Nice resource on actionable game accessibility: Includification
Just came back from presenting two papers in two very interesting conferences:
The 3rd International Symposium on Pervasive Display 2014 in Copenhagen and the International Working Conference on Advanced Visual Displays 2014 in Como.
In both conferences Post-WIMP interfaces were rocking.
My papers were:
1-“What’s in it for me: Exploring the Real-World Value Proposition of Pervasive Displays”
Simo Hosio, Jorge Goncalves, Hannu Kukka, Alan Chamberlain and Alessio Malizia
2-“Visual Engagement: Designing Projected Touch-surfaces for Community Use in a Rural Context”
Alan Chamberlain (University of Nottingham, United Kingdom); Alessio Malizia (Brunel University, United Kingdom); Alan Dix (University of Birmingham, United Kingdom)
Stay tuned for more info and feel free to contact me if interested in a copy of the papers or infos on such events.
Imagine games where participants can develop projects in real life to address real problems, such as securing a community’s food supply or establishing a sustainable power source, then progress through levels of the game; would not it be a great way of learning?
Jane McGonigal, author of Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2011) and the former director of Games Research and Development at the Institute for the Future in Palo Alto, Calif. presented at EDUCAUSE 2013 a series of examples of games which can change the future of education [ARTICLE]
Sabina Idler is community manager, technical writer & UXer @ Usabilla and published this article on designing for waiting times following 5 patterns. Patterns are inspired by David Maister who, in his article about The Psychology of Waiting Lines, explained why perceived waiting time usually has little when nothing to do with the actual time [ARTICLE]