Game design is ‘just’ specialised interaction design

First of all my best wish­es to you for 2008. It’s been a bit qui­et around here lately—the last prop­er post was pub­lished Decem­ber 19. Shame on me. The usu­al apolo­gies apply: I’ve been busy doing work, but also spend some time catch­ing up with friends and fam­i­ly in the Nether­lands around the hol­i­days.

I was con­sid­er­ing doing the tra­di­tion­al look back at 2007 and per­haps post some res­o­lu­tions for the com­ing year, but I won’t. 2007 has segued into 2008. There­fore I feel it’s best to just dive in and tell you what’s been occu­py­ing my mind lately.

How exact­ly do the fields of game design and inter­ac­tion design relate? I’ve found myself strad­dling the line between the two more and more often. And what I’ve been won­der­ing: Can game design be con­sid­ered a spe­cialised sub-dis­ci­pline of inter­ac­tion design, or are the two equals with some over­lap? (Or can inter­ac­tion design per­haps even be con­sid­ered part of game design?)

Here’s a dia­gram of how I tend to think of the rela­tion­ship between the two fields: 

Venn diagram of IxD and GD as equals with some overlap

Seen this way, inter­ac­tion design and game design each have their own body of knowl­edge with some over­lap. From this per­spec­tive you could con­sid­er my work to be bro­ker­ing of some sort—passing infor­ma­tion back and forth between the two. I tend to place myself in the inter­ac­tion design cir­cle, mak­ing the occa­sion­al for­ay into game design ter­ri­to­ry and bring­ing back inter­est­ing stuff I find.

But there’s at least one oth­er way of look­ing at these two fields:

Venn diagram of GD as part of IxD

I was trained to be an inter­ac­tion design­er. But part of the cur­ricu­lum con­sist­ed of game design. Nowa­days inter­ac­tion design’s empha­sis on effi­cien­cy nat­u­ral­ly makes it irrec­on­cil­able with game design. At the Utrecht School of Arts, these two were not seen as being at odds with each oth­er. You can con­sid­er this a gross over­sight, or alter­na­tive­ly as proof of a far-reach­ing vision. Whatever.

In any case, it can be argued that (dig­i­tal) game design is sim­ply a very spe­cialised sub-dis­ci­pline of inter­ac­tion design. This is not to say it is in any way less valu­able than ‘reg­u­lar’ inter­ac­tion design. How­ev­er, it might help peo­ple in both fields to advance their prac­tice if they look at each oth­er this way. Which is more or less a sum­ma­ry of what I’ve been argu­ing ever since I went free­lance last year.

The prob­lem is of course that in real­i­ty the two fields—or to be more exact the two com­mu­ni­ties of prac­tice—are very much sep­a­rate from each oth­er. I’ve been try­ing to make some change there, in my own lit­tle way.

On the oth­er hand this might just be me try­ing to jus­ti­fy my inter­est in game design as an inter­ac­tion designer… 

But per­haps there’s some­thing more than just pro­fes­sion­al guilt at play here. I’m not sure yet. Some obser­va­tions that might sup­port one or the oth­er view:

  • Although their def­i­n­i­tion of games is very exact, Salen & Zim­mer­man’s def­i­n­i­tion of play is broad­er: “Play is free move­ment with­in a more rigid struc­ture.” Isn’t that an apt descrip­tion of what peo­ple do with any­thing interactive?
  • The Inter­ac­tion Design Asso­ci­a­tion defines inter­ac­tion design on their site and says it con­cerns: “the struc­ture and behav­ior of inter­ac­tive prod­ucts and ser­vices”. Sure­ly that includes dig­i­tal games?
  • I don’t have the book with me at the moment, but I seem to remem­ber Koster men­tion some­thing about game design ulti­mate­ly being about putting peo­ple in touch with each oth­er. Sounds like inter­ac­tion design to me.

