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"What is interesting in these products is that they map out number of choices, but the choices are all pre-selected... that is, the user cannot do anything or go anywhere that the creator has not planned: as usual with computer programs, one must stay on the path and off the grass."

  • Käyttäjän aktiivisuudesta hän kirjoittaa:

"We could chart the game as a series of forks in the road, in which each choice sets up another array of choices, but the sum total of choices has already been made. Thus the audience becomes the user, a figure, who resembles a rat in a conceptual version of a laboratory maze. The audience-user is not literary passive; he is engaged in m aking choices, but the choices do not necessarily represent freedom, nor does his activity represent thinking."

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Kymmenen suunnittelurakennetta (Samselin ja Wimberlayn mukaan)

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  • Vuorovaikutteisten tarinoiden rakennemalleja ovat ainakin (Jouko Aaltosen mukaan)
    • Lineaarinen rakenne
    • Kalanruotorakenne
    • Puurakenne
    • Tähtirakenne (kärrynpyörä)
    • Verkkorakenne
    • Matriisirakenne
    • Pyramidirakenne
    • muut rakenteet

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