Human-Computer Interaction.

A) select one example to outline the key concepts of human-computer interaction. Reflect upon the role of the “human”, the “computer” and the “interaction”.
One of the key examples that stand out to me is Nintendos Wii.
The Wii’s innovations come from the wireless controllers that use motion sensors as well as input from the buttons. This opened up thousands of possibilities to do with sport and recreational activity games, which is why the game coming with the console has multiple sports which all tested the controllers in different ways. The physical activities brought people together like in real life. Of course there would be AI’s to compete against but it’s much more fun with friends. Many family party games were created, as well as quiz games. The best multiplayer games turned out to be the most popular games, like Just Dance and Mariokart. They became famous on this platform and have evolved on to Nintendo’s new Wii-U console in different ways.
The wii was also one of the most memorable  game consoles to promote healthy lifestyle with games like wii-fit. Extensions like the balance-board controller were a revolution, opening up possibilities with physical skills combined with digital skills. After this, many other games included calorie loss counts into their UI. After while, other consoles had integrated this concept into their design. Xbox decided to have a hands free motion sensor with infrared generator that senses depth, Playstation used a strange-looking controller. Both consoles ideas were implemented quickly and i don’t think were thought out very well as both flopped and were not nearly as popular as Nintendo wi, which has already built up a solid game library around the
idea.
Wii fit introducing Super Smash bros – Nintendo
B) discuss the relationship between games design and human-computer interaction
When designing games, user interaction HAS to be considered, the same as mobile apps. If a button is too small, they can’t press it, If it is too large, it will be the main focus. The only difference is that games are suppose to be fun. As they need to entertain the audience it needs to be easy to use and the concept needs to be easily interpreted for the player to progress.
Humans are naturally physical; we turn right on a racing game and our body automatically leans to the right as we understand how the use of gravity will make us go faster, even if that is not implemented in the game.
Kids toys have also started using digital connections as kids are adapting to learn these things faster and it interests them more. Physical toys can be used to connect to a online game for example. There are also slightly less extreme versions; toys being placed in their own consoles so they can interact with other people’s toys and such. I think a good example of physical/digital kids toys would be the famous tamagotchi (which nearly everyone in that age bracket owned in 2009) and pixel chick which was more focused on a girl audience.
Tamagotchi 1997
Sources:
https://www.britannica.com/topic/Nintendo-Wii
https://www.livestrong.com/article/344104-what-are-health-benefits-from-wii-wii-fit/
https://www.pcmag.com/article2/0,2817,2372244,00.asp
https://gizmodo.com/5681078/how-motion-detection-works-in-xbox-kinect

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