SlideShare ist ein Scribd-Unternehmen logo
1 von 48
Game Design 2
                Lecture 12: Usability, Metaphor & Layout



                            With thanks to Ed de Quincey




http://www.comu346.com                                     dfarrell@davidlearnsgames.com
What is usability?
“Usability is a quality attribute that assesses how
  easy user interfaces are to use. The word
  "usability" also refers to methods for improving
  ease-of-use during the design process.” (Nielsen,
  2003)
Attributes of usability
• Learnability: How easy is it for users to accomplish basic tasks
  the rst time they encounter the design?
• Efficiency: Once users have learned the design, how quickly can
  they perform tasks?
• Memorability: When users return to the design after a period of
  not using it, how easily can they re-establish pro ciency?
• Errors: How many errors do users make, how severe are these
  errors, and how easily can they recover from the errors?
• Satisfaction: How pleasant is it to use the design?
(Nielsen, 2003)
iPhone Keyboard
• http://bit.ly/comu346iPhoneKeyboard
Alpha / Numeric
email / URL
Web Search / Normal Search
First principles: Fitt’s Law
“The time to acquire a target is a function of the
distance to and size of the target.”
• Use large objects for important functions (Big buttons are
  faster).
• Use the pinning actions of the sides, bottom, top, and
  corners of your display: A single-row toolbar with tool
  icons that "bleed" into the edges of the display will be
  many times faster than a double row of icons with a
  carefully-applied one-pixel non-clickable edge along the
  side of the display.
  (Tognazzi, 2003)
Always consider the user
Useful human strengths and weaknesses to consider include:
• Memory - people can remember 7 (plus or minus 2) “chunks” of
  information.
• Visual perception e.g. colour blindness
• Motor skills e.g. mouse skills
• Learning and skill acquisition
• Motivation
• User’s conceptual models
• Population stereotypes
• Human diversity e.g. accessibility issues for disabled users
Interface Metaphors
“In order to use a computer-based application in an
 effective way it is important that users acquire an
    appropriate cognitive model relating to that
                     application.”

                                 Richards et al.
         http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
“The mouse is a hand and the cursor is a nger”




              http://www.brockerhoff.net/Paper2000.pdf
Metaphors in Games

• Many games don’t use ‘default’ UI styles.
• Metaphors can be used in icons as symbols
• Metaphors can also contextualise your
  interface and help with immersion
Metaphor exercise
1. Imagine that you have been tasked with designing an in-
   game matchmaking system that lets (similarly talented)
   Xbox 720 & PS4 players compete against PC players in
   Doom 5.
2. Are there any metaphors that you could employ in the
   design to allow players to nd appropriate games?
Layout


• Some layouts feel better than others
• What makes a layout ‘feel’ good?
Rule of Thirds


• Break a screen into
  thirds (horizontally
  and vertically)
• This not only gives
  4 parts of the image
  to consider ‘important’
• It also gives 4 lines
  which can be used
  for spacing
• Most often used in visual arts
  (photography) but applies to interface
  layout too
Golden Section/Divine Proportion

   Phi 1.618 …
Golden Section/Divine Proportion
• Creating designs on “feeling”
  –what is that feeling?

  Phi 1.618 …
The DNA molecule, the program for all life, is based on the golden section. It
 measures 34 angstroms long by 21 angstroms wide for each full cycle of its
 double helix spiral. 34 and 21 are numbers in the Fibonacci series and their
           ratio, 1.6190476 closely approximates phi, 1.6180339.
Grids
• If elements are not
  aligned, it strains the
  eye.
• Vertical / horizontal
  alignment or grid
  layouts can help

                            http://webstyleguide.com/page/grids.html
http://www.blueprintcss.org/
http://developer.yahoo.com/yui/grids/
http://developer.yahoo.com/yui/grids/builder/
Visual layout and elements
• Screen resolution and size of monitors
   – “image-safe area”
   – Valve do surveys - check out their data.
• Design in a style that appeals to audience’s taste
   – test the design
• Organisational / platform design conventions?
• Consistent visual identity
• Present your message efficiently and avoid clutter
• Draw attention to new or greatly changed content
• Avoid requiring users to scroll in order to determine page contents
   – the “fold” concept for web design
• Avoid requiring the use of horizontal scroll bars
• Use the top and left areas of the page for navigation and identity
Any Questions?


