Exploratory Design for New User Interfaces.

Yesterday, I gave a talk at the Game Design Conference here in San Francisco, on exploratory design for new user interfaces.

GDC 2012: Impressions.

In lieu of any deep and well-thought-out observations, here are some random impressions from the conference.

A contrast in contrasts.

I thought the iconography was pretty good, but no one could ever saw the pixel work, since the icons all bled into each other and your eyes just slide over all of them.

Design is design.

The different media of video games, software, web sites, are getting less different all the time, so expect to see crossovers like this happening more and more often.

Circuit Drop: Second thoughts.

Here are some vaguely postmortemy notes on the game, mostly for my own reference.

Clearing out the backlog.

I’m very, very bad at prototyping in the sense of killing something off once I decide that something else would be a better use of my time.

GDC 2009: Bogost, Daglow.

Two different perspectives on perspectives in games.

GDC 2009: Experimental Gameplay Sessions, Lazzaro.

The miracle of those games is how natural the mechanics seem once you recover from the initial shock.

GDC 2009: Microtalks.

Each speaker had 5:20 to give their talk, illustrated by an auto-advancing slide show of no more than 20 slides.