In any case, as long as I need 400+ words to explain why I want to do both inter­ac­tion design and game design, I’ll be in trou­ble. Can you boil it down for me?

Published by

Kars Alfrink

Designer turned design researcher. Postdoc at TU Delft. Exploring contestable AI.

15 thoughts on “Game design is ‘just’ specialised interaction design”

  1. Hi Kars, inter­est­ing dilem­ma. Could you give an exam­ple of inter­est­ing stuff from game design that you found use­ful in inter­ac­tion design?

  2. Inter­est­ing thoughts. I sup­port you view that game design and inter­ac­tion design are very alike. Or bet­ter said, can­not live with­out eachother. As you know, in our prin­ci­ples of the vir­tu­al warmth and asyn­chrone inter­ac­tion mod­el it is impor­tant to design in dif­fer­ent way; shap­ing sto­ries, script­ing expe­ri­ences in stead of design­ing struc­tures. This is espe­cial­ly impor­tant in the design of social sys­tems I think. I nev­er designed a game but I expect that the way you need to think about these, will be a good way to design mod­ern inter­ac­tive appli­ca­tions. So I don’t think that game design is part of IxD, or a spe­cial­ized form, but inter­ac­tion design will evolve to a new form were the prin­ci­ples of game design will be a impor­tant inspi­ra­tion and asset.

    So I hope you’re preach­ing will be heard. And you can be a role mod­el for the new inter­ac­tion design­er. If it is pos­si­ble to trans­late your expe­ri­ences into new guide­lines and meth­ods, you can con­tribute a lot to the IxD-dis­ci­pline. Keep me posted!

  3. Thanks for com­ment­ing Raph. “Games are made out of mak­ing choic­es aka Inter­ac­tion Design” I’d seen the talk but had com­plete­ly for­got­ten about it. If you’re still fol­low­ing along, here’s a ques­tion: When design­ing a game gram­mar (or skill chain, or what­ev­er you want to call it) would you start with the low­est or high­est lev­el atoms?

    And thanks to Iskan­der for the decid­ed­ly dif­fer­ent view: “inter­ac­tion design will evolve to a new form were the prin­ci­ples of game design will be a impor­tant inspi­ra­tion”. It seems I real­ly need to start com­ing up with some tech­niques for apply­ing these ideas. Per­haps that’ll be 2008’s mission.

  4. I recent­ly devel­oped the idea that in Game design the Real World plays a com­plete­ly dif­fer­ent role than in inter­ac­tion design, this was root­ed by the dif­fer­ent cul­tures of inter­ac­tion and game design stu­dents.. For me you were one of the stu­dents with strong roots in the real world, and maybe the exp­cep­tion on the rule..

  5. Gee thanks Joost, I con­sid­er that a com­pli­ment. To be hon­est I think that there’s a lot of things in the real world left unex­plored by game design. All kinds of activ­i­ties can be turned into games. This would broad­en the appeal of games as well. If I can con­tribu­tie to that in some way, I’ll be more than happy.

  6. By name, game design includes all social activ­i­ties, as they can be con­sid­ered “games”. The real issue is what “inter­ac­tion design” con­tains already, and whether that relates use­ful­ly to mak­ing com­put­er enter­tain­ment for peo­ple. To be hon­est good games design­ers should already be talk­ing to nov­el­ists, musi­cians, direc­tors, play­writes, pro­gram­mers, math­meti­cians, soci­ol­o­gists, psy­chol­o­gists, sci­en­tists and archi­tects. Because knowl­edge does­n’t have sub­ject mark­ers on it, you can use it for what­ev­er you want, although it must be applied wise­ly, and some­thing are more read­i­ly use­ful than oth­ers. Intel­lec­tu­al divides are caused when peo­ple can­not see the val­ue of some­one else’s expe­ri­ences to them­selves, or theirs to some­one else, or don’t think it worth the both­er. So how to bridge the gap? Find an exam­ple where inter­face design prin­ci­ples inter­act with game design prin­ci­ples, or just apply them out­side their nor­mal con­text. When peo­ple see them in action, they will be more con­vinced that crossover is worth it.

