# Apolaine_PhD_thesis_final_230410_reduced

URL:: https://readwise.io/reader/document_raw_content/36037818
Author:: readwise.io
## Highlights
> The only future-proof approach to designing for and
> dealing with an environment of constant change in these systems and forms is to look for a
> mechanism and theoretical framework that underpins them all. ([View Highlight](https://read.readwise.io/read/01gsz5atfxmtdx2xsbzb9da55c))
> I consider myself both a interaction designer and an artist and there are no neat boundaries to these
> divisions. I am, after all, a complete person. When I create an interactive artwork I tend to feel that I
> am really designing it. ([View Highlight](https://read.readwise.io/read/01gsz5fjb16t14p2zec9rc4emz))
> Action is indeed the primary component of human-computer activity – not
> environments, interfaces, or objects. But environments, interfaces, and objects are
> traditionally much easier to conceive of and represent than a quality that is
> fundamentally invisible, and the structure of which is contested at best (Laurel, 1993,
> p. 135). ([View Highlight](https://read.readwise.io/read/01gsz9tqw173h5c2rpd35df9gn))
> Competition and goal-based gameplay
> tends to overshadow the interaction itself and interface is again reduced to a functional role. This is
> essentially the progress rhetoric of Huizinga’s Homo Ludens (Huizinga, 1955) which focuses on play
> as the development of civilisation. ([View Highlight](https://read.readwise.io/read/01gsz9w0tycbgsj1n7sj6pbfw6))
> Cameras and the body as affordance ([View Highlight](https://read.readwise.io/read/01gszxdxjwbbyrm85snzvc53fg))
### CHAPTER 2 – Flow, Interactivity & Suspension of Disbelief
#### Interactive Flow versus Narrative Flow
> Narrative works are usually concerned with immersing the reader or audience in the story and the
> narrative suffers when interaction is simply grafted onto it. ([View Highlight](https://read.readwise.io/read/01gszxg4w2x2yckt6xzqww67p6))
- Note: Esto fue antes de regresar a D&D?
> Videogames are one genre in which narrative and interaction have been relatively successfully
> combined to engage audiences. ([View Highlight](https://read.readwise.io/read/01gszxkfh1xvt5xgdfmjp9mk4d))
#### Willing Suspension of Disbelief and Interactivity
> Willing suspension of disbelief in traditional narrative is the audience’s
> willingness to “play along” and pretend that the fictional world presented to them really exists in
> order to become engrossed in the story. ([View Highlight](https://read.readwise.io/read/01gszxmdpacfvf3qe264hewgs3))
> One area of our daily lives in which we regularly suspend our disbelief is in the use of metaphors.
> Metaphors require a kind of dual processing of meaning – one of the superficial level of the
> metaphor’s imagery, the other of the underlying concepts. Some metaphors become so commonly
> used that they do not feel like metaphors at all and unpicking them provides excellent insights into
> interactivity. ([View Highlight](https://read.readwise.io/read/01gszxr6ga3nacd65apb0crswj))
### CHAPTER 3 - Interactivity, Metaphors and the Mind
#### The role of metaphors
#### Interfaces are both metaphorical and physical
> Yet dragging a file to a folder on the computer’s desktop also requires me to move my body. In my
> case I am clicking on the mouse button to click on the file and both physically and virtually dragging
> the mouse across the screen to move the file into the folder. At this point the metaphor is both literal
> and conceptual, both of which reinforce the neural connections involved with that action. ([View Highlight](https://read.readwise.io/read/01gt019npym8wvqphz0pmzs493))
- Note: Dice as physical objects with virtual effects on the game.
#### A metaphor too far
> I ([View Highlight](https://read.readwise.io/read/01gt044y6d22t0q6zsgan750f5))
> This already exists in Apple's OS X interface with their innovation called
> Exposé.
> Instead of the visual metaphor of the desktop being given greater attention and detail as in the
> Bumptop example with little book icons bouncing around with simulated physics, Exposé breaks the
> desktop metaphor without breaking the flow of intention. ([View Highlight](https://read.readwise.io/read/01gt0453hzd3fp0kdzedzzbk5a))
#### Direct control and manipulation in interfaces
### CHAPTER 4 - Thinking Outside of the Brain
#### Scripts, Schemata, Mental Models and Automotive Action
> Habituation is one aspect of interaction that plays a significant role in our perception and use of an
> interactive interface. It is how interaction design conventions arise and why they are very useful
> design elements to pay attention to (Krug, 2006; Saffer, 2006), such as an element being highlighted
> when ‘rolled over’ by the cursor or buttons looking like 3D ‘physical’ buttons. This is true even when
> the aim of a piece is to disorient and/or surprise the interactor – you have to know the rules in order to
> break them. ([View Highlight](https://read.readwise.io/read/01gt04k3s0rqr7h5jdfjvgwf29))
#### Scripts
> Scripts are prototypes for events that allow us to piece together the memory of events because we
> have experienced something similar before, such as going into a restaurant. ([View Highlight](https://read.readwise.io/read/01gt04q8yc4njdam5d4d6egpqz))
- Note: high context communication
> Another theory of memory and cognition is that of the mental model, something that Norman
> examined in Mental Models (Norman, 1983) and expanded upon in The Design ofEveryday Things
> (1998) (where he called them conceptual models). ([View Highlight](https://read.readwise.io/read/01gt04rsa8a6pvf47ykbnytygs))
> Mental models
> are predictive and thus evince the expectations of the user. They usually simulate systems and are
> open to sudden change in the light of new knowledge as well as ad-hoc adjustments, combinations of
> models and rationalisations to describe the associated behaviour (Kempton, 1986). ([View Highlight](https://read.readwise.io/read/01gt04rzv46z2hdw11ajbxa0ac))
#### Schemata
> An overarching theory of memory and cognition is that of schemata, or schema theory, of which
> frames and scripts are essentially subsets. As we have seen, schemata are also knowledge structures
> that allow us to reduce the amount of cognitive processing in order to focus on, usually, more
> important tasks. ([View Highlight](https://read.readwise.io/read/01gt04y7zgsvdhmz3kayjdk398))
#### The embodiment of AI
> for the purposes of interaction and interaction
> design it should by now be clear that embodiment is a key component. Not only that, but our
> necessarily embodied impression of the world is lossy, selective and constantly changing:
> Humans construct an understanding of the world that is very different from the
> analogue flow of sensation the world presents to them. They package their experience
> into objects and events. They assemble these objects and events into propositions,
> which they take to be characterizations of real and possible worlds. The
> characterizations are highly schematic: they pick out some aspects of a situation and
> ignore others, allowing the same situation to be construed in multiple ways (Pinker,
> 2008, p. 428). ([View Highlight](https://read.readwise.io/read/01gt1n2zk7gjb8c4sw7tcder26))
#### Pay no attention to that man behind the curtain
> Such is the nature of design and interaction, that when done well it feels ‘intuitive’, but when it
> breaks, crashes or is badly designed, the metaphor becomes all too apparent and we are completely
> aware of it again. ([View Highlight](https://read.readwise.io/read/01gt1n4wtk1ehfvc57ycmxyxvx))