• Note: be prompt tomorrow

Weitere ähnliche Inhalte

Was ist angesagt?

Ux ui presentation2
Ux ui presentation2Ux ui presentation2
Ux ui presentation2
GeneXus
 
User interface design: definitions, processes and principles
User interface design: definitions, processes and principlesUser interface design: definitions, processes and principles
User interface design: definitions, processes and principles
David Little
 

Was ist angesagt? (19)

Exploring the world of UX
Exploring the world of UXExploring the world of UX
Exploring the world of UX
 
UI Design
UI DesignUI Design
UI Design
 
Module 1st USER INTERFACE DESIGN (15CS832) - VTU
Module 1st USER INTERFACE DESIGN (15CS832) - VTU Module 1st USER INTERFACE DESIGN (15CS832) - VTU
Module 1st USER INTERFACE DESIGN (15CS832) - VTU
 
6 mobile user interface design bb
6   mobile user interface design bb6   mobile user interface design bb
6 mobile user interface design bb
 
Usability Workshop at Lillebaelt Academy
Usability Workshop at Lillebaelt AcademyUsability Workshop at Lillebaelt Academy
Usability Workshop at Lillebaelt Academy
 
Evolution of User Interface - Digital Web & Design Innovation Summit SFO 20 S...
Evolution of User Interface - Digital Web & Design Innovation Summit SFO 20 S...Evolution of User Interface - Digital Web & Design Innovation Summit SFO 20 S...
Evolution of User Interface - Digital Web & Design Innovation Summit SFO 20 S...
 
SELECT THE PROPER KINDS OF WINDOWS
SELECT THE PROPER KINDS OF WINDOWSSELECT THE PROPER KINDS OF WINDOWS
SELECT THE PROPER KINDS OF WINDOWS
 
Some Dos and Don’ts in UI/UX Design of Mobile Applications
Some Dos and Don’ts in UI/UX Design of Mobile ApplicationsSome Dos and Don’ts in UI/UX Design of Mobile Applications
Some Dos and Don’ts in UI/UX Design of Mobile Applications
 
Module 1
Module 1Module 1
Module 1
 
Ux ui presentation2
Ux ui presentation2Ux ui presentation2
Ux ui presentation2
 
User Interface design
User Interface designUser Interface design
User Interface design
 
Ux5
Ux5Ux5
Ux5
 
User Interface Design-Module 4 Windows
User Interface Design-Module 4  WindowsUser Interface Design-Module 4  Windows
User Interface Design-Module 4 Windows
 
Aimia- Future Of Usability 0712
Aimia- Future Of Usability 0712Aimia- Future Of Usability 0712
Aimia- Future Of Usability 0712
 
Web UX Landscape (and all points in between...)
Web UX Landscape (and all points in between...)Web UX Landscape (and all points in between...)
Web UX Landscape (and all points in between...)
 
User interface design: definitions, processes and principles
User interface design: definitions, processes and principlesUser interface design: definitions, processes and principles
User interface design: definitions, processes and principles
 
Introduction into User Experience
Introduction into User ExperienceIntroduction into User Experience
Introduction into User Experience
 
UI/UX Workshop - Hackvision
UI/UX Workshop - HackvisionUI/UX Workshop - Hackvision
UI/UX Workshop - Hackvision
 
PHP Indonesia - Understanding UI UX from Developer Side
PHP Indonesia - Understanding UI UX from Developer SidePHP Indonesia - Understanding UI UX from Developer Side
PHP Indonesia - Understanding UI UX from Developer Side
 

