Pattern libraries

Designing a good interface, good means the degree of usability, requires knowledge of design rules and experience with interactions. Patterns can also be used to document and share existing design knowledge. Design pattern libraries are good because they capture the most important aspects of the problem and offer a solution approach. The structure of the pattern is scalable and can be applied to other and broader problems. The interest in creating patterns and creating a pattern language for user interface design was already present in 1994. (Rijken 1994, Bayle 1998). Several different approaches to building model libraries were made by different people around the turn of the millennium. (Mahemoff and Johnston 1998). Mahemoff proposes the following categories: task related patterns, user related patterns, user interface element patterns and system-based patterns. Common Ground (Tidwell 1998) or the Web patterns collection (Perzel and Kane 1999),  Martijn van Welie/Hallvard Trætteberg (2000). But in 2000 there was still none that had become established. The reason is that there was no agreement on a format and focus.

With the introduction of the iPhone in 2007 and the hype that followed, it became necessary to design software and its interface for mass use on these devices. Erik Nilsson presented a pattern library for mobile patterns in 2008. He drew his insights from the problems encountered during the development of the projects UMBRA (UMBRA is a graphics software technology company founded 2007 in Helsinki, Finland. Umbra specializes in occlusion culling, visibility solution technology and provides middleware for video games running on Windows, Linux, iOS, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, handheld consoles, and other platforms. In 2021, Amazon acquired Umbra. Information copied from Wikipedia) and FLAMINCO (web pattern library from Nilsson!? – no information found) appeared.

He refers to three main challenges that the small touch screen poses. He has classified these as the three main problem areas.

  • use of screen space.
  • interaction mechanisms.
  • design as a whole.

Each pattern is divided into one of these 3 problem areas, within these problem areas there are smaller units of problem areas. This division into problem areas helps to concentrate on individual aspects of a larger problem. It becomes difficult when the collection grows. It needs a good problem structure to find matching patterns. The connection between problem and solution was a challenge because there is always more than one solution to a problem and the solution can always be applied to several problems. This results in either a lot of repetitions or a lot of cross-references, which affects the readability of the pattern collection.

  • Main problem area
  • Problem area
  • Description and individual problems (with connected UI design patterns)

He also thinks separately about UI components such as buttons, tabs, scrollbars etc. and their adaptation to touch interaction. The patterns collection was presented by Erik Nilsson at the HCI International conference in 2007 and at the IASTED HCI conference in 2008. [1]

Pattern collections:

In 2008 there were a few pattern collections, including some on Mobile UI design patterns.

Some of them had design patterns that were more for universal interfaces and had a higher level of abstraction.

1 http://www.developer.yahoo.com/ypatterns/.
2 http://www.designinginterfaces.com/.
3 http://www.visi.com/~snowfall/InteractionPatterns.html.
4 http://www.welie.com/patterns/.
5 http://www.deyalexander.com/resources/design-patterns.html.
6 http://www.gibbert.net/DPWiki (in German).
7 http://www.patterns.littlespringsdesign.com/~newlsdpatterns/index.php/Main_Page

8 https://www.welie.com/patterns/index.php

M.V. Welie created his own website as early as 1999, the new website was created in 2008 as well as a Hall of Shame website, which is still online today. http://hallofshame.gp.co.at/new.html / http://hallofshame.gp.co.at/errormsg.htm [2]

Jenifer Tidwell created her website in 1999. According to the information on the website, there should be a new website, but the new website does not show much content.

[1]Design patterns for user interface for mobile applications, Erik G. Nilsson, 2008 in: Advances in Engineering Software 40 (2009) 1318–1328

[2] M.V. Welie, “The Amsterdam Collection of Patterns in User Interface Design,” 1999. http://www.cs.vu.nl/~martijn/patterns/index.html

Pattern in HCI/UI Design

Alexander’s intention with the design pattern in architecture was to involve the inhabitants of a house and give them a tool to communicate their needs to the architect. His approach was user centred. He created a structure for his architecture pattern consisting of name, ranking, picture, context, problem statement, problem description, solution, diagram (graphical explanation), references. So, the structure is very similar to the structure used in software and HCI pattern. Software patterns consist of name, context, problem, solution, examples, diagrams, and cross-references. In software development, however, the pattern language was not intended to involve users in the process, but rather to allow developers to communicate with each other. The idea of UI patterns as described by Alexander influenced Norman in Psychology of Everyday Things (published 1988; p. 229). Apple’s Human Interface Guidelines also referred to it, and the Utrecht School of Arts used patterns in their teaching. (In the year 2000, however, there was still no binding pattern language.) [1]