#### Are we automata?
> i ([View Highlight](https://read.readwise.io/read/01gt1n6dm1b9ewsrx1fsafbz8y))
> Thus, if one is designing an interaction with the idea of inducing a flow
> state in the interactor, or even just a suspension of disbelief in order to engage with the experience
> more deeply, the more those unconscious motivations and goals can be primed and activated by the
> trappings of the interaction, the more they can become transparent to the experience. ([View Highlight](https://read.readwise.io/read/01gt1n6n8ax251gm0a1pprtk30))
> On an interface design level, it may be
> (and often is) difficult to override the conventions that an interactor has internalised as part of their
> interaction process, leading them to complain that something “should” be designed one way or
> another, even if the designs are comparable or the new mode of interaction is better than the old. ([View Highlight](https://read.readwise.io/read/01gt1n9s3064a9ngryxe80gz6k))
#### Not today, Iʼm not in the mood
> , those in good or elated moods tend towards more heuristic and “playful exploration of
> novel solutions, which fosters creative problem solving during good moods” (Ibid., p. 123). The
> approaches also require less cognitive effort, especially if the general situation is considered safe: ([View Highlight](https://read.readwise.io/read/01gt1nc2psw6ta07s6f6dn0qzg))
- Note: Another condition for [[Play]]: a good, non-stressed mood.
> For interaction design it shows that interfaces that have an element of playfulness to them – or at least
> put interactors in a good mood through their design – stand a much higher chance of being played
> with and used, even if they might be functionally more challenging than non- or badly-designed
> simpler interfaces. One might make an analogy to evolution here – the more attractive the markings,
> the more likely the chance of a sexual interaction and the passing on of genes. ([View Highlight](https://read.readwise.io/read/01gt1nejjbc8ys7yaz3fnm3mhm))
#### The Mojave Experiment
> Microsoft’s approach to much of its software and interface design has been task-oriented, functional
> but not beautiful, with work prioritised. Apple, by contrast, has focused on aesthetics – sometimes at
> the cost of functionality – and lifestyle more than ‘business’ in the sense of mundane tasks. ([View Highlight](https://read.readwise.io/read/01gt1ng7kvax6m5gb4sycea4sd))
> It is not in any way functionally necessary to have semi-transparent widgets or animations of
> windows sliding, genie-like back to folders, but it does add to the playfulness of the experience. ([View Highlight](https://read.readwise.io/read/01gt1nh97ngmzpb2bz7apz8qhh))
> Apple fans have, in general, a much stronger emotional bond with the Apple brand than
> Windows users, who might be equally passionate about Windows and Microsoft as a company. ([View Highlight](https://read.readwise.io/read/01gt1nhnhnnksc6jh2jerr3stq))
### CHAPTER 5 – The State of Play
#### Homo Ludens
> play is extremely serious for Huizinga who cites
> several examples (such as players risking their lives) to show that seriousness and play are not
> mutually exclusive. ([View Highlight](https://read.readwise.io/read/01gt1nnz9g6qjpqzc5tp26v3gm))
> In sum, although Huizinga’s Homo Ludens is an important stake in the ground for play and its
> consideration in culture – to be “taken seriously”, as it were – it falls short of moving play beyond
> something that, whilst important to the building of civilisation is, paradoxically, unproductive. ([View Highlight](https://read.readwise.io/read/01gt1nq50379cj538se5fxc3h0))
#### Les Jeux et les Hommes
> Huizinga does not include material interest in his definition ([View Highlight](https://read.readwise.io/read/01gt1nrr3xec5ajrvfv4k459w5))
> Separateness is one of the key aspects of Caillois’s definition of play, one that he takes from Huizinga
> (who terms this the ‘magic circle’ – one of the ideas that has become central to videogame theory) and
> extends to this set of qualities:
> 1. Free: in which playing is not obligatory; if it were, it would at once lose its
> attractive and joyous quality as diversion;
> 2. Separate: circumscribed within limits of space and time, defined and fixed in
> advance;
> 3. Uncertain: the course of which cannot be determined, not the result attained
> beforehand, and some latitude for innovations being left to the player’s initiative;
> 4. Unproductive: creating neither goods, nor wealth, nor new elements of any kind;
> and, except for the exchange of property among the players, ending in a situation
> identical to that prevailing at the beginning of the game;
> 5. Governed by rules: under conventions that suspend ordinary laws, and for the
> moment establish new legislation, which alone counts;
> 6. Make-believe: accompanied by a special awareness of a second reality or of a free
> unreality, as against real life (Caillois, 1961, p. 10). ([View Highlight](https://read.readwise.io/read/01gt1ns88gg1q1mst0t8gaw86w))
> Mimicry is “the
> temporary acceptance, if not of an illusion [...] then at least of a closed, conventional, and, in certain
> respects, imaginary universe” (Ibid., p. 19). This can be our own mimicry, when playing a role or a
> character in a game or a play, as well as our acceptance of others doing the same when the play is
> entertainment – the willing suspension of disbelief. ([View Highlight](https://read.readwise.io/read/01gt1nvvp92ac49feyjasphy0k))
> Caillois is quite specific that “the proper function of play is never to develop capacities. Play is an end
> in itself” (Caillois, 1961, p. 167). ([View Highlight](https://read.readwise.io/read/01gt1nyk4dbbfax0ffzeh9xnj5))
#### Love is...
> ambiguity, tension and metaphor are important ingredients in an engaging,
> playful interactive work, even one that we might think of as being tool-based. ([View Highlight](https://read.readwise.io/read/01gt1p1hv4tw2c5d3nq8nft7wx))
- Note: Does high-context communication make for more enjoyable play?
> Interactivity is not simply about a user’s cognitive behavioural responses, nor is it only about
> psychological interaction, it is about an embodied experience of a complex interplay of motion,
> perception, reaction and emotion. ([View Highlight](https://read.readwise.io/read/01gt1whfqr5ffsmwag35qdwmkg))
> Play incorporates many of these same complex and paradoxical elements as love: metaphor
> (sometimes complex and contradictory), interaction, structure, rules, boundaries, freedom, heightened
> emotion, special language as well as physical and emotional forces. ([View Highlight](https://read.readwise.io/read/01gt1wjb08dpayqcz6cr98gsqd))
#### From Physics Lab to Living Room to the Bus
#### Game Studies
#### The Magic Circle
> The magic circle and the rules of play suggest that all play is metaphorical or, at least, all games are
> metaphorical. As we will discover in the following principles of interactivity, this informs how we
> approach, interact with and leave (or break) interactive systems. Our starting point is the first
> principle of interactivity – Pesce’s invitation to play (Pesce, 1996). ([View Highlight](https://read.readwise.io/read/01gt1x1zjcz70ax44p7kyj60xq))
### CHAPTER 6 – Principle 1: The Invitation to Play
> An important note here is that Norman acknowledges the value of deliberately violating the principles
> of “good design”, something that usability experts often fail to appreciate (Nielsen & Tahir, 2002).
> The deliberate violation of conventions, of our normal state of being, is central to games and play. As
> Sutton-Smith reminds us when speaking of the playful versus play (a point we will return to): “The
> key is that the playful is disruptive of settled expectations. It is the genre of comedians and tricksters,
> of wits and dilettantes.” (Sutton-Smith, 1997, p. 148) ([View Highlight](https://read.readwise.io/read/01gt2trmraqs2zv08trefkdnkn))
- Note: [[Thought Leadership Content]]: You can't be a thought "leader" if you don't understand the zeitgeist.
