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The Art of Interactive Design
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Table of Contents

Read Me Part I: Fundamentals 1 What exactly IS interactivity? 2 Why bother with interactivity? 3 Speaking 4 Thinking 5 Listening 6 The Interactive Loop 7 Architectures Part II: Design Advice 8 Guidelines 9 Anthropomorphization 10 Bloopers 11 Clocksetting 12 The Design Process 13 Advice for Specific Fields 14 Dedicated Devices 15 Why learn programming? 16 Soft Math Part III: Theory 17 Process Intensity 18 Linkmeshes 19 Play 20 Abstraction 21 Indirection 22 Linguistics 23 Metaphor 24 Anticipation Part IV: Social and Artistic Issues 25 A History of Interactivity 26 Control Versus Interactivity 27 The Two Cultures Problem 28 Interactive Storytelling 29 Subjunctivity 30 Futures

About the Author

Chris Crawford, a former game developer, is the author of the classic The Art of Computer Game Design (Osborne/McGraw-Hill). He is currently at work on Erasmatron, an interactive storytelling project.

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