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

Slides:



Advertisements
Similar presentations
Tips for New Mac Users 20 simple tips to make using a Mac quicker and easier.
Advertisements

Camera angles By Chris Hinkey (cmh209) Standard game camera angle techniques Camera controllers Replay camera angles.
User Interfaces By Mathieu Leduc. What is the User Interface(UI)? Knows about any input/output hardware Translates player actions into actions in the.
Shared Graphics Skills Cameras and Clipping Planes
Administrative This was the last homework for the semester (yay!) First run of games: October 16 nd in class –Short document describing: goal + operational.
Angles & Motion Tips for shooting video projects..
User Interface Design Notes p7 T120B pavasario sem.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 7: Storytelling and Narrative.
XP Exploring the Basics of Microsoft Windows XP1 Exploring the Basics of Windows XP.
SIGRAPH ASIA 2009 Tutorial: Camera Control in Computer Graphics Camera Control in Computer Graphics Marc Christie (Université de Nantes, France) Patrick.
User Interface Design: Methods of Interaction. Accepted design principles Interface design needs to consider the following issues: 1. Visual clarity 2.
Ch 7 & 8 Interaction Styles page 1 CS 368 Designing the Interaction Interaction Design The look and feel (appearance and behavior) of interaction objects.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15Slide 1 User interface design l Designing effective interfaces for software systems.
Macromedia Flash MX 2004 – Design Professional Macromedia Flash MX GETTING STARTED WITH.
Other Interaction Styles: Direct Manipulation, Haptic, Multimedia, Multimodal, Virtual Reality, Video Games Dr.s Barnes and Leventhal.
1 User Interface Design CIS 375 Bruce R. Maxim UM-Dearborn.
Perspective, Scene Design, and Basic Animation
1 CGS1060 Mobile UIs Copyright 2012 by Janson Industries.
Touching is Good Game Design for the Nintendo DS Nick Balogh Computer Science Senior Project Union College Prof. Burns.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
Chapter 11: Interaction Styles. Interaction Styles Introduction: Interaction styles are primarily different ways in which a user and computer system can.
Systems Analysis and Design in a Changing World, 6th Edition
Little Linguist Tamecia Jones Ed 147. Topic Definition Bilingual Education… Object-labeling for vocabulary-building Users will be primary elementary students.
Music and Sound. Background Xbox 360 game console allows players to add their own music into a game Golden rule: never let the player become annoyed or.
Game Design EST310/ISE340 Fall 2011 Tony Scarlatos.
Apple Iphone Woubshet Nema Bethelhem Tadele.  This is a presentation about AppleIphoneguidelines  Woubshet Nema  Bethelhem.
DIGITAL GAME PROG I Large-Scale Design Process Part 2.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Artificial Intelligence in Game Design
CS 4720 Usability and Accessibility CS 4720 – Web & Mobile Systems.
©RavichandranUser interface Slide 1 User interface design.
Computer Graphics Lecture 28 Fasih ur Rehman. Last Class GUI Attributes – Windows, icons, menus, pointing devices, graphics Advantages Design Process.
Dm 11 – Intro. To Flash Macromedia Flash MX GETTING STARTED WITH.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.1.
©Robomatter – Distribution or copying without permission is prohibited. 3B STEM Computer Science 1 ©Robomatter – Distribution or copying without permission.
Adobe Flash CS3 Revealed Chapter 1 - GETTING STARTED WITH FLASH.
CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Design Rules-Part B Standards and Guidelines
COIT23003 Games Development 1. Overview of Game Design.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
Why do we need good user interfaces?. Goals of User Interfaces Usable – how much effort to do a task? – example: often-used buttons easier to find – example:
INFO 355Week #71 Systems Analysis II User and system interface design INFO 355 Glenn Booker.
卓越發展延續計畫分項三 User-Centric Interactive Media ~ 主 持 人 : 傅立成 共同主持人 : 李琳山,歐陽明,洪一平, 陳祝嵩 水美溫泉會館研討會
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
Games. Types of games  RPG  FPS  PLATFORMER  SIDESCROLLER  POINT AND CLICK.
INTERFACE COMPOSITION GAME DESIGN. OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface.
User Performance in Relation to 3D Input Device Design  Studies conducted at University of Toronto  Usability review of 6 degree of freedom (DOF) input.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 18: Construction and Management Simulations.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games.
Level design Game Idea Development. What is a Level?  Define what a level is first  Is a separate area in a game's virtual world.  Sometimes called.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games Pages Gillian Smith, Mee Cha, Jim Whitehead UC – Santa Cruz Don’t forget: Title, where.
An Introduction to Game Design
Week 2: Mobile User Interfaces. Objectives Review of User Interface Design Mobile specific design challenges in mobile UIs –specifically modern smartphones.
Scratch Part 3 – Creating a level. What you will be doing.  You will make the first level to your game.  You need to think about the following when.
Unit 72: Computer Game design
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 19: Adventure Games.
1. Games Background Let’s Learn Saengthong School, June – August 2016 Teacher: Aj. Andrew Davison, CoE, PSU Hat Yai Campus
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 17: Vehicle Simulations.
Client Wolfe School, Union County Public Schools, North Carolina o "to educate and prepare each student to make appropriate choices and to function as.
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Chapter 6 : User interface design
Fundamentals of Game Design, 2nd Edition
The Desktop Screen image displayed when a PC starts up A metaphor
Creating the User Experience
Fundaments of Game Design
Copyright Catherine M. Burns
User Interface Design and Development
Lecture 22: HCI Design March 15, /6/2019
Shane B., Esther K., Curtis S., Jennifer W.
Chapter 9 System Control
Presentation transcript:

Jason Paolasini Chapter 8 A Benjamin Isherwood – – 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 DESIGN Not Just Any Old Interface

DESIGN RULE 1 Do 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 KNOW Think 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 2 Do Not Taunt the Player

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 INTERACTION STYLE AND CAMERA STYLE

MANAGING COMPLEXITY

SIMPLIFY THE GAME Using Abstraction and Automation

ABSTRACTION & AUTOMATION

DEPTH VS. BREADTH UI

CONTEXT SENSITIVE INTERFACES

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

INTERACTION MODELS

AVATAR BASED

MULTI-PRESENT

PARTY-BASED

CONTESTANT

CAMERA MODELS

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 PERSPECTIVE Warcraft III

FREE-ROAMING CAMERA Maze ball

CONTEXT-SENSITIVE CAMERA MODELS ICO and the colossus collection

DESIGN RULE 3 Limit 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 SCREEN Robotron 2084

SIDE SCROLLING Mario Bros. 3

TOP SCROLLING Atari Space Invaders

PAINTED BACKGROUND Leisure Suit Larry