Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Envisioning information
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
Introduction to military training simulation: a guide for discrete event simulationists
Proceedings of the 30th conference on Winter simulation
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Does Animation Help Users Build Mental Maps of Spatial Information?
INFOVIS '99 Proceedings of the 1999 IEEE Symposium on Information Visualization
Information Visualization: Perception for Design
Information Visualization: Perception for Design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Doing interface ecology: the practice of metadisciplinary
ACM SIGGRAPH 2005 Electronic Art and Animation Catalog
Making action visible in time-critical work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Handy navigation in ever-changing spaces: an ethnographic study of firefighting practices
Proceedings of the 7th ACM conference on Designing interactive systems
Earcons and icons: their structure and common design principles
Human-Computer Interaction
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Emergent team coordination: from fire emergency response practice to a non-mimetic simulation game
Proceedings of the ACM 2009 international conference on Supporting group work
The Design of Everyday Things
Zero-fidelity simulation of fire emergency response: improving team coordination learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
A serious game supporting collaboration
Proceedings of the 2013 conference on Computer supported cooperative work companion
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Core mechanics are the activities that players repeat to play a game, the central aspects of play constrained by rules. Interfaces mediate play experiences, impacting engagement with core mechanics. We design core mechanics for gathering, integrating, and sharing information, based on team coordination practices of fire emergency responders. We connect these mechanics with interfaces that impact player engagement. Mechanics and interfaces combine into a non-mimetic simulation game, which eschews fire and smoke, in favor of re-creating information flows and team structures. We describe the iteration of mechanics and interface components as shaped by practice, pilot games, participatory redesign sessions, and long-term user studies. The result is integrated core mechanics that we develop from work practice and interface components that support engagement with them. From this data, we construct game design principles for engaging cooperative play: information distribution, modulating visibility, providing the right information in the right time, making predictable, and understandable representations for shared mental models.