> Design of all kinds, but particularly interaction design, is a combination of experimentation, play,
> considered thought and iterative prototyping. ([View Highlight](https://read.readwise.io/read/01gt2vax8s0svk2d6xgvj0wdxb))
> Before we even decide that we want to understand the rules or play the game, however, we have to be
> enticed and seduced into the process and this is the invitation to play. ([View Highlight](https://read.readwise.io/read/01gt2vv885c88zewrmb61fpj21))
> Within any design project that also involves some kind of engineering (computer-based or industrial),
> there is often a tension between the designers and the engineers. Even if these roles may be played by
> the same person, that tension often still exists in an internal creative struggle. Complex programming
> does not always give rise to a deeply engaging interactive experience – often the simplest sketch can
> draw interactors in for a considerable time. On the other hand, something that should be simple can be
> boring or frustrating if the engineering and programming does not adequately support the idea. ([View Highlight](https://read.readwise.io/read/01gt2w00w5fv90sxf2c2dqzqhe))
> research has shown that users
> find interfaces that are pleasurable to use are also easier to use (Norman, 2005; Krug, 2006; Saffer,
> 2006). ([View Highlight](https://read.readwise.io/read/01gt2w18xysjxn4kbkczbb0r96))
> Paying close attention to the emotional response to the invitation to play is essential
> and one of the ways of eliciting it is to get rid of the interface entirely. ([View Highlight](https://read.readwise.io/read/01gt4293qvt4gjqq2men8ey3as))
#### Case Study: Time Sketches
#### Case Study: Body Movies – public play and interaction
### CHAPTER 7 – Principle 2: The Playing Field & the Rules
> As the games theory analysis of Huizinga’s ‘magic circle’ demonstrated, games and play spaces as
> well as ‘open’ play utilise rules in order to release the players from everyday life and allow them to
> temporarily adopt another persona or way of acting. ([View Highlight](https://read.readwise.io/read/01gt42k5drwf5yjw5pbych0qwb))
> As Mark Pesce points out (2000), the more we are confronted by interfaces everywhere,
> on every surface, the more it will be necessary to be able to learn how to use them through play
> because we have no time to read a manual. Those interfaces that do not invite us to play and, once we
> start playing, quickly reveal their rules and boundaries are likely to fall by the wayside regardless of
> how clever the underlying technology is. ([View Highlight](https://read.readwise.io/read/01gt42kwryzkhqqfj12ztbzcza))
> Once the invitation to play has been successful, there are two key aspects to further engaging the
> player, interactor or user – the playing field (the “magic circle”) and the rules. ([View Highlight](https://read.readwise.io/read/01gt4896pg9r03cdafnpqp8q0c))
#### The Rules of Play
> Rules and constrictions are often paradoxical – they often lead to greater freedom by nature of their
> giving structure. ([View Highlight](https://read.readwise.io/read/01gt48bbcj81c5mpqrdxey6hbh))
#### The Lusory Attitude
> On the other
> hand, we can play games and reach a mostly un-stated consensus without disappearing down the
> relativist’s black hole:
> Perhaps the single most important ‘rules’ that are literally unstatable, then, are those
> that define the context of the game and answer the question, ‘When is the game being
> played?’ None of us can say how we know that we are in fact playing a particular
> game (rather than, say, just practicing), but we generally have no trouble knowing that
> we are (Ibid., p. 484). ([View Highlight](https://read.readwise.io/read/01gt48e6cmqsg7rf48dwjstsb0))
> Bernard Suits in his philosophical treatise on play and games, The Grasshopper (2005), conducts a
> dialectical analysis of the definition of games with particular attention to rules. Rules, he argues, “are
> accepted for the activity they make possible” (Suits, 2005, p. 181) and in connection with the world
> outside of the game he has this to say: “In morals, obedience to rules makes the action right, but in
> games it makes the action” (Ibid., p. 182). ([View Highlight](https://read.readwise.io/read/01gt48qskkq4qj4exy9f7gp8mw))
#### Using the lens of gameplay
> The second insight that we can take from this analysis of gameplay is that it is essential to understand,
> predict and manipulate the lusory attitude of the interactor. In user-centered and experience design
> terms this is akin to working from the user’s perspective through techniques such as insights field
> research and personas (Krug, 2006; Saffer, 2006; Mulder & Yaar, 2006). To understand the
> interactor’s lusory attitude is to understand the set of rules that the interactor or user is ‘playing’ by or
> what mental schemas they have of the system they are part of and interacting with. ([View Highlight](https://read.readwise.io/read/01gt49wny69cb79fjmvyjnn7ya))
> If we focus on the user as a player instead of a worker or task achiever the approach is much more
> flexible. ([View Highlight](https://read.readwise.io/read/01gt49xt6cfa2stm12jgahh8xn))
> It is also present in most
> “training” or “set-up” modes for applications where the user is unable to proceed to the next step until ([View Highlight](https://read.readwise.io/read/01gt49y4dcex55kkp9z2w47fpt))
> the current one has been completed. ([View Highlight](https://read.readwise.io/read/01gt49y7ecfxpvkcs6awev2e0z))
#### We are all hackers
> A key aspect of play is hacking, prodding the system we are playing in, testing its boundaries and the
> rigidity, flexibility and integrity of its rules. ([View Highlight](https://read.readwise.io/read/01gt4a1wh2veg06mmx73zz528v))
### CHAPTER 8 – Principle 3: Challenge, Boredom and Anxiety
> The relationship of interactivity to flow becomes even more apparent when coupled with an
> understanding of play, both in terms of games and playing for its own sake. ([View Highlight](https://read.readwise.io/read/01gt4a43spnf30dzyxqtm16wwg))
> Csikszentmihalyi outlines the eight conditions for the flow experience based on hundreds of
> interviews over many years. Participants reported at least one and often all of the following (laid out
> here as a list for clarity):
> First, the experience usually occurs when we confront tasks we have a chance of
> completing.
> Second, we must be able to concentrate on what we are doing.
> Third and fourth, the concentration is usually possible because the task undertaken has
> clear goals and provides immediate feedback.
> Fifth, one acts with a deep but effortless involvement that removes from awareness the
> worries and frustrations of everyday life.
> Sixth, enjoyable experiences allow people to exercise a sense of control over their
> actions.
