
The art of interactive design
by Chris Crawford · first published 2002
3mentions
1recommended by
3HN commenters
2009–2025first – last mentioned
33% recommend67% neutral
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…around a room. Then, if you look at it a week later and still want to skip, you've got a keeper. (It helps if it makes other people skippers too.) I don't know about a specific book. Chris Crawford's The Art of Interactive Design is pretty good, but it's expensive. Tufte is great for any sort of related subject, even if he doesn't focus too much on aesthetic. Here are a few things that've inspired me. Facebook: look at how much…
on “Ask HN: Best Way to Learn About User Experience” ↗…challenges of story-based games. The part I remember is how he modeled stories as branching trees with fan-out, foldback, tree-of-death, etc (he covers this in the "Architecture" chapter of this book "The Art of Interactive Design"). I didn't really follow Crawford's work on Erasmatron or later, but by the late 90's it sounded like his story model had changed from a tree to a graph network structure, like a finite state machine.…
on “End of an Era” ↗…three-phase reciprocal process, isomorphic to a conversation: an interactant listens to her partner, thinks about what was said, and speaks a response. Her partner then does the same. See Crawford’s book The Art of Interactive Design (2003), or his essay Fundamentals of Interactivity (1993). For manipulation software, interaction is perfectly suitable: the user views a visual representation of the model, considers what to manipulate…
on “Honda bucks industry trend by removing touchscreen controls” ↗