Schemas, Stories, and Interfaces
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Schemas, Stories, and Interfaces
Jane Douglas
Management Communication
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Schemas• Building blocks of perception
• Schemas enable us to perceive the world
• Scripts to act on the world
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Schemas• Establish users within world
• Establish expectations
• Enable interpretation/comprehension
• Enable action
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Schemas• Also cue interaction
• The more conventional or familiar the schema, the less cueing necessary
• Max Payne vs Black & White
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Other Uses for Schemas• Design of innovations to guarantee
rapid uptake and widespread adoption
• Mapping stories onto FSMs
• Aesthetic computing
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Common schemas• Restaurant schema
• Classroom schema
• Work schema
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Schemas provide fine details that inform our
expectations
• Romantic comedy schema
• Suspense schema
• Mystery schema
• Macintosh desktop schema
• PalmPilot schema
• TiVo schema
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Schemas also provide blueprints for action
• If schemas enable us to perceive the world, scripts provide the means for us to act upon it.
• Schemas may cue scripts.
• Affordances may cue schemas or scripts.
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Innovation and schemas• The secret to successful innovation lies
not in inventing new schemas but in cueing familiar scripts that can eventually hew to multiple schemas.
• Examples: Prodigy versus AOL
• Apple Newton versus US Robotics PalmPilot
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Innovation and schemas• As genres mature, the schemas/scripts
can become more flexible.
• Sixth Sense and the horror schema
• Contrast even GTA III with GTA: Vice City.
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Schemas and console games
• Shooters Strategy
• Hunt-quest
• Mystery
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Schemas and immersion• When we’re squarely situated within a
familiar schema, even if we’re interacting intensively with a game (think twitch play), we are fully immersed within its world.
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Schemas and engagement• When, however, a text is cueing
multiple schemas or requires us to invoke schemas from outside the game/text world to interact with or understand them, we tend to be engaged.
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Immersion…Engagement…Flow
• Not a continuum so much as an X-Y axis, with what psychologists dub a “flow” state lying in the zone where the axes intersect.
• In a flow state, you’re both immersed and engaged.
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Schemas and Scripts• Conventional schemas = familiar scripts
• Less breaking frame for scripts
• More immersion, less engagement
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Design Implications• The more the tools for play are
embedded naturally within both the frame of the game/genre schema and the narrative, the more immersive the game.
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Core narrative schemasSteady state
Breach/change
Redress/action
Steady state
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Core narrative schemasCore narrative schemasSteady state
Breach/change
Redress/action
Breach/change
Steady state
Breach/change
Redress/action
Breach/change
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For Example…Mystery• Another ordinary day in the village. = Steady state= Steady state• One of the residents is discovered
dead. = Change/Rupture= Change/RuptureDetectives set about discovering the
identity of the killer= Action/Redress= Action/Redress
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For Example…Mystery, cont.
Killer panics and begins covering tracks= Change/Rupture= Change/RuptureDetectives follow trail of bodies/evidence= Action/Redress= Action/RedressKiller crumbles under pressure or confesses= Action/redress= Action/redressOrder is restored= Steady state= Steady state
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FSMs• Steady State = Coke machine
• Change = money in
• Action = make selection
• Change = drink dispensed
• Action = change returned
• Steady State