> Seventh, concern for the self disappears, yet paradoxically the sense of self emerges
> stronger after the flow experience is over. ([View Highlight](https://read.readwise.io/read/01gt4a53mh9mavzbdtbcqcpcc1))
> Finally, the sense of the duration of time is altered; hours pass by in minutes, and
> minutes can stretch out to seem like hours. The combination of all these elements
> causes a sense of deep enjoyment that is so rewarding people feel that expending a
> great deal of energy is worthwhile to be able to feel it (Csikszentmihalyi, 1990, p. 49). ([View Highlight](https://read.readwise.io/read/01gt4a593xhxqr3qmxj5p2jf9z))
> Flow is induced by a relationship between goals, competence and feedback ([View Highlight](https://read.readwise.io/read/01gt4a6jxrc2r9q2tjmecje680))
> When the invitation to play and the rules and playing field are clearly discernable by the interactor,
> the goals usually become clear as well as the competencies required in order to achieve them. ([View Highlight](https://read.readwise.io/read/01gt4a7rfe07w5t7n4ve848bky))
> Hoffman, Novak, and Yung (2000) found that the speed of interaction had a “direct
> positive influence on flow” on feelings of challenge and arousal (which directly
> influence flow), and on importance. Skill, control, and time distortion also had a direct
> influence on flow. ([View Highlight](https://read.readwise.io/read/01gt4a8754n1e4apw8b1fdzqa8))
#### The border between boredom and anxiety
> Throwing stones into a lake is satisfying to me because of the smoothness of the stones, their
> weight in the hand, the satisfying “plop” as they drop into the water, and the ripples that the stones
> create. ([View Highlight](https://read.readwise.io/read/01gt4abdgc0s6xqx821pwm5mf1))
> In general, usability theory and user experience design makes an
> effort to make the steps required to achieve a task as obvious to the user as possible. Yet there is a
> tension here in terms of catering for a range of skill levels and abilities. “Power users” of operating
> systems often complain that a simplified interface does not allow them enough flexibility and
> customisation. Beginners find interfaces with too many options bewildering and don’t know where to
> start, which is one of the reasons why many people turn to search as their main way of navigating
> websites (Krug, 2006). ([View Highlight](https://read.readwise.io/read/01gt4ejvdsqhcpwpjmrh9x2rme))
> A layered approach can move a user or ‘player’ (this
> combination is best described by the word ‘interactor’) through the skill levels without them being
> aware of it. In this scenario the invitation to play is the first, obvious and simple layer, then the
> playing field and rules are exposed and later further challenges and options. Ideally these stages of the
> experience unfold without the interactor even being aware of the learning process and it is this that
> makes a ‘deep’ or complex interactive experience feel like an intuitive flow experience. Striking this
> balance is the essence of interaction design. ([View Highlight](https://read.readwise.io/read/01gt4enmkd335z0hg3xa31tq24))
### CHAPTER 9 – Principle 4: Triviality, Open-endedness, Promises
#### Playing in the Gallery
> I have argued that engaging interactivity is based on play and play is based in such ideas as physical
> movement (Winnicott, 2001; Brown & Vaughan, 2009), humour, noise, activity and transgressive
> behaviour – something set apart from ‘real world’ rules (Huizinga, 1955; Caillois, 1961; Sutton-
> Smith, 1997). ([View Highlight](https://read.readwise.io/read/01gt4er4kv8aygam27rrm5ccbx))
#### Delivering the promise
> In many respects, delivering the promise is the culmination of all the other principles. Delivering the
> promise is the other end of an invitation – what is set up in those first principles of interactivity needs
> to be delivered throughout the process. There’s nothing worse than turning up to a party in fancy dress
> only to discover everyone is wearing chic suits. ([View Highlight](https://read.readwise.io/read/01gt4ewpc7mapdc3pqxh18z530))
> Failing to deliver the promise is recognisable in
> many situations and relationships between two ‘agents’, whether they are people or machines, in our
> everyday lives. It is the reason people have arguments with their partners, it is the reason that
> network transactions fail or why services and interfaces create dissonance. If one agent or interactor is
> expecting one thing and receives something different, then it’s usually a dissonant experience, which
> is usually unpleasant. Spoken and written language exchanges are full of these kinds of issues ([View Highlight](https://read.readwise.io/read/01gt4ex9g768qgay4fa9avj1cd))
#### Case Study: Eavesdrop – an opportunity missed
> The powerful aspect to these four principles – the invitation to play, the playing field and rules of
> play, the creation of flow and delivering the promise – is that they can be applied to such a diverse
> range of interactions, yet they can integrate other methodologies where the appropriate specificity is
> required. ([View Highlight](https://read.readwise.io/read/01gt4f942p4vv9h8h4gjqx00j0))
### CHAPTER 10 – Social Interaction and Playing with Friends
> The first is quite literally an invitation to play. For early adopters this stems from an interest in these
> emerging technologies and forms and the appeal of the new ‘new thing’. For many the invite is the
> invitation to take part in the private beta-testing phase of an online application. ([View Highlight](https://read.readwise.io/read/01gt4fd1s1tpbga7n4qvx0324e))
#### APIs as invitations
### CHAPTER 11 - Understanding Interactivity Through Play
> The only future-proof approach to designing for and dealing with an environment of constant change
> in interactive interfaces, technologies and systems is to look for a mechanism and theoretical
> approach that underpins them all. A cross-disciplinary, inter-disciplinary or, perhaps, discipline
> agnostic approach. As play is such a fundamental building block of culture, society, technology and
> cognition, it is an ideal lens through which to examine the interactive experience. It is versatile
> enough to cross boundaries and fundamental enough to be understood universally, at least in terms of
> experience even when it defies concrete explanation (which is part of its power and charm). ([View Highlight](https://read.readwise.io/read/01gt4fhk7smrkm37rx9qyv9qb6))
> As we have seen, play is also highly metaphorical, requiring an agreed belief in the potency of rules
> and the boundaries of the “magic circle”. Sometimes these spaces are physical (such as lines on the
> ground), often they are metaphorical and intangible (such as the boundaries of good sportsmanship or
> social expectations), sometimes they are both (such as a child deciding a cardboard box is a boat and
> thus the kitchen floor is shark infested water upon which one cannot walk). ([View Highlight](https://read.readwise.io/read/01gt4fjepcmcab1a8zpz99cxmc))
> Like metaphors, rules of play are agreed forms and codes of understanding – the willing suspension of
> disbelief is essential to both. We must be able to understand, for example, that disbelief is not really a
> machine whose running can be suspended, but that we can understand it as such. We know there is no
> ultimate set of rules for every eventuality in a game, even though we play as if there is (Sniderman,
> 2005). Players also take on metaphorical roles, from being the operator or interactor through to being
> the lion or pirate, or even the judge or the devout lover in our cultural and social ‘games’. ([View Highlight](https://read.readwise.io/read/01gt4fjw7gs9k7501wfsb5xejb))
> Play begins as a physical and movement-based form. We explore the boundaries and workings of our
> own bodies, we explore the world around us and its affordances, including those of social
> relationships. ([View Highlight](https://read.readwise.io/read/01gt4fkg2fh8sh0jbv42w04c98))
### POSTSCRIPT
> Both Kane (2004) and Pesce (2000) point to the shift in education that the Industrial Revolution
> created, from teaching in the home or immediate community to a regimented, very unplayful, mass
> education based on a theory of the transmission of knowledge from the broadcasting teacher to the
> receiving students. Playful discovery is largely killed off and certainly discouraged in this form of
> education – a form that has merely changed its technological clothes over the last 200 years but whose
> structure has essentially remained the same until now. Even now change is largely being driven by the
> generation of pupils and students rather than the governments, teachers or lecturers (Polaine, 2007). ([View Highlight](https://read.readwise.io/read/01gt4fq77ztkyp2jmqcq9mvbd9))
---
Title: Apolaine_PhD_thesis_final_230410_reduced
Author: readwise.io
Tags: readwise, articles
date: 2024-01-30
---
# Apolaine_PhD_thesis_final_230410_reduced

URL:: https://readwise.io/reader/document_raw_content/36037818
Author:: readwise.io
## AI-Generated Summary
None
## Highlights
> The only future-proof approach to designing for and
> dealing with an environment of constant change in these systems and forms is to look for a
> mechanism and theoretical framework that underpins them all. ([View Highlight](https://read.readwise.io/read/01gsz5atfxmtdx2xsbzb9da55c))
> I consider myself both a interaction designer and an artist and there are no neat boundaries to these
> divisions. I am, after all, a complete person. When I create an interactive artwork I tend to feel that I
> am really designing it. ([View Highlight](https://read.readwise.io/read/01gsz5fjb16t14p2zec9rc4emz))
> Action is indeed the primary component of human-computer activity – not
> environments, interfaces, or objects. But environments, interfaces, and objects are
> traditionally much easier to conceive of and represent than a quality that is
> fundamentally invisible, and the structure of which is contested at best (Laurel, 1993,
> p. 135). ([View Highlight](https://read.readwise.io/read/01gsz9tqw173h5c2rpd35df9gn))
> Competition and goal-based gameplay
> tends to overshadow the interaction itself and interface is again reduced to a functional role. This is
> essentially the progress rhetoric of Huizinga’s Homo Ludens (Huizinga, 1955) which focuses on play
> as the development of civilisation. ([View Highlight](https://read.readwise.io/read/01gsz9w0tycbgsj1n7sj6pbfw6))
> Cameras and the body as affordance ([View Highlight](https://read.readwise.io/read/01gszxdxjwbbyrm85snzvc53fg))
### CHAPTER 2 – Flow, Interactivity & Suspension of Disbelief
#### Interactive Flow versus Narrative Flow
> Narrative works are usually concerned with immersing the reader or audience in the story and the
> narrative suffers when interaction is simply grafted onto it. ([View Highlight](https://read.readwise.io/read/01gszxg4w2x2yckt6xzqww67p6))
Note: Esto fue antes de regresar a D&D?
