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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