apollo13 art logo

 

      Contact | Links

 
Home GalleryResearchDevelopmentTeachingAbout Us

A Unified Field Theory of Design

Overview
Information Interaction Design

Information Design
Continuum of Understanding
Experience of  Knowledge
Organizing Things
Multiple Organizations
Goals & Messages
Clarity

Interaction Design
Having an Experience
Continuum of Interactivity
Control & Feedback
Productive and Creative Experiences
Communicative Experiences
Adaptive Experiences
The Experience Cube

Sensorial Design
Media Differences
Style & Meaning
Conclusion

Additional Resources

 

 

 Adaptive Experiences

The Ability to Change

Adaptive experiences and technologies involve change on some level, usually in the behavior or abilities of the user, reader, consumer, or actor.

Agents are automated actions that can be run when they are needed.

Modifying behaviors are those that change tools and/or content based on the actions of techniques of the user. In games, if a transition is experienced from a lower level to a higher one, the difficulty factor may increase (Tetrus). The system can also respond by providing more options and functions as difficulty goes up.

Simulated intelligence can be worked into an experience by changing content to reflect a shift in the point of view. Thus, new levels of proficiency and detail can be added as the user progresses.

These techniques call into question a broader discussion of intelligence, life, and how they are defined. We evaluate and rank the possible changes and their level of sophistication. The more sophisticated the changes, the more intelligent the system will appear to be.

< previous | next >