> Videogames are one genre in which narrative and interaction have been relatively successfully
> combined to engage audiences. ([View Highlight](https://read.readwise.io/read/01gszxkfh1xvt5xgdfmjp9mk4d))
#### Willing Suspension of Disbelief and Interactivity
> Willing suspension of disbelief in traditional narrative is the audience’s
> willingness to “play along” and pretend that the fictional world presented to them really exists in
> order to become engrossed in the story. ([View Highlight](https://read.readwise.io/read/01gszxmdpacfvf3qe264hewgs3))
> One area of our daily lives in which we regularly suspend our disbelief is in the use of metaphors.
> Metaphors require a kind of dual processing of meaning – one of the superficial level of the
> metaphor’s imagery, the other of the underlying concepts. Some metaphors become so commonly
> used that they do not feel like metaphors at all and unpicking them provides excellent insights into
> interactivity. ([View Highlight](https://read.readwise.io/read/01gszxr6ga3nacd65apb0crswj))
### CHAPTER 3 - Interactivity, Metaphors and the Mind
#### The role of metaphors
#### Interfaces are both metaphorical and physical
> Yet dragging a file to a folder on the computer’s desktop also requires me to move my body. In my
> case I am clicking on the mouse button to click on the file and both physically and virtually dragging
> the mouse across the screen to move the file into the folder. At this point the metaphor is both literal
> and conceptual, both of which reinforce the neural connections involved with that action. ([View Highlight](https://read.readwise.io/read/01gt019npym8wvqphz0pmzs493))
Note: Dice as physical objects with virtual effects on the game.
#### A metaphor too far
> I ([View Highlight](https://read.readwise.io/read/01gt044y6d22t0q6zsgan750f5))
> This already exists in Apple's OS X interface with their innovation called
> Exposé.
> Instead of the visual metaphor of the desktop being given greater attention and detail as in the
> Bumptop example with little book icons bouncing around with simulated physics, Exposé breaks the
> desktop metaphor without breaking the flow of intention. ([View Highlight](https://read.readwise.io/read/01gt0453hzd3fp0kdzedzzbk5a))
#### Direct control and manipulation in interfaces
### CHAPTER 4 - Thinking Outside of the Brain
#### Scripts, Schemata, Mental Models and Automotive Action
> Habituation is one aspect of interaction that plays a significant role in our perception and use of an
> interactive interface. It is how interaction design conventions arise and why they are very useful
> design elements to pay attention to (Krug, 2006; Saffer, 2006), such as an element being highlighted
> when ‘rolled over’ by the cursor or buttons looking like 3D ‘physical’ buttons. This is true even when
> the aim of a piece is to disorient and/or surprise the interactor – you have to know the rules in order to
> break them. ([View Highlight](https://read.readwise.io/read/01gt04k3s0rqr7h5jdfjvgwf29))
#### Scripts
> Scripts are prototypes for events that allow us to piece together the memory of events because we
> have experienced something similar before, such as going into a restaurant. ([View Highlight](https://read.readwise.io/read/01gt04q8yc4njdam5d4d6egpqz))
Note: high context communication
> Another theory of memory and cognition is that of the mental model, something that Norman
> examined in Mental Models (Norman, 1983) and expanded upon in The Design ofEveryday Things
> (1998) (where he called them conceptual models). ([View Highlight](https://read.readwise.io/read/01gt04rsa8a6pvf47ykbnytygs))
> Mental models
> are predictive and thus evince the expectations of the user. They usually simulate systems and are
> open to sudden change in the light of new knowledge as well as ad-hoc adjustments, combinations of
> models and rationalisations to describe the associated behaviour (Kempton, 1986). ([View Highlight](https://read.readwise.io/read/01gt04rzv46z2hdw11ajbxa0ac))
#### Schemata
> An overarching theory of memory and cognition is that of schemata, or schema theory, of which
> frames and scripts are essentially subsets. As we have seen, schemata are also knowledge structures
> that allow us to reduce the amount of cognitive processing in order to focus on, usually, more
> important tasks. ([View Highlight](https://read.readwise.io/read/01gt04y7zgsvdhmz3kayjdk398))
#### The embodiment of AI
> for the purposes of interaction and interaction
> design it should by now be clear that embodiment is a key component. Not only that, but our
> necessarily embodied impression of the world is lossy, selective and constantly changing:
> Humans construct an understanding of the world that is very different from the
> analogue flow of sensation the world presents to them. They package their experience
> into objects and events. They assemble these objects and events into propositions,
> which they take to be characterizations of real and possible worlds. The
> characterizations are highly schematic: they pick out some aspects of a situation and
> ignore others, allowing the same situation to be construed in multiple ways (Pinker,
> 2008, p. 428). ([View Highlight](https://read.readwise.io/read/01gt1n2zk7gjb8c4sw7tcder26))
#### Pay no attention to that man behind the curtain
> Such is the nature of design and interaction, that when done well it feels ‘intuitive’, but when it
> breaks, crashes or is badly designed, the metaphor becomes all too apparent and we are completely
> aware of it again. ([View Highlight](https://read.readwise.io/read/01gt1n4wtk1ehfvc57ycmxyxvx))
