Download - Schemas, Stories, and Interfaces

Transcript
Page 1: Schemas, Stories, and Interfaces

Schemas, Stories, and Interfaces

Jane Douglas

Management Communication

Page 2: Schemas, Stories, and Interfaces

Schemas• Building blocks of perception

• Schemas enable us to perceive the world

• Scripts to act on the world

Page 3: Schemas, Stories, and Interfaces

Schemas• Establish users within world

• Establish expectations

• Enable interpretation/comprehension

• Enable action

Page 4: Schemas, Stories, and Interfaces

Schemas• Also cue interaction

• The more conventional or familiar the schema, the less cueing necessary

• Max Payne vs Black & White

Page 5: Schemas, Stories, and Interfaces

Other Uses for Schemas• Design of innovations to guarantee

rapid uptake and widespread adoption

• Mapping stories onto FSMs

• Aesthetic computing

Page 6: Schemas, Stories, and Interfaces

Common schemas• Restaurant schema

• Classroom schema

• Work schema

Page 7: Schemas, Stories, and Interfaces

Schemas provide fine details that inform our

expectations

• Romantic comedy schema

• Suspense schema

• Mystery schema

• Macintosh desktop schema

• PalmPilot schema

• TiVo schema

Page 8: Schemas, Stories, and Interfaces

Schemas also provide blueprints for action

• If schemas enable us to perceive the world, scripts provide the means for us to act upon it.

• Schemas may cue scripts.

• Affordances may cue schemas or scripts.

Page 9: Schemas, Stories, and Interfaces

Innovation and schemas• The secret to successful innovation lies

not in inventing new schemas but in cueing familiar scripts that can eventually hew to multiple schemas.

• Examples: Prodigy versus AOL

• Apple Newton versus US Robotics PalmPilot

Page 10: Schemas, Stories, and Interfaces

Innovation and schemas• As genres mature, the schemas/scripts

can become more flexible.

• Sixth Sense and the horror schema

• Contrast even GTA III with GTA: Vice City.

Page 11: Schemas, Stories, and Interfaces

Schemas and console games

• Shooters Strategy

• Hunt-quest

• Mystery

Page 12: Schemas, Stories, and Interfaces

Schemas and immersion• When we’re squarely situated within a

familiar schema, even if we’re interacting intensively with a game (think twitch play), we are fully immersed within its world.

Page 13: Schemas, Stories, and Interfaces

Schemas and engagement• When, however, a text is cueing

multiple schemas or requires us to invoke schemas from outside the game/text world to interact with or understand them, we tend to be engaged.

Page 14: Schemas, Stories, and Interfaces

Immersion…Engagement…Flow

• Not a continuum so much as an X-Y axis, with what psychologists dub a “flow” state lying in the zone where the axes intersect.

• In a flow state, you’re both immersed and engaged.

Page 15: Schemas, Stories, and Interfaces

Schemas and Scripts• Conventional schemas = familiar scripts

• Less breaking frame for scripts

• More immersion, less engagement

Page 16: Schemas, Stories, and Interfaces

Design Implications• The more the tools for play are

embedded naturally within both the frame of the game/genre schema and the narrative, the more immersive the game.

Page 17: Schemas, Stories, and Interfaces
Page 18: Schemas, Stories, and Interfaces
Page 19: Schemas, Stories, and Interfaces
Page 20: Schemas, Stories, and Interfaces
Page 21: Schemas, Stories, and Interfaces
Page 22: Schemas, Stories, and Interfaces
Page 23: Schemas, Stories, and Interfaces
Page 24: Schemas, Stories, and Interfaces

Core narrative schemasSteady state

Breach/change

Redress/action

Steady state

Page 25: Schemas, Stories, and Interfaces

Core narrative schemasCore narrative schemasSteady state

Breach/change

Redress/action

Breach/change

Steady state

Breach/change

Redress/action

Breach/change

Page 26: Schemas, Stories, and Interfaces

For Example…Mystery• Another ordinary day in the village. = Steady state= Steady state• One of the residents is discovered

dead. = Change/Rupture= Change/RuptureDetectives set about discovering the

identity of the killer= Action/Redress= Action/Redress

Page 27: Schemas, Stories, and Interfaces

For Example…Mystery, cont.

Killer panics and begins covering tracks= Change/Rupture= Change/RuptureDetectives follow trail of bodies/evidence= Action/Redress= Action/RedressKiller crumbles under pressure or confesses= Action/redress= Action/redressOrder is restored= Steady state= Steady state

Page 28: Schemas, Stories, and Interfaces

FSMs• Steady State = Coke machine

• Change = money in

• Action = make selection

• Change = drink dispensed

• Action = change returned

• Steady State