Goals & Enrichment
There is variation in the design and purposes of the different apps/games we are creating. They fall loosely into three categories:
- functional
- challenge, learning, games
- exploration, enjoyment
Functional software is simple, and intended to accomplish a specific task, such as giving a parrot a way to indicate yes or no to a human. "Simple Yes or No" is an example of this type of an app. It does not have value beyond its direct purpose, communicating the answer to a query from a human.
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Behavior Rewards
Most training techniques use food treats as motivation to encourage specific behaviors from parrots. This is effective and useful in a lot of situations. With regard to our apps and games specifically, users may find that it is helpful to use food rewards (treats) to encourage interaction with the software initially, but we expect that people may not need to use any reward system on an ongoing basis. We are developing apps and games that parrots will be motivated to interact with intrinsically, not in order to get a food reward. This is not in conflict with training techniques.
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The Buster Principle
Too often in games, game makers punish players inadvertently by making them game too hard. Obviously, there are cases where making the game hard is in pursuit of fiero or hard fun (see the Four Fun Keys).
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The Stick Game
This is a video showing a game that Buster Keaton and Patricia developed.
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