2016年4月19日星期二

Pervasive games and design –‘need’ and ‘desire’ the twin evils of design

Pervasive games and design –‘need’ and ‘desire’ the twin evils of design

The appear of design is because people want to figure out some problem, when people have ‘need’ and ‘desire’, design following. But most of the time people do not know they have this or that kind of ‘need’ and ‘desire’, until they saw a design, they suddenly find out what they want.

Heskett, J. (2005). Design: A very short introduction (Vol. 136). Oxford University Press.

The writer shows us how our life style change our way of thinking design, from the spoon we are using, when we drive home or even the medical facility can save our lives, all of them are inseparable from the design. Meanwhile, it also reflects design will change because different place and different culture and the viewpoint of design from the major company.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.

Gamification can make up the lacking and shortage of real world; gamification can make our life better. Plenty of examples tell us how to apply gamification to solve the real world problems. In the future, we can make our life as awesome as game. Gamification can help us change other people lives even solve the energy efficiency.


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