When thinking about Interactive Formats we must also think about Interactive content and what that means to display it.
Chapter 6, Interactive Formats, briefly discusses in detail the necessitates of a specific format and furthers its explanation of the principles of design. The interactive marketplace has the power of to attract consumers at incredible rates. One thing I noticed to be very important within this chapter was Design Specification. The first few paragraphs within the chapter express the importance of design specification. Design Specification is for navigation through the elements and proprieties of the content and information to be concise and constant.
“Do you have a design in mind for your blog? Whether you prefer a trendy postcard look or you’re going for a more editorial style blog - there’s a stunning layout for everyone.”
Web publishing reins in heavily on hierarchy and visual appeal. "Video and playful interaction" with digital signage allows for consumers to establish a more personal and extended experience with the design than still image.
For example, Chapter 6 page 158 expresses how video game design layouts open up an entire new realm for interactive design. Games often incorporate three-dimensional and motion based elements that allow for the user to personally interact with the design changing it's format with every exercise they practice. children's video games and educational games are a good example of this format change. When a child clicks a certain button of the layout it brings the viewer to another screen to interact with, which in turn developed layers of links for exercises and interaction to evolve. Much like Education Games, Casual games approach the same idea of interaction, but in a different way. Casual Games are much like the games you would view and download onto you phone or a smaller display system( game-boy, or Nitendo DS), Unlike Immersive Games Casual games aim to let the viewer see what is happening at all times of the game play. Casual games set up this third person omniscient view that Immersive( First person) games lack. As the Chapter Continues and eventually comes to an end, it briefly discusses the other concepts of Formats without boundaries and perspective. The chapter heavily reins in on the philosophy of a process of coming to the final conclusion of an interactive design. This reoccurring theme is presented throughout the book is the process of interactive design and how consumers interact with design in different formats.
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