Jenifer Tidwell recognised 1997 in her article A Pattern Language for Human-Computer Interface Design that designing user interfaces requires a systematic approach. She also mentioned that the creation of good design solutions often worked better when the designers were talented but, above all, experienced. As in any other discipline, designers in the user interface field benefited from studying and adopting the work of other designers and applying already successful solutions. Reinventing solutions is not only time-consuming, it can also lead to results that do not meet the desired expectations. Tidwell speaks of bizarre solutions that are the result of reinventing common designs. Experienced designers, on the other hand, use their knowledge of design principles and process to make ideas feasible in a new context. Experience, on the other hand, requires time and making mistakes to gain the knowledge. In her first article on the subject, Tidwell argues that there should be a simpler solution, a shortcut. She sees this shortcut in the introduction of design patterns along the lines of software development and architecture. The advantages for designers are that they can draw on accumulated knowledge and have a common language that simplifies communication within the team and with the client, thus reducing misunderstandings. In addition, new solutions can come about when creatives are forced to stay within a certain framework and focus on that one task. Design patterns could also form the basis for frameworks for programming. Design patterns also represent advantages for the entire community of HCI designers. The usability of an interface design could be discussed on this basis – if the solution works or not. The patterns could also take over working solutions from other analogue fields and exchange them in an interdisciplinary context. Solutions that already work well elsewhere can also be helpful in user interface design. This has already been done (e.g. metaphor for the desktop) but it would be possible on a more abstract level. We could also learn from solutions that have been dismissed for various reasons, e.g. due to unfashionability. The exchange of ideas could be greatly facilitated and made accessible to a broader community. It would be easier to build on existing results and find new solutions more quickly, innovatively and across sectors. [2]

Basically, all these ideas are not new, they have just not yet been sufficiently emphasised and systematically introduced in this young discipline. It is no secret that our knowledge is based on the knowledge of our ancestors, that we learn quickly and easily through imitation. That this behavioural pattern: learning by imitation also extends to this new discipline is therefore no surprise. What is important in these beginnings of design patterns, however, is the systematic approach in which a broader mass can benefit from prior knowledge and insights. As has been shown throughout humanity, the more people have access to existing knowledge and can build on it to develop new ideas, technologies, and approaches, the faster we develop.  For me, this is also a call to form a worldwide community that supports each other, analogous to the beginning of globalization and the start of the WWW.

In her article, Tidwell proposes an approach for a design pattern library for the first time. Analogous to software patterns, each design pattern should include the problem to be solved, the context of use, a primary rule, and good and bad examples. However, it is important to note that these descriptions are not recipes, nor should the design patterns reference the GUI directly. Just as a user need should not include a design suggestion to leave the design space as open as possible, the pattern should not be too prescriptive either. For Tidwell, one of the most important points in terms of acceptance of a pattern is if the basic concept can be applied in other disciplines (also analogue). If the pattern works in a different context, if it would work outside the HCI/GUI environment, it is most likely a good solution. (example)

In the same way, the pattern language can also be used to analyse existing interfaces. The structure of the pattern language itself is easy to understand. But to use it, you need to understand the purpose of the solution and the factors that are relevant to solving the problem. It is also important to make the process iterative. Tidwell’s intention for the development of a pattern language is to ensure a high level of quality in the interaction between human and machine aka the software. High quality is when the user has a successful and satisfying experience. This means that the content has been adequately prepared and presented for the user so that the user fully understands the content and is able to use it. Furthermore, the software guides and supports the user to the necessary extent and pace in their task. Successful software supports in such a way that the user can fully concentrate on his task and the software “to fade from the user’s awareness”. If these two goals are met and learnability, user empowerment, and enjoyability are added, the criterion of “high-quality interaction” is fulfilled. Tidwell divides the patterns into “primary patterns” from which larger patterns can be composed. The content Narrative, High-density Information like Maps, tables, and charts or as Status Display the state of something that will change like clock or dashboard. The primary patterns for actions can be Forms, Control Panel, WYSIWYG Editor, Command-line, Social Spaces like Newsgroups and Chat Rooms. The action primary patterns are very limited with the things users can do. A control panel with one button reduces the complexity to this one action, where the button can be used multiple times in many ways. Tidwell says that unlike the pattern languages that evolved from Alexander’s theory, this language can be arbitrarily combined and used on a larger or smaller scale. Form filling can appear as the main action on the page, or only as a small secondary action – depending on the context. (p. 11) In her article, Tidwell has compiled an approximately 70-page collection of patterns, which she has structured according to the method Example, Context, Problem, Forces, Solution, Resulting Context, Notes.[2]

