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      <title>History of The Interface by William Goodwin</title>
      <link>https://padlet.com/william_goodwin1/historyoftheinterface</link>
      <description>This covers the history of human-computer interfaces.</description>
      <language>en-us</language>
      <pubDate>2018-03-23 09:30:23 UTC</pubDate>
      <lastBuildDate>2018-03-23 13:14:42 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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      <item>
         <title>Technology</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245367776</link>
         <description><![CDATA[<div>There are multiple pieces of technology available that allow humans to work with computers in many different ways. one of the earliest ways that we have been able to use them could include the lite gun. this was a device created for games which involved shooting things. it was created to make the user feel like they are actually shooting the things on screen. some of the most well known games that use lite guns include the fabled Duck Hunt and Time Crisis. some of the more modern ways that we have been able to interface with computers include the Kinect for Xbox. This is a more recent form of technology that recognizes the anatomy of a human. this allows the person to move their body to move the character in game. some of the well known games that use the Kinect include Kinect adventures and Kinect Star Wars. (we all remember that dancing mini-game.)</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 09:33:18 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245367776</guid>
      </item>
      <item>
         <title>Human Factors</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245370363</link>
         <description><![CDATA[<div>Different factors that different people have can affect their experience with the technology. for example, someone who has lost their arms, will not be able to use the lite gun or Kinect because they both require you to use your arms for something. Age is another factor that comes into play. for example, if someone is only 5, they may not be able to use the Kinect as they will be too small and the camera will not recognize the parts of their bodies. </div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 09:43:15 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245370363</guid>
      </item>
      <item>
         <title>(Non Diegetic)</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245393173</link>
         <description><![CDATA[<div>A Non Diegetic interface is something that you would usually see in a game like call of duty. it is a 2 dimensional HUD which can represent ammo, health or even abilities. They are what you usually associate with a normal games UI</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:09:33 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245393173</guid>
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      <item>
         <title>(Diegetic)</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245394052</link>
         <description><![CDATA[<div>These are UI's that are actually a part of the games lore. an example of this could be in the game borderlands which uses a hologram to enter your backpack. another example of this could be in a game where you have to open up a phone by pressing a button to check the time of day.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:13:40 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245394052</guid>
      </item>
      <item>
         <title>(Spatial)</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245395722</link>
         <description><![CDATA[<div>These UI's are things in game that are 3 dimensional. They could include a glowing trail on the floor showing you to your objective like in Fable.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:20:13 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245395722</guid>
      </item>
      <item>
         <title>(Meta)</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245396685</link>
         <description><![CDATA[<div>These types of UI have a way of being in the games fiction but also telling you something important. this could be from the blood spatter in call of duty to show you how much health you have or the words that exist in the game world to tell you what to do like in DMC or Splinter Cell Conviction</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:24:07 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245396685</guid>
      </item>
      <item>
         <title>Feedback</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245397423</link>
         <description><![CDATA[<div>in a game, feedback can be a useful part of a games immersion. some examples of feedback in a game could include the colours changing to represent something. an example of this could be that the game starts to turn more gray-scale to represent low health. they could also use different camera techniques to add further immersion. most racing games give you the ability to enter a first person perspective inside the car.  The game can also introduce Haptic feedback to further add immersion into the game. this could be from the controller vibrating when taking damage, or the lite gun snapping backwards to indicate recoil when firing a gun.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:27:01 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245397423</guid>
      </item>
      <item>
         <title>User Psychology</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245404599</link>
         <description><![CDATA[<div>this is especially useful when used in horror games. The way the music changes can change the way that the user feels which can further immerse the user in the game. this could be used to help build suspense or to send the user into a panic at an unexpected time. Psychology is used, it makes the user feel like the game is more personal.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:52:47 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245404599</guid>
      </item>
      <item>
         <title>Interfaces</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245405607</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 11:55:58 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245405607</guid>
      </item>
      <item>
         <title>UI Design Principles</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245407380</link>
         <description><![CDATA[<div>There are some principles that should be used when creating a UI.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 12:01:28 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245407380</guid>
      </item>
      <item>
         <title>Clarity.</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245408431</link>
         <description><![CDATA[<div>It is important that the interface should be easy to recognize and people should know why they should use it.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 12:04:44 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245408431</guid>
      </item>
      <item>
         <title>Keep users in control</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245409916</link>
         <description><![CDATA[<div>people are most comfortable when they feel in control of themselves and their environment. make sure that the user is not thrown into an unplanned interaction.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 12:08:43 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245409916</guid>
      </item>
      <item>
         <title>Design</title>
         <author>william_goodwin1</author>
         <link>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245437215</link>
         <description><![CDATA[<div>make sure that the design of the UI fits well with the Genre of the game that is being made otherwise it can seem unprofessional and can break the users immersion.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-03-23 13:13:14 UTC</pubDate>
         <guid>https://padlet.com/william_goodwin1/historyoftheinterface/wish/245437215</guid>
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