The Affordances of Katamari Damacy
paper presented at NMC Educational Gaming Conference
December 8, 2005
| Using the lens of intuitive design, we aim to understand why a little Japanese game named Katamari Damacy captivated the world. Discussion will explore how basic design principles like affordances, visibility and constraints can be used to create captivating games. By examining this innovative game, we show how the basics of good design can and should be used in the creation of educational games. |
Downloads:
| Read the paper (925 KB) revised 1/6/05 |
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| Download Powerpoint (1.92 MB) | |
| Watch the Movie (First 12 of 30 min only - WMV format. Works best with Windows machines running Windows Media Player 9 or later.) |
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| MP3 Hear just audio (7.5 MB) | |
| Watch the conference recording (requires subscription) |
See how the paper evolved:
10.4.2005 - Original Norman assignment
Submitted paper for Shelley Goldman's class on Norman's Design of Everyday things.
10.25.2005 - Blog Entry
Revised my intro and added another source. Reviewed it with designers during a job interview and got encouraging feedback.
12.15.2005 - Final Paper
Revised paper after my the NMC Conference. Includes video clips and interviews with game designers around the country.