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WHAT IS THE USER INTERFACE What works is better than what looks good. The looks good can change, but what works works. – Ray Kaiser Eames
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Jason Paolasini - 1162915- Chapter 8 ABenjamin Isherwood – 1051749 – Chapter 8 B
CHAPTER 8 UI DESIGN
USER INTERFACES• User Interface Design and the Processes
• Managing Complexity
• Interaction Models & Camera Models
• Functionality and input devices
• Game Customization
WHAT IS THE USER INTERFACE
What works is better than what looks good. The looks good can change, but what works works. – Ray Kaiser Eames
A LITTLE BIT OF TERMINOLOGY BEFORE WE START
Button !=Button
PLAYER CENTRIC DESIGNNot Just Any Old Interface
DESIGN RULE 1Do Not Innovate Unnecessarily in UI Design
THE GENERAL PRINCIPLES• Be Consistent
• Give good Feedback
• Remember the player is in control
• Limit the number of steps required
• Permit easy reversal of actions
• Minimize Physical Stress
• Don’t strain players short term memory
• Group related screen-based controls and feedback mechanisms
• Provide shortcuts for experienced players
WHAT THE PLAYER NEEDS TO KNOWThink of these as questions a player would ask…
WHAT THE PLAYER NEEDS TO KNOW• Where am I?
• What am I doing right now?
• What challenges am I facing?
• Did my action succeed or fail?
• Do I have what I need to play successfully?
• Am I in danger of loosing the game?
• Am I making progress?
• What should I do next?
• How did I do?
DESIGN RULE 2Do Not Taunt the Player
WHAT THE PLAYER NEEDS TO DO
WHAT THE PLAYER NEEDS TO DO• Move
• Look around
• Interact with NPC’s
• Move Portable objects
• Manipulate Fixed Objects
• Construct and Demolish Objects
• Negotiations and Financial transactions
• Conversations with NPC’s
• Customize Character
• Talk to friends in Multiplayer games
• Pause the Game
• Set Game Options
• Save the Game
• End the Game
BEFORE YOU DESIGN
DEFINE INTERACTIONSTYLE AND CAMERA STYLE
MANAGING COMPLEXITY
SIMPLIFY THE GAMEUsing Abstraction and Automation
ABSTRACTION & AUTOMATION
ABSTRACTION & AUTOMATION
DEPTH VS. BREADTH UI
CONTEXT SENSITIVE INTERFACES
AVOID OBSCURITYArtistic Overenthusiasm, Pressure to Reduce Screen Usage,
Developer Familiarity
INTERACTION MODELS
AVATAR BASED
MULTI-PRESENT
PARTY-BASED
CONTESTANT
CAMERA MODELS
FIRST PERSON
FIRST PERSON
Pros
• Avatar design is not required except cut scenes
• Camera AI is not required
• Body does not block view
• Most players find navigation easier
Cons
• No avatar customization
• Lack of avatar emotions
• First person perspective denies camera angles for dramatic effect
• Motion sickness in viewers
THIRD PERSON
TYPES OF THIRD PERSON
AERIAL PERSPECTIVES
TOP-DOWN PERSPECTIVE Grand Theft Auto 1
ISOMETRIC PERSPECTIVEWarcraft III
FREE-ROAMING CAMERAMaze ball
CONTEXT-SENSITIVE CAMERA MODELS ICO and the colossus collection
DESIGN RULE 3Limit Camera Movement During Frenetic Action
OTHER 2D STYLES• ■ Single-screen. The display shows the entire world on one screen, normally from a
top-down perspective with cheated objects. The camera never moves. Robotron: 2084 provides a classic example. (See the left side of Figure 13.1.)
• ■ Side-scrolling. The world of a side-scroller—familiar from an entire generation of games—consists of a long 2D strip in which the avatar moves forward and back- ward, with a limited ability to move up and down. The player sees the game world from the side as the camera tracks the avatar.
• ■ Top-scrolling. In this variant of the top-down perspective, the landscape scrolls beneath the avatar (often a flying vehicle), sometimes at a fixed rate that the player cannot change. This forces the player to continually face new challenges as they appear at the top of the screen.
• ■ Painted backgrounds. Many graphical adventure games display the game world in a series of 2D painted backgrounds rather like a stage set.
SINGLE SCREENRobotron 2084
SIDE SCROLLINGMario Bros. 3
TOP SCROLLINGAtari Space Invaders
PAINTED BACKGROUNDLeisure Suit Larry
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