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Jason Paolasini - 1162915- Chapter 8 A Benjamin Isherwood – 1051749 – Chapter 8 B CHAPTER 8 UI DESIGN.

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Presentation on theme: "Jason Paolasini - 1162915- Chapter 8 A Benjamin Isherwood – 1051749 – Chapter 8 B CHAPTER 8 UI DESIGN."— Presentation transcript:

1 Jason Paolasini - 1162915- Chapter 8 A Benjamin Isherwood – 1051749 – Chapter 8 B CHAPTER 8 UI DESIGN

2 USER INTERFACES User Interface Design and the Processes Managing Complexity Interaction Models & Camera Models Functionality and input devices Game Customization

3 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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5 A LITTLE BIT OF TERMINOLOGY BEFORE WE START Button !=Button

6 PLAYER CENTRIC DESIGN Not Just Any Old Interface

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8 DESIGN RULE 1 Do Not Innovate Unnecessarily in UI Design

9 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

10 Group related screen-based controls and feedback mechanisms Provide shortcuts for experienced players

11 WHAT THE PLAYER NEEDS TO KNOW Think of these as questions a player would ask…

12 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?

13 DESIGN RULE 2 Do Not Taunt the Player

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15 WHAT THE PLAYER NEEDS TO DO

16 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

17 BEFORE YOU DESIGN DEFINE INTERACTION STYLE AND CAMERA STYLE

18 MANAGING COMPLEXITY

19 SIMPLIFY THE GAME Using Abstraction and Automation

20 ABSTRACTION & AUTOMATION

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22 DEPTH VS. BREADTH UI

23 CONTEXT SENSITIVE INTERFACES

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25 AVOID OBSCURITY Artistic Overenthusiasm, Pressure to Reduce Screen Usage, Developer Familiarity

26 INTERACTION MODELS

27 AVATAR BASED

28 MULTI-PRESENT

29 PARTY-BASED

30 CONTESTANT

31 CAMERA MODELS

32 FIRST PERSON

33 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

34 THIRD PERSON

35 TYPES OF THIRD PERSON

36 AERIAL PERSPECTIVES

37 TOP-DOWN PERSPECTIVE Grand Theft Auto 1

38 ISOMETRIC PERSPECTIVE Warcraft III

39 FREE-ROAMING CAMERA Maze ball

40 CONTEXT-SENSITIVE CAMERA MODELS ICO and the colossus collection

41 DESIGN RULE 3 Limit Camera Movement During Frenetic Action

42 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.

43 SINGLE SCREEN Robotron 2084

44 SIDE SCROLLING Mario Bros. 3

45 TOP SCROLLING Atari Space Invaders

46 PAINTED BACKGROUND Leisure Suit Larry

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