diegetic   15

collision detection: A game created "as if games were the only medium on Earth"
Had the game been so vulgar as to mimic any movies, there’d have been a Hollywood version years ago. But the secret of it success is that, while full of historical parallels, it tells its story as if games were the only medium on Earth.
half-life  videogames  diegetic 
december 2016 by hiperactivo
Patently untrue: fleshy defibrillators and synchronised baseball are changing the future (Wired UK)
[Design fiction unravels.
https://twitter.com/matthewward/status/405116759340249088 ]

"A design fiction is not real. This seems like a severe limitation. However, "real things" aren't absolutely and permanently real, either. Objects are designed, made, and then pass out of existence all the time.

The objects offered to us in a capitalist marketplace have three basic qualities: they are buildable, profitable and desirable. They have to be physically feasible, something that functions and works. They need some business model that allows economic transactions. And they have to provoke someone's consumer desire.

Outside of these strict requirements is a much larger space of potential objects. And those three basic limits all change with time. Through new technology, new things become buildable. Business models collapse or emerge from disruption. People are very fickle. That's how it works out -- and the supposed distinction between "real" and "not-real" is pretty small.

Most patents are never manufactured. Most startups fail and vanish. Product advertisements are fantastic -- and full of blatant lies. Most military technologies are theatrical, there to scare and intimidate and overawe people, rather than to kill them with maximum efficiency. Companies
commonly launch "vapourware" campaigns that pledge to build things they have no intention of actually building. There's a lot of fantasy and pretence in all technologies.

People who are good at design fiction are very keen on these little weaknesses in the Emperor's New Clothes. The adept of design fiction comes to realise that every object, even a common fork or dad's boring tie, is "diegetic". They're all background props in some grander story.

A fork exists so that aristocrats could avoid staining their fingers with gravy. The fork is a tool for class distinction. We use forks today not because forks are "practical", but because we're a feudal society that became democratic. Dad's boring tie was originally a Croatian "cravat" -- a coloured war scarf around the neck of a Balkan cavalryman. Ties are said to have been imported into Britain by Charles II when he returned from his exile in France, having picked up the fashion from Croatian mercenaries in the service of Louis XIII. That story is quite exotic, far-fetched and amazing -- but who cares? Ties are still boring, even despite the rhetorical stunt I just pulled where I made them seem amazing for a while.

Design fiction plays games with these transitions of the amazing and the boring, the transitions of the believable and the incredible.

If you understand that -- and if you know a lot about design, and also something about internet razzle-dazzle -- you can really mess with people's heads nowadays. With design fiction you can pull coins from their ears and rabbits out of their hats. Who couldn't like that?"

[Also here: http://www.wired.com/beyond_the_beyond/2013/11/design-fiction-patently-untrue-by-bruce-sterling/ ]
designfiction  brucesterling  julianbleecker  2013  fiction  design  transitions  diegetic 
november 2013 by robertogreco
The Cooper Journal: Creating immersive experiences with diegetic interfaces
"While researching this article, I was really interested to find how other professions are making use of this technology. To my surprise, I struggled to find examples. While 3D has been widely adopted by fields like architecture and medicine in other ways, the value placed on presenting complex information in more immersive ways still seems to be largely limited to entertainment media. How can this technology be applied outside gaming and what value would they be providing that other alternatives cannot?"
interfaces  diegetic  UI  2010  videogames  design  immersive  from delicious
august 2010 by Preoccupations

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