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INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...

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2.3.3 Constraints<br />

2.4 Electronic / Interactive Programming Guides (EPG / IPG)<br />

2.5 Web TV<br />

2.4.1 Representative Example: Gemstar-TV Guide’s GUIDE Plus+<br />

2.4.2 Affordances<br />

2.4.3 Constraints<br />

2.5.1 Representative Example: MSN TV<br />

2.5.2 Affordances<br />

2.5.3 Constraints<br />

2.6 Web-Based Synchronous (Two-Screen)<br />

2.6.1 Representative Example: TNT Interactive<br />

2.6.2 Affordances<br />

2.6.3 Constraints<br />

2.7 Web-Based Asynchronous<br />

2.7.1 Representative Example: Love & Diane: An Interactive Timeline<br />

2.7.2 Affordances<br />

2.7.3 Constraints<br />

2.8 Media Centers<br />

2.8.1 Representative Example: Microsoft Media Center<br />

2.8.2 Affordances<br />

2.8.3 Constraints<br />

2.9 Mobile Devices<br />

2.9.1 Representative Example: American Idol<br />

2.9.2 Affordances<br />

2.9.3 Constraints<br />

2.10 Game Consoles<br />

2.10.1 Representative Example: Battlestar Galactica Prototype<br />

2.10.2 Affordances<br />

2.10.3 Constraints<br />

2.11 Future Platforms<br />

2.12 Conclusions<br />

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