#### Are we automata?
> i ([View Highlight](https://read.readwise.io/read/01gt1n6dm1b9ewsrx1fsafbz8y))
> Thus, if one is designing an interaction with the idea of inducing a flow
> state in the interactor, or even just a suspension of disbelief in order to engage with the experience
> more deeply, the more those unconscious motivations and goals can be primed and activated by the
> trappings of the interaction, the more they can become transparent to the experience. ([View Highlight](https://read.readwise.io/read/01gt1n6n8ax251gm0a1pprtk30))
> On an interface design level, it may be
> (and often is) difficult to override the conventions that an interactor has internalised as part of their
> interaction process, leading them to complain that something “should” be designed one way or
> another, even if the designs are comparable or the new mode of interaction is better than the old. ([View Highlight](https://read.readwise.io/read/01gt1n9s3064a9ngryxe80gz6k))
#### Not today, Iʼm not in the mood
> , those in good or elated moods tend towards more heuristic and “playful exploration of
> novel solutions, which fosters creative problem solving during good moods” (Ibid., p. 123). The
> approaches also require less cognitive effort, especially if the general situation is considered safe: ([View Highlight](https://read.readwise.io/read/01gt1nc2psw6ta07s6f6dn0qzg))
Note: Another condition for [[Play]]: a good, non-stressed mood.
> For interaction design it shows that interfaces that have an element of playfulness to them – or at least
> put interactors in a good mood through their design – stand a much higher chance of being played
> with and used, even if they might be functionally more challenging than non- or badly-designed
> simpler interfaces. One might make an analogy to evolution here – the more attractive the markings,
> the more likely the chance of a sexual interaction and the passing on of genes. ([View Highlight](https://read.readwise.io/read/01gt1nejjbc8ys7yaz3fnm3mhm))
#### The Mojave Experiment
> Microsoft’s approach to much of its software and interface design has been task-oriented, functional
> but not beautiful, with work prioritised. Apple, by contrast, has focused on aesthetics – sometimes at
> the cost of functionality – and lifestyle more than ‘business’ in the sense of mundane tasks. ([View Highlight](https://read.readwise.io/read/01gt1ng7kvax6m5gb4sycea4sd))
> It is not in any way functionally necessary to have semi-transparent widgets or animations of
> windows sliding, genie-like back to folders, but it does add to the playfulness of the experience. ([View Highlight](https://read.readwise.io/read/01gt1nh97ngmzpb2bz7apz8qhh))
> Apple fans have, in general, a much stronger emotional bond with the Apple brand than
> Windows users, who might be equally passionate about Windows and Microsoft as a company. ([View Highlight](https://read.readwise.io/read/01gt1nhnhnnksc6jh2jerr3stq))
### CHAPTER 5 – The State of Play
#### Homo Ludens
> play is extremely serious for Huizinga who cites
> several examples (such as players risking their lives) to show that seriousness and play are not
> mutually exclusive. ([View Highlight](https://read.readwise.io/read/01gt1nnz9g6qjpqzc5tp26v3gm))
> In sum, although Huizinga’s Homo Ludens is an important stake in the ground for play and its
> consideration in culture – to be “taken seriously”, as it were – it falls short of moving play beyond
> something that, whilst important to the building of civilisation is, paradoxically, unproductive. ([View Highlight](https://read.readwise.io/read/01gt1nq50379cj538se5fxc3h0))
#### Les Jeux et les Hommes
> Huizinga does not include material interest in his definition ([View Highlight](https://read.readwise.io/read/01gt1nrr3xec5ajrvfv4k459w5))
> Separateness is one of the key aspects of Caillois’s definition of play, one that he takes from Huizinga
> (who terms this the ‘magic circle’ – one of the ideas that has become central to videogame theory) and
> extends to this set of qualities:
> 1. Free: in which playing is not obligatory; if it were, it would at once lose its
> attractive and joyous quality as diversion;
> 2. Separate: circumscribed within limits of space and time, defined and fixed in
> advance;
> 3. Uncertain: the course of which cannot be determined, not the result attained
> beforehand, and some latitude for innovations being left to the player’s initiative;
> 4. Unproductive: creating neither goods, nor wealth, nor new elements of any kind;
> and, except for the exchange of property among the players, ending in a situation
> identical to that prevailing at the beginning of the game;
> 5. Governed by rules: under conventions that suspend ordinary laws, and for the
> moment establish new legislation, which alone counts;
> 6. Make-believe: accompanied by a special awareness of a second reality or of a free
> unreality, as against real life (Caillois, 1961, p. 10). ([View Highlight](https://read.readwise.io/read/01gt1ns88gg1q1mst0t8gaw86w))
> Mimicry is “the
> temporary acceptance, if not of an illusion [...] then at least of a closed, conventional, and, in certain
> respects, imaginary universe” (Ibid., p. 19). This can be our own mimicry, when playing a role or a
> character in a game or a play, as well as our acceptance of others doing the same when the play is
> entertainment – the willing suspension of disbelief. ([View Highlight](https://read.readwise.io/read/01gt1nvvp92ac49feyjasphy0k))
> Caillois is quite specific that “the proper function of play is never to develop capacities. Play is an end
> in itself” (Caillois, 1961, p. 167). ([View Highlight](https://read.readwise.io/read/01gt1nyk4dbbfax0ffzeh9xnj5))
#### Love is...
> ambiguity, tension and metaphor are important ingredients in an engaging,
> playful interactive work, even one that we might think of as being tool-based. ([View Highlight](https://read.readwise.io/read/01gt1p1hv4tw2c5d3nq8nft7wx))
Note: Does high-context communication make for more enjoyable play?
> Interactivity is not simply about a user’s cognitive behavioural responses, nor is it only about
> psychological interaction, it is about an embodied experience of a complex interplay of motion,
> perception, reaction and emotion. ([View Highlight](https://read.readwise.io/read/01gt1whfqr5ffsmwag35qdwmkg))
> Play incorporates many of these same complex and paradoxical elements as love: metaphor
> (sometimes complex and contradictory), interaction, structure, rules, boundaries, freedom, heightened
> emotion, special language as well as physical and emotional forces. ([View Highlight](https://read.readwise.io/read/01gt1wjb08dpayqcz6cr98gsqd))
#### From Physics Lab to Living Room to the Bus
#### Game Studies
#### The Magic Circle
> The magic circle and the rules of play suggest that all play is metaphorical or, at least, all games are
> metaphorical. As we will discover in the following principles of interactivity, this informs how we
> approach, interact with and leave (or break) interactive systems. Our starting point is the first
> principle of interactivity – Pesce’s invitation to play (Pesce, 1996). ([View Highlight](https://read.readwise.io/read/01gt1x1zjcz70ax44p7kyj60xq))
### CHAPTER 6 – Principle 1: The Invitation to Play
> An important note here is that Norman acknowledges the value of deliberately violating the principles
> of “good design”, something that usability experts often fail to appreciate (Nielsen & Tahir, 2002).
