Tuesday, February 14, 2012

2/13/12 The importance of detail and interaction

Create Interaction and Detail

One of my hypotheses is that including attention to detail and interaction will be more motivating and engaging for users in the environment.  So, I have a shipwrecked pirate ship that is fun.  You can crawl all over it and find boxes and items that you may be able to use in your own builds.

I have built 3 levels of detail and interaction.  This is the beginning of thinking of a taxonomy of interaction:

  • First level (visual) - There are a number of crates (thank you AJ Kelton) scattered on the sea floor, the beach and in the pirate ship.
  • Second level (audio) - when you touch these crates, a noise is made - a bomb, a creak, a zing, a rattle and so on.
  • Third level (animated) - when the crates make a noise, they move. They all move differently and there is a relationship between the noise and the movement.  For instance, one crate has a whistle and then a bomb sound when touched.  As the whistle starts , the crate moves 2 meters up, rotates and falls back down hitting the ground as the bomb goes off.
(video coming)

You get visual by BUILDING inworld.  There will be several posts in the future explaining how to build inworld.  You get audio and animation by WRITING SCRIPTS that tell the objects what to do.  The next blog posts explain how to write a script using Scratch for Second Life.

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