  7. Such a thought­ful com­ment, too bad you felt the need to remain anonymous!

    In any case, you make some inter­est­ing points. Although I’m not sure all social activ­i­ties can be con­sid­ered games, I think I con­sid­er them all a form of play.

    I agree with your obser­va­tion of how “intel­lec­tu­al divides” come into being. Some­times I think my prob­lem is the opposite—that I think all oth­er peo­ple’s expe­ri­ences are poten­tial­ly valu­able to my own work.

    I’m hap­py to take you up on your chal­lenge. Expect to see a post here at some point about a project where I com­bined IxD with GD. I’d love to hear your thoughts when I do!

  8. Hi there Kars Alfrink ! I am Rajas Rane, a Stu­dent of Busi­ness Design course in India. I am cur­rent­ly study­ing the inter­ac­tion design sub­ject and also doing my dis­ser­ta­tion project in the same sub­ject. Since I have a strong lik­ing for gam­ing, I was plan­ning to focus my project on the inter­ac­tion design for game design­ing. When I was search­ing on the net for dif­fer­ent views on this top­ic, I liked the view which you have put up. Till now i was only look­ing at this top­ic as inter­ac­tion design help­ing to mold up game design­ing. But i liked you view which says that as these field are evolv­ing even game design­ing would be help­ing to devel­op inter­ac­tion design. Since i am still very new and arma­ture (though hav­ing strong lik­ing and inter­est :) ) to this top­ic, i would like if you help me with some fur­ther inputs in this top­ic or some par­tic­u­lar top­ic which requires some more in depth research in this field. Do write to me at rajasrane@gmail.com and let me know about it Best Regards Rajas

  9. I have do dis­agree. I think inter­ac­tion design and game­play design are fun­da­men­tal­ly dif­fer­ent dis­ci­plines. If I build a web appli­ca­tion that relies upon a data­base is the data­base design part of inter­ac­tion design? Same with game­play and inter­ac­tion design. Usabil­i­ty and acces­si­bil­i­ty as goals of inter­ac­tion design are exter­nal qual­i­ties of a game where­as game­play is an inter­nal qual­i­ty. Game­play only defines in game actions (such a mov­ing). Inter­ac­tion design con­cerns how these actions are made avail­able to the user (arrow keys or mouse clicks). I don’t real­ly under­stand why game­play and inter­ac­tion design are often mixed in user testing.

  10. Thanks for com­ment­ing Eelke. You have some inter­est­ing points. Let me address them briefly.

    I think inter­ac­tion design and game­play design are fun­da­men­tal­ly dif­fer­ent disciplines. 

    I think so too, but I feel that GD deals with a nar­row­er but deep­er sub­set of IxD.

    If I build a web appli­ca­tion that relies upon a data­base is the data­base design part of inter­ac­tion design? 

    Clear­ly not.

    Same with game­play and inter­ac­tion design. 

    I fail to see the analogy.

    Usabil­i­ty and acces­si­bil­i­ty as goals of inter­ac­tion design are exter­nal qual­i­ties of a game where­as game­play is an inter­nal quality. 

    The things you men­tion are qual­i­ties of an inter­ac­tive prod­uct that might be of impor­tance to an IxD, depend­ing on a pro­jec­t’s pri­or­i­ties. I do not under­stand what you mean by “exter­nal” and “inter­nal” though. 

    Game­play only defines in game actions (such a moving). 

    I dis­agree. Game­play emerges from a game’s mechan­ics, which are direct­ly defined by a design­er. Game­play can only be indi­rect­ly designed.

    Inter­ac­tion design con­cerns how these actions are made avail­able to the user (arrow keys or mouse clicks). 

