TRAFST Vol.6 No.1 pp. 17-20


Timeaxis Design Based on Experience Design by Narrative and Game


Musashino Art University, 1-736 Ogawa, Kodaira, Tokyo

11 January 2012
18 February 2012
April 15, 2012
narrative, scenario, game, semiotic, timeaxis design

This article describes the field of human-artifact interaction to develop “timeaxis design”from a semiotic viewpoint. I focus especially on narratology and ludology for considering the subject, and discuss the structure of dynamics of time flow in the field of narrative and game in design. (1) Narratology and ludology offer some effective concepts for interaction design as well as game. (2) Personalized (informal) time is significant in defining timeaxis in interaction. (3) Time in the course of interaction is nonlinear and polychronic. (4) Chronomic factors are necessary in considering reality and agency in interaction.

Cite this article as:
Akiyo KOBAYASHI, “Timeaxis Design Based on Experience Design by Narrative and Game,” , Vol.6, No.1, pp. 17-20, 2012
Akiyo KOBAYASHI, , Vol.6, No.1, pp. 17-20, 2012

*This site is desgined based on HTML5 and CSS3 for modern browsers, e.g. Chrome, Firefox, Safari, Edge, IE9,10,11, Opera.

Last updated on Jun. 20, 2018