Tidwell called her pattern language Common Ground. Common Ground (Tidwell 1998) or the Web patterns collection (Perzel and Kane 1999) are pattern collections that were created around this time.  Martijn van Welie and Hallvard Trætteberg created their own pattern collection around 2000. In their article they criticise the lack of user perspective in the pattern collections of Tidwell, Perzel and Kane. They have created their own collection to compensate for this lack. And they present a different format that can remedy this deficiency. They focus more on the end-user and the problems they may have when using the software. For them, usability is the focus of the pattern language. Tidwell’s language is more for designers than users, while they want a solution which is more user centred. Their argument cannot be dismissed: If a pattern fits for a user, it fits for a designer, but the reverse is not always the case.

The focus of this pattern collection should be on user centred design and usability. For this reason, it is very important to consider the how and the why in the format. In the pattern the description must explain how the solution works and why it is a good solution. The focus on user centred design is also important to ensure usability and not to put the interests of the stakeholders above those of the users. Banners and splash screens for advertising purposes are considered a good solution at the time but are neither important for usability nor certainly do not enhance the user experience. The pattern collection has been structured with reference to Norman’s interface principles formulated in 1988.

  • Visibility – Gives the user the ability to find out how to use something simply by looking at it.
  • Affordance – Refers to the perceived and actual properties of an object that indicate how to use the object.
  • Natural Mapping – Creates a clear relationship between what the user wants to do and the mechanism by which they can do it. To complete my task, I need to select this option, enter this information, and then press this button….
  • Constraints – Reduces the number of ways to perform a task and the amount of knowledge required to perform a task, making it more manageable. Oh no, what do I have to enter here? Ok, I only have these choices….
  • Conceptual models – A good conceptual model is one where the user’s understanding of how.
  • how something works matches the way it works. This way the user can confidently predict the effects of their actions.
  • Feedback – Indicates to the user that a task is being performed and that the task is being performed correctly.
  • Safety – The user must be protected from unintended actions or errors.
  • Flexibility – Users can change their minds and each user can do things differently.

The increase/improvement of usability should be in the foreground when creating the pattern and should cover the following criteria: learnability, memorability, speed of performance, error rate, satisfaction, and task completion. These are called usage indicators and each pattern must cover at least one of these indicators.

Structure of Wellie:

Progress ( by Martijn van Welie, p. 7)

  • Problem Description
  • Usability Principle which it confirms.
  • Context
  • Forces
  • Solution
  • Rationale
  • Examples
  • Known Uses
  • Counter Example
  • Related Patterns

Example for this pattern:
Problem

The user wants to know whether or not the operation is still being performed as well as how much longer the user will need to wait.


Usability Principal Guidance

Feedback


Context

Systems tasks that take a long time (typically more than a few seconds) and must be completed before the next tasks can be started.


Forces

  • The performance of the operation cannot always be controlled/avoided by the user (or designer), e.g. because it relies on an external system or hardware, which may fail, block or have low performance.
  • The users do not want to wait need clear feedback on the progress and estimated time
    to completion.
  • The users may not be familiar with the complexity of the task.
    During the operation the user might decide to interrupt the operation because it will
    take too long.

Solutions

Show that the application is still working and give an indication of the progress. Provide feedback at a rate that gives the user the impression that the operation is still being performed e.g. every 2 seconds using animation. Additionally, provide a valid indication of the progress. Progress is typically the remaining time for completing, the number of units processed, or the percentage of work done. The progress can be shown using a widget such as a progress bar. The progress bar must have a label stating the relative progress or the unit in which it is measured.


Rationale

By providing new feedback at a rate around 1 or 2 seconds, the user can see whether the application is still processing and has not died. The progress indication gives feedback on how long the application will remain in this state. Combining these two aspects relieves the user’s worries. Leaving one of the two out would not solve the user’s problem. The solution increases satisfaction because the user knows what is going on and how much longer the user needs to wait. It increases the sense of control. The pattern also avoids additional system load by avoiding retries from users.


