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Users Collect Experiences

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Abstract

The Prince of All Cosmos shines as the star of Namco’s 2004 hit video game Katamari Damacy. He is an ambitious little fellow. At only two inches tall, the tiny prince furiously runs in place on top of a huge ball. The ball moves across the Earth’s surface like a snowball, collecting everything it touches. Growing ever larger, the spherical cluster of strange objects picks up ants, thumbtacks, fence posts, sumo wrestlers, cows, bulldozers, cruise ships, clouds, monuments, and buildings (see Figure 6-1). The prince’s appetite knows no bounds. He gathers everything he can find to complete his goal. As users, we do the same thing every day.

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Notes

  1. 1.

    Katamari Damacy. Computer software. San Jose, CA: Namco, 2003.

  2. 2.

    Sheffield, Brandon. “Postcard from GDC 2005: Rolling the Dice: The Risks and Rewards of Developing Katamari Damacy.” Gamasutra Article. March 11, 2005. Accessed June 07, 2018. https://www.gamasutra.com/view/feature/130660/postcard_from_gdc_2005_rolling_.php .

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© 2018 Edward Stull

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Stull, E. (2018). Users Collect Experiences. In: UX Fundamentals for Non-UX Professionals. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-3811-0_6

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