Blogless: Blog of Design Less Better.

Posts tagged Texture.

The Role of Texture in User Experience

In this age of socially-constructed media, how does one survive the chicken and the egg problem of reaching critical mass? Michal Migurski offers a potential solution: greebles.

I had another post all lined up for today and then my delicious feed alerted me to a recent presentation on surface by Michal Migurski: Greebles, Nurnies, Tiles, and Flair. I thought the last section was such a good read, I just had to share it and offer some comments.

Greebles are a great little design trope that is not widely known outside modeling circles. In my earlier 3D modeling days, I used to play with them quite a bit. Sci-fi aficionados will recognize greebles as the texture that covers the Death Star, Star Destroyer, and Borg Cube.

Greebles on the Death Star, Star Destroyer, and Borg Cube.

Migurski describes them thusly:

Greebles are the parts that "look cool, but don't actually do anything". There's an entire discipline here composed of special effects artists and asset designers working to hide the plywood spaceships and simple game world polygons beneath an encrusted surface texture.

Migurski’s thesis is that while greebles themselves don’t do anything, they do serve a purpose. They are the “slight of hand” that suggests complexity and activity—which can be very important to an audience’s impressions of an experience. For example, the experience of social networking.

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NickAug 28, 2008