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	<title>Comments on: Quitting in TRAUMA</title>
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	<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/</link>
	<description>Inductive Game Design Research</description>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/comment-page-1/#comment-4338</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sat, 31 Jul 2010 19:24:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2372#comment-4338</guid>
		<description>Of course! I forgot! Yes, that is a genuine concern as well. Thanks for reminding me. Looks like I might need to spell it out after all.</description>
		<content:encoded><![CDATA[<p>Of course! I forgot! Yes, that is a genuine concern as well. Thanks for reminding me. Looks like I might need to spell it out after all.</p>
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		<title>By: Adam Vogel</title>
		<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/comment-page-1/#comment-4319</link>
		<dc:creator>Adam Vogel</dc:creator>
		<pubDate>Fri, 30 Jul 2010 14:23:31 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2372#comment-4319</guid>
		<description>I was thinking it might be mistaken as the close button for collectibles overlay. Depending on how long the overlay shows for, players might want to get it off of their screen faster and see the &quot;x&quot; in the top right corner as the action to close the overlay. I don&#039;t thing this is a huge issue since you&#039;ve distinguished it in size and color from usual close buttons, along with the words &quot;quit.&quot; Considering the rest of your GUI, your current solution seems like the best way, but it might be something to keep an eye out for during user tests.</description>
		<content:encoded><![CDATA[<p>I was thinking it might be mistaken as the close button for collectibles overlay. Depending on how long the overlay shows for, players might want to get it off of their screen faster and see the &#8220;x&#8221; in the top right corner as the action to close the overlay. I don&#8217;t thing this is a huge issue since you&#8217;ve distinguished it in size and color from usual close buttons, along with the words &#8220;quit.&#8221; Considering the rest of your GUI, your current solution seems like the best way, but it might be something to keep an eye out for during user tests.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/comment-page-1/#comment-4317</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Fri, 30 Jul 2010 09:46:48 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2372#comment-4317</guid>
		<description>Quitting a level won&#039;t cause the loss of a progress. Except from collectibles, you collect no items. Even those are auto-saved immediately. The only thing you lose is the position you navigated to and a a little time. It&#039;s inconvenient but not destructive. But I will take it seriously and change it if I see somebody trigger it automatically in user tests.

As for mistaking it for the &quot;x&quot; button, I&#039;m not sure what the problem would be with mistaking it with the &quot;x&quot; button. Both have quite similar effects anyway. If you want trigger one of them, triggering the other instead works too. Maybe I misunderstood, could you elaborate? I&#039;m hesitant using the word &quot;level&quot;. It sounds too game-ish.</description>
		<content:encoded><![CDATA[<p>Quitting a level won&#8217;t cause the loss of a progress. Except from collectibles, you collect no items. Even those are auto-saved immediately. The only thing you lose is the position you navigated to and a a little time. It&#8217;s inconvenient but not destructive. But I will take it seriously and change it if I see somebody trigger it automatically in user tests.</p>
<p>As for mistaking it for the &#8220;x&#8221; button, I&#8217;m not sure what the problem would be with mistaking it with the &#8220;x&#8221; button. Both have quite similar effects anyway. If you want trigger one of them, triggering the other instead works too. Maybe I misunderstood, could you elaborate? I&#8217;m hesitant using the word &#8220;level&#8221;. It sounds too game-ish.</p>
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		<title>By: Adam Vogel</title>
		<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/comment-page-1/#comment-4311</link>
		<dc:creator>Adam Vogel</dc:creator>
		<pubDate>Fri, 30 Jul 2010 01:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2372#comment-4311</guid>
		<description>I would still be worried about the accidental triggering of a gesture that causes loss of progress. Also for the collectible menu button, are you at all concerned with it being mistaken as a close &quot;x&quot; button? Maybe just clarify the text to say &quot;quit level&quot;.</description>
		<content:encoded><![CDATA[<p>I would still be worried about the accidental triggering of a gesture that causes loss of progress. Also for the collectible menu button, are you at all concerned with it being mistaken as a close &#8220;x&#8221; button? Maybe just clarify the text to say &#8220;quit level&#8221;.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/comment-page-1/#comment-4242</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 25 Jul 2010 13:40:54 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2372#comment-4242</guid>
		<description>&lt;blockquote&gt;accidentially triggering? yeah … well you can still ask a messagebox “do you really want to?”&lt;/blockquote&gt;

That&#039;s exactly what I want to avoid.</description>
		<content:encoded><![CDATA[<blockquote><p>accidentially triggering? yeah … well you can still ask a messagebox “do you really want to?”</p></blockquote>
<p>That&#8217;s exactly what I want to avoid.</p>
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		<title>By: sirleto</title>
		<link>http://gamedesignreviews.com/scrapbook/quitting-in-trauma/comment-page-1/#comment-4238</link>
		<dc:creator>sirleto</dc:creator>
		<pubDate>Sun, 25 Jul 2010 09:46:34 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2372#comment-4238</guid>
		<description>your solution is good. do not overthink.

accidentially triggering? yeah ... well you can still ask a messagebox &quot;do you really want to?&quot;

because i currently work on touchscreen driven phone, i would recommend you to test for further ports of trauma towards iphone/android/ipad/etc. what happens if peoples finger stick on the surface and &quot;jump&quot; when trying to do the symbol in one stroke.

what happens when i can&#039;t complete a symbol in one stroke? have to start over? it would be nice if the symbol will also be recognised if i jumpily click the mouse on/off/on/off (or have my finger jumping on the sticky touch surface while trying to do the gesture)

...</description>
		<content:encoded><![CDATA[<p>your solution is good. do not overthink.</p>
<p>accidentially triggering? yeah &#8230; well you can still ask a messagebox &#8220;do you really want to?&#8221;</p>
<p>because i currently work on touchscreen driven phone, i would recommend you to test for further ports of trauma towards iphone/android/ipad/etc. what happens if peoples finger stick on the surface and &#8220;jump&#8221; when trying to do the symbol in one stroke.</p>
<p>what happens when i can&#8217;t complete a symbol in one stroke? have to start over? it would be nice if the symbol will also be recognised if i jumpily click the mouse on/off/on/off (or have my finger jumping on the sticky touch surface while trying to do the gesture)</p>
<p>&#8230;</p>
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