Ähnlich wie Games Design 2 - Lecture 12 - Usability, Metaphor and Layout

Intro to UX Design
Intro to UX DesignIntro to UX Design
Intro to UX Design
jayyearley
 
Usability & Agile Development
Usability & Agile DevelopmentUsability & Agile Development
Usability & Agile Development
binuvt
 

Ähnlich wie Games Design 2 - Lecture 12 - Usability, Metaphor and Layout (20)

Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
Game design 2 (2013): Lecture 12 - Usability, Layout and MetaphorGame design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
 
Intro to UX Design
Intro to UX DesignIntro to UX Design
Intro to UX Design
 
Ux Meets Code Interaction Usability
Ux Meets Code Interaction UsabilityUx Meets Code Interaction Usability
Ux Meets Code Interaction Usability
 
Design Workshop I @ Cornell Tech
Design Workshop I @ Cornell TechDesign Workshop I @ Cornell Tech
Design Workshop I @ Cornell Tech
 
Game interface design part 2
Game interface design part 2Game interface design part 2
Game interface design part 2
 
Interaction design
Interaction designInteraction design
Interaction design
 
CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2
 
ICS2208 lecture1
ICS2208 lecture1ICS2208 lecture1
ICS2208 lecture1
 
Android UX-UI Design for Fun and Profit
Android UX-UI Design for Fun and ProfitAndroid UX-UI Design for Fun and Profit
Android UX-UI Design for Fun and Profit
 
Android UX-UI Design for Fun and Profit
Android UX-UI Design for Fun and ProfitAndroid UX-UI Design for Fun and Profit
Android UX-UI Design for Fun and Profit
 
CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6
 
2nd part of Unit 1.ppt
2nd part of Unit 1.ppt2nd part of Unit 1.ppt
2nd part of Unit 1.ppt
 
UI-UX Practical Talking - Mohamed Shehata
UI-UX Practical Talking - Mohamed ShehataUI-UX Practical Talking - Mohamed Shehata
UI-UX Practical Talking - Mohamed Shehata
 
Lesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdfLesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdf
 
24 Hours of UX - Agile + UX: Good, Bad, Ugly
24 Hours of UX - Agile + UX: Good, Bad, Ugly24 Hours of UX - Agile + UX: Good, Bad, Ugly
24 Hours of UX - Agile + UX: Good, Bad, Ugly
 
Intro to ux and how to design a thoughtful ui
Intro to ux and how to design a thoughtful uiIntro to ux and how to design a thoughtful ui
Intro to ux and how to design a thoughtful ui
 
Usability & Agile Development
Usability & Agile DevelopmentUsability & Agile Development
Usability & Agile Development
 
Intro to User Centered Design Workshop
Intro to User Centered Design WorkshopIntro to User Centered Design Workshop
Intro to User Centered Design Workshop
 
Lesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptxLesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptx
 
Chi overview
Chi overviewChi overview
Chi overview
 

Mehr von David Farrell

Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgm
David Farrell
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal Orientation
David Farrell
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsets
David Farrell
 

Mehr von David Farrell (20)

Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourGame design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - Colour
 
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game DesignGame design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
 
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UIGame design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
 
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationGame Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
 
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationGame Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
 
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIGame Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UI
 
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI PrototypingGame Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
 
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsGame Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI Components
 
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.
 
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu FlowGCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
 
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
 
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionGame Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
 
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
 
Serious games career quest
Serious games   career questSerious games   career quest
Serious games career quest
 
Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgm
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal Orientation
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsets
 
Game Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationGame Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data Visualisation
 
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationGame Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
 

Kürzlich hochgeladen

1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
PECB
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
kauryashika82
 

Kürzlich hochgeladen (20)

Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
Role Of Transgenic Animal In Target Validation-1.pptx
Role Of Transgenic Animal In Target Validation-1.pptxRole Of Transgenic Animal In Target Validation-1.pptx
Role Of Transgenic Animal In Target Validation-1.pptx
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdf
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docx
 
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural ResourcesEnergy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 

