The lesson from Dead Space

January 7, 2009

During these Christmas holidays I’ve played a while Dead Space. EA Sci-Fi survival horror is a pretty good game per se, with a great atmosphere and the right amount of adrenaline. But one thing really hit me. Is the interface design. The interface in Dead Space is tightly embedded into the game world. The energy [...]

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MacHeist and a Xmas Tree

December 20, 2008

MacHeist plays with XMas

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Playful learning

December 19, 2008

Could a game be used as an instructive tool? Well, a game is an instructive tool in itself. So, why not? It’s exactly what people at mtvU are thinking. Check out the full story on the Guardian games blog.

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Cards for design

December 18, 2008

Sometimes the design process can be playful in itself. Being a post-it junkie, I love playing with sticky notes when I’m designing. It helps to clear my mind and to see emerging patterns. Long ago Adaptive Path published this post about methods, pointing to some different playful means to brainstorm and get new ideas. Some [...]

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A playful conference

December 17, 2008

Tampere and Playful Experience.

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Putting the fun… everywhere

December 16, 2008

A wonderful keynote by Amy Jo Kim

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A greener home

December 15, 2008

Kaleidoscope makes a concept and a good example of playful user interface. Which resembles Metal Gear Solid.

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A model of play

December 11, 2008

“This model is built on the idea that play is a type of conversation.” Conversation. Market are conversations. Social web is all about conversation. Mmmmmh… it seems to be the right path. A great concept map by DDO, here. I’m thinking to have it printed on a HUGE sheet. (Via Totanus)

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