Examples
When downloading a file using Internet Explorer 5, the user is presented with this dialog. It shows the progress in percentage as well as the amount of kilobytes of received data. Additionally, the estimated time left is shown and updated couple of seconds. An animation of a flying document shows that the download has not stalled. Known Uses Netscape’s Download box, Apple’s file cop [3]

[1] Jan O. Borchers. 2000. A pattern approach to interaction design. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (DIS ’00). Association for Computing Machinery, New York, NY, USA, 369–378. https://doi.org/10.1145/347642.347795

[2] A Pattern Language for Human-Computer Interface Design, Jenifer Tidwell, May 17, 1997, p. 1-5

[3] INTERACTION PATTERNS IN USER INTERFACES, Martijn van Welie, Hallvard Trætteberg, 2000

Worst Practice Examples

Call of Duty: Warzone

Call of Duty: Warzone

Starting a game in CoD: Warzone requires six steps, which is a significant amount of interaction costs. Interaction costs refer to the mental toll that each added step takes on the player, causing fatigue or frustration. To provide the best player experience, it is important to minimize interaction costs as much as possible. Unfortunately, in Warzone, the process of even understanding the mode or version of the game one is entering requires reading through a multitude of confusing panels, adding to the interaction costs and potentially causing fatigue. To improve the player experience, it is crucial to simplify and streamline the process of starting a game, reducing the interaction costs and reducing the risk of player frustration.

Red Dead Redemption 2

Red Dead Redemption 2

The control system in Red Dead Redemption 2 is a problem. Control systems play a critical role in shaping the player‘s experience, similar to lighting in movies or balance in music recordings. The control system in RDR2 has been criticized for its awkward finger movements required to use the selection menu and its added complexity using triggers to navigate through options and different menus, leading to unintended results. In the game, the player is punished for unintended actions such as firing a weapon in the wrong place or removing a mask at a critical moment. The controls vary based on the context of the player‘s actions, causing confusion and increasing the risk of mistaken actions.

https://www.escapistmagazine.com/why-has-the-ui-in-aaa-games-gotten-so-bad-design-delve/: Worst Practice Examples http://www.elsabartley.co.uk/aaa-games-and-ux/: Worst Practice Examples https://blog.prototypr.io/ux-red-dead-redemption-2-cffdb4f9a1f9: Worst Practice Examples

Best Practice Examples

Half Life 2

Half Life 2

The Half Life 2 HUD is praised for its simple, clean and unobtrusive design that complement the game‘s overall aesthetic. The monochromatic amber palette gives it a distinctive look and makes it a part of the game‘s identity. The HUD is simple and effective, as it only displays necessary information. The Half Life 2 HUD shows that a game‘s HUD can be more than just a necessary element and can be both beautiful and functional.

Assassin‘s Creed

Assassin‘s Creed

The game was designed without a HUD in mind, and the pure presentation of the action creates a more engaging and rewarding experience compared to having icons on a mini-map. The absence of a HUD requires a specific approach to environment design, mission design, and dialogue writing, making the game more interactive and allowing players to learn the city and find their goals.

Dead Space

Dead Space

Dead Space teaches that a HUD can be effectively integrated into the game to maintain player immersion without sacrificing functionality. The game is praised for its unique approach to the HUD, which was a mix of shooter and survival horror genres and helped keep players focused in the moment. The health bar and map projection contributed to the mood and tension, while also guiding players through complicated levels and making them vulnerable when they stop to review their objective. This made the player experience more engaging and added to the suspense of the game. Dead Space demonstrates that good design can transform the HUD into an integral part of the game world.

https://www.gamedeveloper.com/audio/6-examples-of-ui-design-that-every-game-developer-should-study: Best Practice Examples https://uxstudioteam.com/ux-blog/whats-make-or-break-in-game-ui-design/: Best Practice Examples

Fashion jobs that doesn’t create more clothes

I have learned in my research that the fashion world needs a complete remodel to become sustainable. To produce slightly less “un-unsustainable” clothing isn’t enough if we keep selling (and buying) big amounts of it. Therefore I want to explore ways to take part of the fashion world that isn’t designing new clothing.

