 minutes of play”.
The director behind the innovative video game Nevermind tells us why biofeedback is the new frontier in gaming.
In the future, horror games will know when you’re scared. And then they’ll get scarier.
Proof: the currently-in-development horror-adventure game Nevermind, which just launched a Kickstarter campaign last week. The game pairs classic first-person exploration with biofeedback data from a heart rate monitor in order to tell when you’re scared and turn up the horror.
The Leap Motion releases today, promising to change the way we interact with the personal computer. It delivers on that promise, but change could mean for better or worse. On which side of the spectrum does the Leap land?
Experience Media Studios’ 3DPOV® system enables the capture of a three-dimensional visual and auditory experience from the first-person perspective. 3DPOV® media delivers a higher level of sensory engagement than virtual reality that replicates a true-to-life binocular and peripheral visual field and a stereophonic auditory experience.
CEDAR FALLS — The teeth of a John Deere combine poke out into a dark theater.
Students raise their arms and try to touch the behemoth as it floats what seems like inches from their faces. But their efforts are futile. Their hands can’t grasp the 3-D image on the screen in front of them. But their imaginations can.
How good design can make users effective
It is an honest question: how smart are your users? The answer may surprise you: it doesn’t matter. They can be geniuses or morons, but if you don’t engage their intelligence, you can’t depend on their brain power.
Far more important than their IQ (which is a questionable measure in any case) is their Effective Intelligence: the fraction of their intelligence they can (or are motivated to) apply to a task.
Take, for example, a good driver. They are a worse driver when texting or when drunk. (We don’t want to think about the drunk driver who is texting.) An extreme example you say? Perhaps, but only by degree. A person who wins a game of Scrabble one evening may be late for work because they forgot to set their alarm clock. How could the same person make such a dumb mistake? Call it concentration, or focus, we use more of our brain when engaged and need support when we are distracted.