at home for many years now, and at
present all three major home game
consoles come equipped with movement sensors. The tremendous
success of Nintendo’s Wii platform
convinced game companies that
movement was something players
valued and wanted more of, and
that it was a way to gain an even
broader audience for gaming. The
industry has radically embraced
movement-based interaction and is
racing to evolve best practices for
using movement.
Of course, best practices are
defined somewhat differently
for games than for productivity
applications. The core definition
of success for a game is that a
person enjoys the game enough
to keep playing it, rather than
that it helps the person to achieve
a task. This puts a great deal of
emphasis on how the experience feels moment-to-moment.
As one game designer puts it:
Focus on second-to-second play first.
Nail it. Move on to minute-to-minute,
then session-to-session, then day-to-day,
then month-to-month (and so on). If
your second-to-second play doesn’t work,
nothing else matters. Along these lines,
if your day-to-day fails, no one will care
about month-to-month, either [ 4].
Game designers use nested sets
of goals and discoveries that keep
players cognitively challenged as
one powerful way to maintain
engagement. But another important
way is the crafting of compelling
“game feel” [ 5]. Game feel is the
moment-by-moment sensation of
the system’s response to the player—the kinesthetic qualities of the
experience created by coupling with
the input device and seeing what
happens in the game as a result.
Designers and players talk about
how certain games have really
great game feel, something valuable
in its own right.
A colleague and I wrote a paper
for CHI 2009 that introduced these
notions, which we framed as
“suppleness,” to the HCI community
[ 6]. In this paper, we argued that
designers must turn their attention to the qualities of coupling
with the system—of the moment-to-moment interaction—to create more supple experiences and,
along the way, invent a more supple
design and evaluation process
that can reliably produce these
kinds of end-use experiences.
Since then, I’ve come to realize that this is an excellent organizing principle for approaching
movement-based interaction
design. What if we place considerable design emphasis on how a
movement makes a person feel in
her body—as she performs it, and
at the end of an extended interaction with the system? This led
to my lab group’s efforts to pin
down essential qualities of the
feel of movement-based interaction, toward generating useful and
well-grounded design practices and
principles.
Chasing the Connection Between
Emotion and Movement in the Lab
We have been using two complementary approaches to glean a
better understanding of how to
design movements to evoke desired
feelings for players/users. The first
approach is to closely read the work
of commercial game designers. We
examined movement mechanics
from a broad range of Wii games,
categorizing motion qualities
toward generating useful design
patterns [ 7]. When working within
the same target design space,
• Figure 1 (top). Video record of movement-
based games study. Figure 2. Wriggle, a
simple movement-based game. Figures 3a
and 3b. Scoop, a movement-based game for
learning math.
a
September + October 2011
b