Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!uunet!philmtl!philabs!linus!mbunix!bwk From: bwk@mbunix.mitre.org (Kort) Newsgroups: comp.cog-eng Subject: Re: Good info screen design for computer games Summary: Four of my favorite examples of good design. Keywords: video computer games interface aesthetics Message-ID: <81495@linus.UUCP> Date: 2 Dec 89 16:24:08 GMT References: <32877@ucbvax.BERKELEY.EDU> Sender: news@linus.UUCP Reply-To: bwk@mbunix.mitre.org (Barry Kort) Organization: The MITRE Corp. Bedford, MA Lines: 24 In article <32877@ucbvax.BERKELEY.EDU> thom@dewey.soe.berkeley.edu.UUCP (Thom Gillespie) writes: > Hi, > I'm looking for information on the aesthetics of computer interfaces > for video/computer game design. I'm not interested in tree design for > knowledge representation. I have Chris Crawfords book on computer games > but I can't find other information. Are there any good magazines which > tell you more than just how to win? The type of information I'd like > is along the lines of Thomas Malone's paper on Intrinsically Motivating > Instruction. Any help would be much appreciated. Thanks. I am impressed by computer games and simulations which offer a stimulating puzzle presented in multi-media text, graphics, and sound. These media transform learning into play. Some of my favorites are "The Mind Mirror" (Electronic Arts), "Fool's Errand", "Where in the World is Carmen Miranda?" (Broderbund), and SimCity. Apple's Vivarium Project and Seymour Papert's Lego/Logo project at the MIT Media Lab represent some of the more interesting advances in computer-mediated instruction. Perhaps the Exploratorium in San Francisco has a Computer Discovery Space similar to the one here in Boston. --Barry Kort