> The deliberate violation of conventions, of our normal state of being, is central to games and play. As
> Sutton-Smith reminds us when speaking of the playful versus play (a point we will return to): “The
> key is that the playful is disruptive of settled expectations. It is the genre of comedians and tricksters,
> of wits and dilettantes.” (Sutton-Smith, 1997, p. 148) ([View Highlight](https://read.readwise.io/read/01gt2trmraqs2zv08trefkdnkn))
Note: [[Thought Leadership Content]]: You can't be a thought "leader" if you don't understand the zeitgeist.
> Design of all kinds, but particularly interaction design, is a combination of experimentation, play,
> considered thought and iterative prototyping. ([View Highlight](https://read.readwise.io/read/01gt2vax8s0svk2d6xgvj0wdxb))
> Before we even decide that we want to understand the rules or play the game, however, we have to be
> enticed and seduced into the process and this is the invitation to play. ([View Highlight](https://read.readwise.io/read/01gt2vv885c88zewrmb61fpj21))
> Within any design project that also involves some kind of engineering (computer-based or industrial),
> there is often a tension between the designers and the engineers. Even if these roles may be played by
> the same person, that tension often still exists in an internal creative struggle. Complex programming
> does not always give rise to a deeply engaging interactive experience – often the simplest sketch can
> draw interactors in for a considerable time. On the other hand, something that should be simple can be
> boring or frustrating if the engineering and programming does not adequately support the idea. ([View Highlight](https://read.readwise.io/read/01gt2w00w5fv90sxf2c2dqzqhe))
> research has shown that users
> find interfaces that are pleasurable to use are also easier to use (Norman, 2005; Krug, 2006; Saffer,
> 2006). ([View Highlight](https://read.readwise.io/read/01gt2w18xysjxn4kbkczbb0r96))
> Paying close attention to the emotional response to the invitation to play is essential
> and one of the ways of eliciting it is to get rid of the interface entirely. ([View Highlight](https://read.readwise.io/read/01gt4293qvt4gjqq2men8ey3as))
#### Case Study: Time Sketches
#### Case Study: Body Movies – public play and interaction
### CHAPTER 7 – Principle 2: The Playing Field & the Rules
> As the games theory analysis of Huizinga’s ‘magic circle’ demonstrated, games and play spaces as
> well as ‘open’ play utilise rules in order to release the players from everyday life and allow them to
> temporarily adopt another persona or way of acting. ([View Highlight](https://read.readwise.io/read/01gt42k5drwf5yjw5pbych0qwb))
> As Mark Pesce points out (2000), the more we are confronted by interfaces everywhere,
> on every surface, the more it will be necessary to be able to learn how to use them through play
> because we have no time to read a manual. Those interfaces that do not invite us to play and, once we
> start playing, quickly reveal their rules and boundaries are likely to fall by the wayside regardless of
> how clever the underlying technology is. ([View Highlight](https://read.readwise.io/read/01gt42kwryzkhqqfj12ztbzcza))
> Once the invitation to play has been successful, there are two key aspects to further engaging the
> player, interactor or user – the playing field (the “magic circle”) and the rules. ([View Highlight](https://read.readwise.io/read/01gt4896pg9r03cdafnpqp8q0c))
#### The Rules of Play
> Rules and constrictions are often paradoxical – they often lead to greater freedom by nature of their
> giving structure. ([View Highlight](https://read.readwise.io/read/01gt48bbcj81c5mpqrdxey6hbh))
#### The Lusory Attitude
> On the other
> hand, we can play games and reach a mostly un-stated consensus without disappearing down the
> relativist’s black hole:
> Perhaps the single most important ‘rules’ that are literally unstatable, then, are those
> that define the context of the game and answer the question, ‘When is the game being
> played?’ None of us can say how we know that we are in fact playing a particular
> game (rather than, say, just practicing), but we generally have no trouble knowing that
> we are (Ibid., p. 484). ([View Highlight](https://read.readwise.io/read/01gt48e6cmqsg7rf48dwjstsb0))
> Bernard Suits in his philosophical treatise on play and games, The Grasshopper (2005), conducts a
> dialectical analysis of the definition of games with particular attention to rules. Rules, he argues, “are
> accepted for the activity they make possible” (Suits, 2005, p. 181) and in connection with the world
> outside of the game he has this to say: “In morals, obedience to rules makes the action right, but in
> games it makes the action” (Ibid., p. 182). ([View Highlight](https://read.readwise.io/read/01gt48qskkq4qj4exy9f7gp8mw))
#### Using the lens of gameplay
> The second insight that we can take from this analysis of gameplay is that it is essential to understand,
> predict and manipulate the lusory attitude of the interactor. In user-centered and experience design
> terms this is akin to working from the user’s perspective through techniques such as insights field
> research and personas (Krug, 2006; Saffer, 2006; Mulder & Yaar, 2006). To understand the
> interactor’s lusory attitude is to understand the set of rules that the interactor or user is ‘playing’ by or
> what mental schemas they have of the system they are part of and interacting with. ([View Highlight](https://read.readwise.io/read/01gt49wny69cb79fjmvyjnn7ya))
> If we focus on the user as a player instead of a worker or task achiever the approach is much more
> flexible. ([View Highlight](https://read.readwise.io/read/01gt49xt6cfa2stm12jgahh8xn))
> It is also present in most
> “training” or “set-up” modes for applications where the user is unable to proceed to the next step until ([View Highlight](https://read.readwise.io/read/01gt49y4dcex55kkp9z2w47fpt))
> the current one has been completed. ([View Highlight](https://read.readwise.io/read/01gt49y7ecfxpvkcs6awev2e0z))
#### We are all hackers
> A key aspect of play is hacking, prodding the system we are playing in, testing its boundaries and the
> rigidity, flexibility and integrity of its rules. ([View Highlight](https://read.readwise.io/read/01gt4a1wh2veg06mmx73zz528v))
### CHAPTER 8 – Principle 3: Challenge, Boredom and Anxiety
> The relationship of interactivity to flow becomes even more apparent when coupled with an
> understanding of play, both in terms of games and playing for its own sake. ([View Highlight](https://read.readwise.io/read/01gt4a43spnf30dzyxqtm16wwg))
> Csikszentmihalyi outlines the eight conditions for the flow experience based on hundreds of
> interviews over many years. Participants reported at least one and often all of the following (laid out
> here as a list for clarity):
> First, the experience usually occurs when we confront tasks we have a chance of
> completing.
> Second, we must be able to concentrate on what we are doing.
> Third and fourth, the concentration is usually possible because the task undertaken has
> clear goals and provides immediate feedback.
> Fifth, one acts with a deep but effortless involvement that removes from awareness the
> worries and frustrations of everyday life.
> Sixth, enjoyable experiences allow people to exercise a sense of control over their
> actions.
