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INTERFACE COMPOSITION GAME DESIGN. OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface.

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Presentation on theme: "INTERFACE COMPOSITION GAME DESIGN. OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface."— Presentation transcript:

1 INTERFACE COMPOSITION GAME DESIGN

2 OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface Design Identify the need for functional consistency, shortcuts, feedback, closure, error prevention, easy reversal of actions, feeling in control, and avoiding memory overload.

3 WORDS TO KNOW Shell Menus Checkpoint Cheat Codes Timeout Ergonomics

4 APPLYING THE HCI TO GAME DESIGN The 8 Golden Rules of HCI Strive for consistency Enable frequent users to use shortcuts Offer informative feedback Design dialogue to yield closer Offer simple error handling Permit easy reversal of actions Support internal locus of control Reduce short-term memory load

5 APPLYING THE HCI TO GAME DESIGN Consistency Similar situation should have consistent sequences of actions. Identical terminology should be used in prompts, menus, and help screens. Consistent commands should be used throughout the game.

6 APPLYING THE HCI TO GAME DESIGN Consistency – Readable Text Font – Sans Serif offers best readability Size – Children and older adults need larger text Color – Contrast between text and background or game frame.

7 APPLYING THE HCI TO GAME DESIGN Consistency – Readable Text Sans Serif vs. Serif Serif San Serif

8 APPLYING THE HCI TO GAME DESIGN Consistency – Readable Text Contrast High Contrast Low Contrast

9 APPLYING THE HCI TO GAME DESIGN Consistency – Readable Text All sorts of wrong going on here!

10 APPLYING THE HCI TO GAME DESIGN Consistency – Layout Functional - Parts of the HUD should remain in place unless the game story dictates a change. Navigable - Layout should also help with player navigation through arrows or other guidance systems. If you player is going the wrong way, the layout should warn them.

11 APPLYING THE HCI TO GAME DESIGN Consistency Inputs Button pressed actions should remain the same for the whole game. Outputs Outputs, menus, colors, fonts, navigation, button locations, and overall game layout should be similar throughout the game.

12 APPLYING THE HCI TO GAME DESIGN Consistency Outputs Shell Menu – A non-menu item displayed outside of gameplay, such as the title frame, credits, and cut scenes. Loading and saving the game is commonly done with a shell menu.

13 APPLYING THE HCI TO GAME DESIGN Consistency Outputs Note on Shell Menus – The shell menu should remain the same each time, even if an option is not available at the time of game play, it should be shown, but greyed out to let your player know they have not unlocked that yet.

14 APPLYING THE HCI TO GAME DESIGN Shortcuts Keeping the player from having to restart the game each time they loose. Checkpoint – A point on the gameplay timeline where the player will be returned if they run out of health or life. Placed after each difficult or time consuming task.

15 APPLYING THE HCI TO GAME DESIGN Shortcuts Cheat codes – Commands used during game development so parts of the code can be tested without having to play the entire game. Not usually meant for the public but sometimes they are leaked out. This causes questions about “gamer ethics.”

16 APPLYING THE HCI TO GAME DESIGN Feedback Whenever a player inputs some sort of action, output information, or feedback, should be received. A “boing” sound for jumping Cheering from a crowd for good action, booing for bad action Roll over button to explain the function or purpose.

17 APPLYING THE HCI TO GAME DESIGN Closure A sense of conclusion to the game and its story. You should give your player a signal that they are going the right direction or warnings if they are not. You can usually do this through dialogue. Cut scenes can also provide closure.

18 APPLYING THE HCI TO GAME DESIGN Errors Design the game so a player cannot make a serious error, but if they do, the game should offer solutions for the player to handle the error.

19 APPLYING THE HCI TO GAME DESIGN Errors - Output Check for output prevention. Did your player get stuck and can’t “get out” of a situation? Timeout – When the game resets after a period of inactivity.

20 APPLYING THE HCI TO GAME DESIGN Errors - Input Input errors such as a users logging in with an incorrect username or password need to be checked. Program a controller with buttons spaced far enough to avoid pressing two buttons at the same time.

21 APPLYING THE HCI TO GAME DESIGN Errors - Input Input devices should follow ergonomic design principles Ergonomic – The study of how the body works and how humans interact with tools and environment.

22 APPLYING THE HCI TO GAME DESIGN Errors – Input 6 principles of Interface Ergonomics Design for comfort Reduce force Reduce Reach Limit excessive and repetitive motion Reduce fatigue Stretch the player

23 APPLYING THE HCI TO GAME DESIGN Undo Actions Allow players to undo actions. This allows the player to explore gameplay knowing that nothing will be permanent to their gameplay. Try on different armor or weapons without having to restart the game. Save game at every checkpoint to eliminate the chance of a player forgetting. With this, if an error is made, they can undo by going back to that check point.

24 APPLYING THE HCI TO GAME DESIGN Sense of Control Players like to feel they are in control of the game. Design the game to make the player the initiator of actions rather than responding to game directions. Give you player freedom to explore and make choices

25 APPLYING THE HCI TO GAME DESIGN Memory Overload Remember there is a limit to what players can process and hold in short-term memory. Keep the interface simple. Allow sufficient time through gameplay to learn the button codes and sequences of actions.


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