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  1. Texts, Interfaces, and the Puzzle Element in Her Story

    Sam Barlow’s 2015 computer game Her Story is barely a game. The interface is an obsolete police database stocked with seven videotaped interviews of a woman accused of a crime, broken up into clips of between ten and ninety seconds. The game is played by typing in words to search through the clips, and the database returns only the first five videos, chronologically, that contain the query. The player pieces together the mystery at the heart of the game in whatever order they choose – the primary cue that the game provides is an initial search term, “MURDER,” – and the game is ‘over’ only when the player decides they have seen enough. As they play, the game’s interface design, along with its thematic focus on liminal and reflective surfaces, incorporates the player into a system of cognitive apparatuses. Critical responses to Sam Barlow’s 2015 video game Her Story were rapturous.

    Vian Rasheed - 11.11.2019 - 22:55

  2. eLit User Experience: Audience+Purpose=Design

    Responding to the conference theme of “peripheries,” user experience and interface design are frequently on the periphery of electronic literature. Attention to these details, however, can effectively immerse readers in sensory-rich literary aesthetics. User experience and interface design also prompts authors to consider differently-abled readers, viewers, and/or inter-actors, often themselves on the peripheries. This presentation proposes practices for embodying user experience and interface design in works of electronic literature. The desired end result is to enable creators of electronic literature to best utilize the features, affordances, and constraints offered by the digital context of their medium to promote affectively powerful literary experiences.

    Vian Rasheed - 12.11.2019 - 00:07