> Seventh, concern for the self disappears, yet paradoxically the sense of self emerges
> stronger after the flow experience is over. ([View Highlight](https://read.readwise.io/read/01gt4a53mh9mavzbdtbcqcpcc1))
> Finally, the sense of the duration of time is altered; hours pass by in minutes, and
> minutes can stretch out to seem like hours. The combination of all these elements
> causes a sense of deep enjoyment that is so rewarding people feel that expending a
> great deal of energy is worthwhile to be able to feel it (Csikszentmihalyi, 1990, p. 49). ([View Highlight](https://read.readwise.io/read/01gt4a593xhxqr3qmxj5p2jf9z))
> Flow is induced by a relationship between goals, competence and feedback ([View Highlight](https://read.readwise.io/read/01gt4a6jxrc2r9q2tjmecje680))
> When the invitation to play and the rules and playing field are clearly discernable by the interactor,
> the goals usually become clear as well as the competencies required in order to achieve them. ([View Highlight](https://read.readwise.io/read/01gt4a7rfe07w5t7n4ve848bky))
> Hoffman, Novak, and Yung (2000) found that the speed of interaction had a “direct
> positive influence on flow” on feelings of challenge and arousal (which directly
> influence flow), and on importance. Skill, control, and time distortion also had a direct
> influence on flow. ([View Highlight](https://read.readwise.io/read/01gt4a8754n1e4apw8b1fdzqa8))
#### The border between boredom and anxiety
> Throwing stones into a lake is satisfying to me because of the smoothness of the stones, their
> weight in the hand, the satisfying “plop” as they drop into the water, and the ripples that the stones
> create. ([View Highlight](https://read.readwise.io/read/01gt4abdgc0s6xqx821pwm5mf1))
> In general, usability theory and user experience design makes an
> effort to make the steps required to achieve a task as obvious to the user as possible. Yet there is a
> tension here in terms of catering for a range of skill levels and abilities. “Power users” of operating
> systems often complain that a simplified interface does not allow them enough flexibility and
> customisation. Beginners find interfaces with too many options bewildering and don’t know where to
> start, which is one of the reasons why many people turn to search as their main way of navigating
> websites (Krug, 2006). ([View Highlight](https://read.readwise.io/read/01gt4ejvdsqhcpwpjmrh9x2rme))
> A layered approach can move a user or ‘player’ (this
> combination is best described by the word ‘interactor’) through the skill levels without them being
> aware of it. In this scenario the invitation to play is the first, obvious and simple layer, then the
> playing field and rules are exposed and later further challenges and options. Ideally these stages of the
> experience unfold without the interactor even being aware of the learning process and it is this that
> makes a ‘deep’ or complex interactive experience feel like an intuitive flow experience. Striking this
> balance is the essence of interaction design. ([View Highlight](https://read.readwise.io/read/01gt4enmkd335z0hg3xa31tq24))
### CHAPTER 9 – Principle 4: Triviality, Open-endedness, Promises
#### Playing in the Gallery
> I have argued that engaging interactivity is based on play and play is based in such ideas as physical
> movement (Winnicott, 2001; Brown & Vaughan, 2009), humour, noise, activity and transgressive
> behaviour – something set apart from ‘real world’ rules (Huizinga, 1955; Caillois, 1961; Sutton-
> Smith, 1997). ([View Highlight](https://read.readwise.io/read/01gt4er4kv8aygam27rrm5ccbx))
#### Delivering the promise
> In many respects, delivering the promise is the culmination of all the other principles. Delivering the
> promise is the other end of an invitation – what is set up in those first principles of interactivity needs
> to be delivered throughout the process. There’s nothing worse than turning up to a party in fancy dress
> only to discover everyone is wearing chic suits. ([View Highlight](https://read.readwise.io/read/01gt4ewpc7mapdc3pqxh18z530))
> Failing to deliver the promise is recognisable in
> many situations and relationships between two ‘agents’, whether they are people or machines, in our
> everyday lives. It is the reason people have arguments with their partners, it is the reason that
> network transactions fail or why services and interfaces create dissonance. If one agent or interactor is
> expecting one thing and receives something different, then it’s usually a dissonant experience, which
> is usually unpleasant. Spoken and written language exchanges are full of these kinds of issues ([View Highlight](https://read.readwise.io/read/01gt4ex9g768qgay4fa9avj1cd))
#### Case Study: Eavesdrop – an opportunity missed
> The powerful aspect to these four principles – the invitation to play, the playing field and rules of
> play, the creation of flow and delivering the promise – is that they can be applied to such a diverse
> range of interactions, yet they can integrate other methodologies where the appropriate specificity is
> required. ([View Highlight](https://read.readwise.io/read/01gt4f942p4vv9h8h4gjqx00j0))
### CHAPTER 10 – Social Interaction and Playing with Friends
> The first is quite literally an invitation to play. For early adopters this stems from an interest in these
> emerging technologies and forms and the appeal of the new ‘new thing’. For many the invite is the
> invitation to take part in the private beta-testing phase of an online application. ([View Highlight](https://read.readwise.io/read/01gt4fd1s1tpbga7n4qvx0324e))
#### APIs as invitations
### CHAPTER 11 - Understanding Interactivity Through Play
> The only future-proof approach to designing for and dealing with an environment of constant change
> in interactive interfaces, technologies and systems is to look for a mechanism and theoretical
> approach that underpins them all. A cross-disciplinary, inter-disciplinary or, perhaps, discipline
> agnostic approach. As play is such a fundamental building block of culture, society, technology and
> cognition, it is an ideal lens through which to examine the interactive experience. It is versatile
> enough to cross boundaries and fundamental enough to be understood universally, at least in terms of
> experience even when it defies concrete explanation (which is part of its power and charm). ([View Highlight](https://read.readwise.io/read/01gt4fhk7smrkm37rx9qyv9qb6))
> As we have seen, play is also highly metaphorical, requiring an agreed belief in the potency of rules
> and the boundaries of the “magic circle”. Sometimes these spaces are physical (such as lines on the
> ground), often they are metaphorical and intangible (such as the boundaries of good sportsmanship or
> social expectations), sometimes they are both (such as a child deciding a cardboard box is a boat and
> thus the kitchen floor is shark infested water upon which one cannot walk). ([View Highlight](https://read.readwise.io/read/01gt4fjepcmcab1a8zpz99cxmc))
> Like metaphors, rules of play are agreed forms and codes of understanding – the willing suspension of
> disbelief is essential to both. We must be able to understand, for example, that disbelief is not really a
> machine whose running can be suspended, but that we can understand it as such. We know there is no
> ultimate set of rules for every eventuality in a game, even though we play as if there is (Sniderman,
> 2005). Players also take on metaphorical roles, from being the operator or interactor through to being
> the lion or pirate, or even the judge or the devout lover in our cultural and social ‘games’. ([View Highlight](https://read.readwise.io/read/01gt4fjw7gs9k7501wfsb5xejb))
> Play begins as a physical and movement-based form. We explore the boundaries and workings of our
> own bodies, we explore the world around us and its affordances, including those of social
> relationships. ([View Highlight](https://read.readwise.io/read/01gt4fkg2fh8sh0jbv42w04c98))
### POSTSCRIPT
> Both Kane (2004) and Pesce (2000) point to the shift in education that the Industrial Revolution
> created, from teaching in the home or immediate community to a regimented, very unplayful, mass
> education based on a theory of the transmission of knowledge from the broadcasting teacher to the
> receiving students. Playful discovery is largely killed off and certainly discouraged in this form of
> education – a form that has merely changed its technological clothes over the last 200 years but whose
> structure has essentially remained the same until now. Even now change is largely being driven by the
> generation of pupils and students rather than the governments, teachers or lecturers (Polaine, 2007). ([View Highlight](https://read.readwise.io/read/01gt4fq77ztkyp2jmqcq9mvbd9))