Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3173817
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A Design Framework for Awareness Cues in Distributed Multiplayer Games

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Cited by 58 publications
(30 citation statements)
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“…such categorization helps to summarize existing trends and inspire future design decisions. A design framework can also be used to help designers evaluate existing design ideas in a systematic manner and enable the identification of the potential design gaps [10,100,104,161]. A framework allows designers to explore many alternatives conceptually, without risking the full costs of production.…”
Section: 1 Design Frameworkmentioning
confidence: 99%
See 1 more Smart Citation
“…such categorization helps to summarize existing trends and inspire future design decisions. A design framework can also be used to help designers evaluate existing design ideas in a systematic manner and enable the identification of the potential design gaps [10,100,104,161]. A framework allows designers to explore many alternatives conceptually, without risking the full costs of production.…”
Section: 1 Design Frameworkmentioning
confidence: 99%
“…This complexity may be challenging, especially for designers who have never employed a design framework. One solution to this perceived complexity could be to present the design framework in a hierarchical structure (see ordered sequences of the thematic tree in[161]). A hierarchy logic might be needed for the designers to follow.…”
mentioning
confidence: 99%
“…For example, using awareness cues (e.g., as already suggested for digital games [68]) could mediate turn taking or presence of a dislocated player and related actions; annotation interfaces [43] could facilitate strategy planning in cooperative games that require the dislocated cooperation of team members over distance; or shared eye gaze (as researched within the digital realm [44] as well as in regards to boardgames [69]) could be utilized to design mechanics around revealing the intentions and potential strategies of a remote player.…”
Section: Designing For Non-functional Interactionsmentioning
confidence: 99%
“…Capturing such occurrences can serve designers with crafting the system to respond according to the situation, and it may also inform opportunities to customize the system to a particular user's interaction. This customization can build on the idea that through interaction the user and the system shape each other to attain better co-operation [50].…”
Section: Tactic 1: Contextual Cues To Facilitate Skill Integrationmentioning
confidence: 99%
“…By design, co-operative systems could "communicate" with the user to gain their trust -communication enhances cooperation [50], because it links meaning and action [13], facilitating user-system co-operation.…”
Section: This Strategy Builds From: Building Trust With the System (Tmentioning
confidence: 99%