Category Archives: Prototypes

Fast Roulette

While playing gambling, it’s not easy for a player to remember the total amount of money bet. This explains the suspension of judgement that often arises: gamblers are not able to realize how much money they are betting, or how much money they would have to bet for a win.

What would happen if the game were designed to simply show the money he would lose on the long run? The interactive grammar of fast roulette game is based on a fast simulation of one thousand draws: while the simulation is ongoing, a set of counters and a line graph are employed to visualize in real time player’s actual credit, the money bet and the money won. What’s player’s perception of the game?

Cognitive Dynamic: Suspension of judgement

Interactive Grammar: Fast simulation of one thousand draws and real time visualization of money bet and won.




Slot Machine

Light and sound effects, symbols, buttons and interaction procedure hide the fact that slot machines are simply an instant lottery. If there weren’t interesting interactions, sounds, lights and symbols, players would lose – sometimes win – and the play experience would be less interesting and compelling.

This prototype is designed to provide players five different perceptive experiences, through five level to play. In each level the same sequence of events differs from the previous one for the lights and sounds that are turned on or off each time.

The prototype aims to explain how the playworld attributes of  slot machine interface affect:
1. near miss perception: winning and losing events are usually both characterized by sounds and lights effects, thus the players believe win is closer. What if there were lights and sounds only in actual win events?
2. suspension of judgement: playworld attributes are designed to entertain gamblers and to induce lack of attention to money expenditure. What if there was nothing noisy to entertain players?
3. illusion of control: the presence of symbols and images on reels makes gamblers think that it’s possible to foresee a win according to the sequence of symbols appeared in previous play session. What if there was no symbols on reels?

Cognitive Dynamics:
Near miss, Suspension of judgment, Illusion of control

Interactive Grammar:
Elimination of interface attributes

Invisible Roulette

The first time I was at a roulette table it seems that a deep expertise, strategies and knowledge of game rules are essential to play. This perception is conveyed by the presence of a lot of rules and playworld attributes that provide players with a variety of choice possibility within a well structured reference system. The table layout for example enables different bet options that make players think they will have control on future outcomes choosing the best bet startegy according to favourite numbers, past draws and statistical data.

What if the reference systems was changed? Invisible roulette aims to disclose that numbers have no memory: the ball will drop on one slot or another of the reel, apart from its colour or number, players’ strategy or reference systems.
Through this experience players’ bet strategies (illusion of control) are discussed by asking the player to bet at roulette table designed according to different reference system.