    One aspect of inter­ac­tion design (the most con­crete one) deals with inter­face, yes. But oth­er, more abstract aspects deal with con­cepts (what val­ue a prod­uct should offer to users and busi­ness­es) and behav­iour (how that val­ue is deliv­ered). Inter­face is the expres­sion of a pro­duc­t’s behaviour.

    I don’t real­ly under­stand why game­play and inter­ac­tion design are often mixed in user testing.

    Are you talk­ing about test­ing prac­tices in the games indus­try? In any case, I don’t see why one would not want to test sev­er­al aspects of a prod­uct. It might be a good idea to sep­a­rate them across test­ing ses­sions though.

  11. Inter­est­ing dis­cus­sion. I’ve been giv­ing these con­cepts a lot of thought lately. 

    The things you men­tion are qual­i­ties of an inter­ac­tive prod­uct that might be of >impor­tance to an IxD, depend­ing on a project’s pri­or­i­ties. I do not under­stand what >you mean by “exter­nal” and “inter­nal” though.

    Let me explain it with an exam­ple. Lets say you are design­ing a game. First and fore­most we must find a way to inter­act with a com­put­er that is fun which is the main goal of game design. Lets say we decide to build a ten­nis sim­u­la­tor like pong. Being able to deflect a ball with a pad­dle is a fun way of inter­act­ing with a com­put­er. In the­o­ry it does not spec­i­fy any­thing about how the user will con­trol the pad­dle. You have designed the game­play by defin­ing the actions in your sim­u­la­tion. Game­play is an inter­nal qual­i­ty of the game itself. HCI decides how these inputs are made avail­able to the user by gen­er­at­ing and explor­ing dif­fer­ent con­trol schemes. HCI should define an inter­face such that the user expects it (usabil­i­ty) or requires it (acces­si­bil­i­ty). You could use direct manip­u­la­tion like the arrow keys or indi­rect by click­ing with the mouse where you want the pad­dle to go. Alter­na­tive­ly for severe­ly motor impaired users you could imple­ment a scan­ning mech­a­nisms that allows the play­er to con­trol the pad­dle with one switch input. User stud­ies should eval­u­ate the best mech­a­nism to use for par­tic­u­lar users and if pos­si­ble dif­fer­ent con­trol schemes could be imple­ment­ed while the game is kept fair. In this respect HCI is dif­fer­ent from design­ing a game because it is mere­ly con­cerned with find­ing the best way to break high lev­el game actions (mov­ing the pad­dle) into spe­cif­ic user pro­vid­ed inputs (up/down) or (click). I con­sid­er this an exter­nal prop­er­ty of the game, as you can define dif­fer­ent types of inter­faces with­out chang­ing the game­play. The pong exam­ple is triv­ial but you could eas­i­ly replace it with a first per­son shoot­er where a num­ber of high lev­el actions are defined (such as nav­i­ga­tion, com­bat, com­mu­ni­ca­tion) which are then mapped onto user spe­cif­ic actions (for­ward, shoot etc). 

    Game­play emerges from a game’s mechan­ics, which are direct­ly defined by a >design­er. Game­play can only be indi­rect­ly designed.

    Hmm­mm… game mechan­ics just describe the build­ing blocks of game and are use­ful for analy­sis but are not that use­ful from a design per­spec­tive. You can­not just ran­dom­ly throw game mechan­ics togeth­er and expect a good game. It’s the over­all game­play that counts but then again its kind of like a catch 21 ;-) Good thing 95% of the games being pub­lished are genre based games with well defined game play & mechanics. 

    Its an inter­est­ing point you bring up that GD is a sub­set of HCI. Most usabil­i­ty def­i­n­i­tions mod­els (Nielsen/Shackel/ ISO) decom­pose usabil­i­ty into an objec­tive com­po­nent (learn­abil­i­ty / effi­cien­cy / reli­a­bil­i­ty) and a sub­jec­tive com­po­nent (sat­is­fac­tion). Do you think this sub­jec­tive com­po­nent express­es gameplay?

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