An experimental Design Project



Magic Interaction is an experimental design project aimed to provide a new user perspective on gambling, providing an interactive and emotional experience with a rhetoric value. The objective of the project is to produce awareness about the mechanisms that produce addicting play.

The questions leading this experimental project were:
What makes games of chance so appreciated and compelling?
How do gamblers perceive the play experience?
How can digital design cope with this irresistible interactions?
In gambling players are immerse in intense perceptive experiences that depend on game features and play contexts: rules and mechanics, graphic features, sounds and rhythms of actions contribute to cognitive errors and illusions that could end up in pathological behaviours (1). These perceptions and cognitive phenomena are explained in terms of play rhetoric (2): games are designed to produce meaningful experiences affecting players’ thoughts and emotions. 

 Considering three of the main gamblers’ cognitive errors – illusion of control (3), near miss (1) (4), and suspension of judgment (1) (5) – the project intends to offer an answer to the questions: is it possible to change gamblers experience of gambling? Is it possible, through game play, improve users’ awareness about their cognitive errors? Magic Interaction is a set of digital interactive artefacts providing micro gambling experiences; these meaningful games intend to lead gamblers toward a new consciousness about illusions of gambling. Each game is an adaptation of an existing game of chance, suitably revisited to enlighten a specific cognitive error related to play, through interactive grammars. As a result, each prototype shows aspects of games of chance that usually are not, using the same “language” of gambling.

As Magic Interaction is a research design project, we decided to share the three interactive prototypes we designed, in this website (see the Prototypes section)

 Design Process



About Gambling
Is there something that affect
gamblers’ cognition?



On Games of Chance
Which are the compelling



What does make them effective?



Gambling Rhetoric Model
Is it possible to create a design pattern
of compelling factors?



Is it possible to make gamblers
aware of gambling rhetoric?