Games Design 2 - Lecture 12 - Usability, Metaphor and Layout

  • 1. Game Design 2 Lecture 12: Usability, Metaphor & Layout With thanks to Ed de Quincey http://www.comu346.com dfarrell@davidlearnsgames.com
  • 2. What is usability? “Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.” (Nielsen, 2003)
  • 3. Attributes of usability • Learnability: How easy is it for users to accomplish basic tasks the rst time they encounter the design? • Efficiency: Once users have learned the design, how quickly can they perform tasks? • Memorability: When users return to the design after a period of not using it, how easily can they re-establish pro ciency? • Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction: How pleasant is it to use the design? (Nielsen, 2003)
  • 4.
  • 8. Web Search / Normal Search
  • 9. First principles: Fitt’s Law “The time to acquire a target is a function of the distance to and size of the target.” • Use large objects for important functions (Big buttons are faster). • Use the pinning actions of the sides, bottom, top, and corners of your display: A single-row toolbar with tool icons that "bleed" into the edges of the display will be many times faster than a double row of icons with a carefully-applied one-pixel non-clickable edge along the side of the display. (Tognazzi, 2003)
  • 10.
  • 11.
  • 12.
  • 13. Always consider the user Useful human strengths and weaknesses to consider include: • Memory - people can remember 7 (plus or minus 2) “chunks” of information. • Visual perception e.g. colour blindness • Motor skills e.g. mouse skills • Learning and skill acquisition • Motivation • User’s conceptual models • Population stereotypes • Human diversity e.g. accessibility issues for disabled users
  • 14. Interface Metaphors “In order to use a computer-based application in an effective way it is important that users acquire an appropriate cognitive model relating to that application.” Richards et al. http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
  • 15. “The mouse is a hand and the cursor is a nger” http://www.brockerhoff.net/Paper2000.pdf
  • 16. Metaphors in Games • Many games don’t use ‘default’ UI styles. • Metaphors can be used in icons as symbols • Metaphors can also contextualise your interface and help with immersion
  • 17.
  • 18.
  • 19.
  • 20.
  • 21. Metaphor exercise 1. Imagine that you have been tasked with designing an in- game matchmaking system that lets (similarly talented) Xbox 720 & PS4 players compete against PC players in Doom 5. 2. Are there any metaphors that you could employ in the design to allow players to nd appropriate games?
  • 22. Layout • Some layouts feel better than others • What makes a layout ‘feel’ good?
  • 23. Rule of Thirds • Break a screen into thirds (horizontally and vertically)
  • 24. • This not only gives 4 parts of the image to consider ‘important’
  • 25. • It also gives 4 lines which can be used for spacing
  • 26.
  • 27.
  • 28. • Most often used in visual arts (photography) but applies to interface layout too
  • 30. Golden Section/Divine Proportion • Creating designs on “feeling” –what is that feeling? Phi 1.618 …
  • 31.
  • 32.
  • 33.
  • 34. The DNA molecule, the program for all life, is based on the golden section. It measures 34 angstroms long by 21 angstroms wide for each full cycle of its double helix spiral. 34 and 21 are numbers in the Fibonacci series and their ratio, 1.6190476 closely approximates phi, 1.6180339.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41. Grids • If elements are not aligned, it strains the eye. • Vertical / horizontal alignment or grid layouts can help http://webstyleguide.com/page/grids.html
  • 42.
  • 43.
  • 47. Visual layout and elements • Screen resolution and size of monitors – “image-safe area” – Valve do surveys - check out their data. • Design in a style that appeals to audience’s taste – test the design • Organisational / platform design conventions? • Consistent visual identity • Present your message efficiently and avoid clutter • Draw attention to new or greatly changed content • Avoid requiring users to scroll in order to determine page contents – the “fold” concept for web design • Avoid requiring the use of horizontal scroll bars • Use the top and left areas of the page for navigation and identity
  • 48. Any Questions? • Note: be prompt tomorrow