The development of complex software systems requires the collaboration and mutual understanding of stakeholders from various backgrounds, which is usually facilitated by joint design of complex graphical models. To support this collaboration, we introduce the concept of a so-called "Augmented Interaction Room" that is equipped with large interactive wall displays, each dedicated to a particular modeling perspective. These models evolve significantly over the project life-cycle as uncertainties are resolved and design decisions are made. Our focus in this paper is to help stakeholders obtain a clearer view of the models' evolution and past design rationales, without incurring significant cognitive effort for navigating a potentially very long and detailed model revision history. For this purpose, we describe mechanisms for storing the history of the continuously evolving models, and methods for temporal navigation that semi-automatically identify particularly relevant past model versions.
The study of video games involves many characteristics such as story, artwork and sound design. While it is possible to describe these qualities of a game in great detail, the same can generally not be said for the interactive qualities. This article argues that gameplay is the fundamental characteristic of a game and can be studied independently from the other qualities. The authors present a definition of gameplay and its components that enable the study of gameplay on an abstract level. They show how to use their definition for designing the interactions of a simple casual and a serious game, for analyzing the gameplay mechanics of an existing game and how this impacts on the study of interactivity in video games.
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