Save Your Wardrobe

The startup Save Your Wardrobe helps people to go shopping in their own wardrobes. It pairs together pieces of clothing in the users wardrobe, guides to find repair services and alteration services. This can help in reducing the feeling of need for something new.

Unmade

To tackle one of the biggest issues in the industry – waste as a result of overproduction – Unmade list demand directly to production. This means there is no “guessing” what the consumers want. The software allowed users to customize clothing before it is produced. The clothing is then made on demand and in smaller batches. With this customization the user will likely also love the product more, as we tend to like things we had part in creating more. This leads to willingness to repair and use until it is worn out.

One of fashion’s biggest issues: overproduction

Fæbrik

A “sewing collective” creating easy sewing patterns which can be altered to perfectly match your body ensuring longevity and keep-worthiness is booming in Norway. By promoting using second hand clothing that has nice fabric, but not a nice fit is a great way to salvage clothing before the last stop. In addition they sell surplus textile from already (quite) sustainable brands to salvage high quality textile in addition to enlighten the public about this issue.

The Norwegian sewing revolution: Women have sown their own “bunad” (traditional dress) of second hand clothing and textile.

Renting / second hand / resale

ThredUp, Tise, Rent the Runway, My Wardrobe and so many other companies are booming. There are issues to take into consideration here as well, eg. transport, getting “the feeling of sustainability” yet still over consuming and changing of trends, but these can be worked on. Helping in designing systems for these companies to be more profitable yet more sustainable would be highly interesting.

Sources

https://www.bbc.com/future/article/20211105-how-carbon-might-go-out-of-fashion

https://faebrik.no/pages/om-oss-1

Current State and Outlook

Mind Map Update

I expanded the mind map by adding the topic “Tangible User Interfaces” which I already discussed in my previous post. Now the mind map consists of 84 sources and is categorized in 6 main topics. In the next semester I will continue with this format by adding new relevant sources as I see great value in it.

Here you can see the topic named “Tangible User Interfaces”, which has been added to the mind map recently:

Final Presentation

As this is the last blog post for this semester, I would like to take the opportunity and share the slides I made for my final presentation. By doing so, this not only gives a great overview of all the topics I did research on but also underlines my current vision and goals for the next semester.

The presentation will be presented in a very restricted format called “Pecha Kucha” and consists of 10 slides á 20 seconds. Despite being very challenging, this format forces me to condense my research topic even further.

So without further ado, here you can take a look at my final presentation:

Vision

For the next Semester, I want to explore different media technologies to discover the
“sweet spot” between the digital and analog medium. Therefore I am looking forward to all the upcoming lectures giving me new insights into programs and concepts.

The digital solutions

Technological devices such as mobile phones, computers, and the internet can provide digital interventions for various mental health-related issues, providing a regular contact point with professionals, reminding patients to take medication, and providing brain training exercises that help to alleviate the symptoms of various mental health disorders.

Digital interventions have shown great promise for numerous mental health disorders. Younger individuals frequently choose online options when seeking healthcare advice. Online counseling can be an excellent initial method of mental health triage, where more serious cases can be referred to more traditional mental health services. There is a significant economic incentive for the widespread adoption of such mental health triage centers, which could improve mental health disorder detection and treatment and streamline existing mental health services, freeing up outpatient clinics and directing patients to where they can receive the most suitable assistance.

Mental health apps

Mental health apps are mobile apps designed to help users improve their emotional well-being, become more mindful, and address common mental health issues. Some mental health apps allow users to access online talk therapy or psychiatric care. Others may help you to begin a meditation practice, cope with stress and anxiety, or improve sleep quality. Available for iOS and/or Android users, mental health apps are typically designed to be used via smartphone or tablet.

The best mental health apps are affordable, user-friendly, and well-designed, with few technical glitches. Many of these apps have unique features that allow you to improve your overall wellness in enjoyable, accessible ways. High-quality therapy apps remove some of the usual barriers to mental health care, while mindfulness apps can help you achieve better focus and productivity.

Headspace

The Headspace app is designed for folks who are new to mindfulness and looking for some guidance. As its tagline suggests, Headspace aims to foster a space where meditation is made simple. Headspace operates as a full-service relaxation solution. It teaches eight helpful techniques derived from Burmese and Tibetan Buddhist traditions and each method is contextualized throughout the different meditations, accompanied by animations that provide clarity. A study conducted at Yale University found that meditation was able to decrease DMN brain activity, so when the brain starts to meander into anxious territory because of new connections that form through meditation, the mind can snap back into a place of calm.

