- Interfaces and Content Should Encourage and Reward Movement
- Participant’s Actions Elicit an Immediate and Identifiable Response
No participant should ever wonder. ” Am I controlling this, or not?” - No Instructions Allowed
Learning to “work” the interactive zones must be intuitive and simple. There should be adequate feedback for the participants to intuit if they are interacting “correctly” or “incorrectly”. - People Do Not Need To Be Experts to Participate
- No Thinking Allowed
Euphoria occurs when participants get lost in the moment, focusing on their intuitive natures. - Actions Receive Aesthetically Coherent Responses
Participants should navigate through and affect several “good” choices – choices that are visually pleasing and sound musical to the average ear. - Keep it Simple, Immediate, and Fun
- Responsiveness is More Important then Resolution
In computer graphics, this translates to “greater speed is better than polygons.” A simple visual object that reacts quickly to participants’ input is better than a complex visual object that reacts too slowly. - Think Modularly
Everything is a component. - Observe and Learn
Let people try it and watch what they do. They will almost always interact in ways one never expected.
Quoted from: “The Interactive Dance Club: Avoiding Chaos in a Multi-Participant Environment” by Ryan Ulyate and David Bianciardi which appeared in the Computer Music Journal Vol. 26, No. 3.