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| Area | Conventional Approach | “Naughty” Perspective | Representative Works | |------|-----------------------|----------------------|----------------------| | | Linear plot progression, user‑driven pacing | Narrative disruption to spark curiosity | Ryan (2001); Mateas & Stern (2005) | | Recommender Systems | Accuracy‑first ranking | Diversity‑first, occasional “serendipitous” suggestions | McNee et al. (2006); Ziegler et al. (2005) | | Conversational Agents | Predictable, goal‑oriented dialogue | Playful teasing, intentional misunderstanding | Bickmore & Cassell (2005); Luger & Sellen (2016) | | User Experience | Minimize friction, maximize efficiency | Introduce productive friction to deepen cognition | Norman (1998); Dourish (2001) |
: Because the game features multiple outcomes, save frequently before major dialogue choices with Jessica or Anna. driven affairs v06 by naughty algorithm
This paper documents the design, implementation, and evaluation of DA‑v06, positioning it within the broader discourse on deliberate friction in HCI. | Area | Conventional Approach | “Naughty” Perspective
“Driven Affairs v06” – An Exploration of the “Naughty Algorithm” Paradigm for Adaptive Interaction Systems This paper documents the design
Driven Affairs v06: Procedural Narrative Architecture and Dynamic Social Simulation in a Rule-Based Environment
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