Ai – Robot Therapy

Following the trend of developing practical conversational artificial intelligence (AI), companies have begun to create systems that focus not on the ability to assist individuals with mundane everyday needs but rather to provide health services that would otherwise be much more difficult to access. In particular, psychologists and computer scientists have been working together to produce versions of this technology that play some of the therapeutic conversational roles that are typically saved for human psychotherapists (e.g., offering empathic responses and providing instructions on how to apply well-tested treatments like cognitiv behavioural therapy).
Robot therapists remove many barriers that may otherwise have prevented some individuals from seeking treatment or applying it effectively.
Benfits: Cheaper , Less time consuming, Available on-demand, Able to provide users with access to treatments without having to navigate complex mental health systems

Gamefication

With the CDC`reporting a significant increase in mental health issues, it is important now more than ever for pieces of media to properly discuss mental health. But even though mental health issues are more openly talked about and accepted in society than ever before, it is still extremely common for false information and negative stereotypes to be seen in media, and video games are no exception.

Despite this, some video games in recent years have had incredible representation and exploration of mental and emotional health and wellbeing. Instead of using it as a gimmick, these games approach the topic with compassion and understanding.

Depression Quest

Created by American video game developer Zoë Quinn, Depression Quest is a 2013 text adventure game created in Twine where players control a person who is struggling with unhappiness. The game is free and has received praise from the New YOrker and others for its accurate depiction of depression.
During the game, the player decides which actions the person should take next, but some of the options are unable to be selected, which is meant to represent how depression can limit what a person is able to do. Instead of being created to entertain the player, this game was made to educate players on what it is like to deal with depression.

Spiritfarer 

Spiritfarer is a 2020 management sim where the player controls a young woman named Stella who becomes a Spiritfarer, which means that she sails the seas to find spirits, grant their final wishes, and take them to the gateway to the afterlife known as the Everdoor. With her cat named Daffodil, Stella meets and befriends various spirits while recovering memories of her past life.
This beautiful indie game focuses on the feelings of guilt and loss that come with death, and the importance of moving on. By the end of the game, Stella and Daffodil are finally able to go to the afterlife themselves.

 

Florence 

Originally released in 2018 for mobile phones and later ported to other devices, Florence is an interactive story that follows a 25-year-old woman named Florence Yeoh who meets a cellist named Krish. After the two enter a relationship and eventually move in together, they have a fight and break up, which leads to Florence having to find a new direction in life.
This game is about loss and the struggle to move forward when a person is stuck in a life that feels monotonous and dreary. Since the game does not have verbal dialogue, the story is uniquely told using quick minigame puzzles that help players connect with the characters without any words. Eventually, Florence manages to move on and grow into the painter she had always wanted to be but was originally afraid to try.

Gamification to Finance Nature Conservation

The Luc Hoffmann Institute is taking an interesting approach to nature conservation by using gamification. They want to make it fun and interactive for people, especially kids, to get involved in protecting the planet’s resources. The idea is to make educational games that teach kids about different species and habitats, and other experiences that allow them to participate in virtual conservation efforts. They generate funding through the sale of these games. Players purchase access to these games, and the funds are directed towards real-life conservation projects.

By making conservation more entertaining and accessible, the Institute is hoping to inspire a new generation of environmental advocates. They believe that by engaging kids in conservation through games, they can create a lasting impact and help ensure a better future.

While gamification may raise awareness and generate funds, it may not have a significant impact on the actual conservation efforts. It’s suggested that more direct and targeted approaches are needed to truly protect and preserve our planet’s natural resources. Lastly, I don’t think that many people are interested in purchasing games when there are so many free ones available.

Sources:

https://luchoffmanninstitute.org/wp-content/uploads/2021/09/Gamification_conservation_report_Luc_Hoffmann_Institute_2021.pdf

Outlook into further research

Topics that have not been handled thoroughly or additional topics can be tackled through blog posts:

  • Effect of different game elements onto communication
  • Communication styles in different game types
  • Missing communication aspects in online voice channels
  • Missing communication aspects in online game chats
  • Advantages of communication in games over real life communication
  • Can online friendships last?