This document summarizes key points from a lecture on usability, metaphors, and layout in game design. It discusses the definition of usability and its main attributes. It provides examples of the iPhone keyboard and how it uses metaphors and Fitt's law principles. The document also covers interface metaphors, using examples like the mouse cursor, and how they can help with usability and immersion. Finally, it discusses layout principles like the rule of thirds, golden ratio, and using grids to create a pleasing visual structure.
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
1. 2013
Game Design 2
Lecture 12: Usability, Metaphor & Layout
With thanks to Ed de Quincey
http://gcugd2.com
david.farrell@gcu.ac.uk
2. Notes
ā¢ Next week: revision lecture
ā¢ I will upload some example questions
ā¢ You should look at these, attempt them and
let me know what you donāt understand.
ā¢ This is the last week for tutorials.
4. What is usability?
āUsability 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.ā (Nielsen,
2003)
5. Attributes of usability
ā¢ Learnability: How easy is it for users to accomplish basic tasks
the first time they encounter the design?
ā¢ Eļ¬ciency: Once users have learned the design, how quickly can
they perform tasks?
ā¢ Memorability: When users return to the design after a period of
not using it, how easily can they re-establish proficiency?
ā¢ Errors: How many errors do users make, how severe are these
errors, and how easily can they recover from the errors?
ā¢ Satisfaction: How pleasant is it to use the design?
(Nielsen, 2003)
11. First principles: Fittās Law
āThe time to acquire a target is a function of the
distance to and size of the target.ā
ā¢ Use large objects for important functions (Big buttons are
faster).
ā¢ 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)
12.
13.
14.
15.
16. Always consider the user
Useful human strengths and weaknesses to consider include:
ā¢ Memory - people can remember 7 (plus or minus 2) āchunksā of
information.
ā¢ Visual perception e.g. colour blindness
ā¢ Motor skills e.g. mouse skills
ā¢ Learning and skill acquisition
ā¢ Motivation
ā¢ Userās conceptual models
ā¢ Population stereotypes
ā¢ Human diversity e.g. accessibility issues for disabled users
17. Interface Metaphors
āIn order to use a computer-based application in an
eļ¬ective way it is important that users acquire an
appropriate cognitive model relating to that
application.ā
Richards et al.
http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
18. āThe mouse is a hand and the cursor is a fingerā
http://www.brockerhoļ¬.net/Paper2000.pdf
19. Metaphors in Games
ā¢ Many games donāt use ādefaultā UI styles.
ā¢ Metaphors can be used in icons as symbols
ā¢ Metaphors can also contextualise your
interface and help with immersion
33. 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.
34.
35.
36.
37.
38.
39.
40. Grids
ā¢ If elements are not
aligned, it strains the
eye.
ā¢ Vertical / horizontal
alignment or grid
layouts can help
http://webstyleguide.com/page/grids.html
47. Visual layout and elements
ā¢ Screen resolution and size of monitors
ā āimage-safe areaā
ā Valve do surveys - check out their data.
ā¢ Design in a style that appeals to audienceās taste
ā test the design
ā¢ Organisational / platform design conventions?
ā¢ Consistent visual identity
ā¢ Present your message eļ¬ciently and avoid clutter
ā¢ Draw attention to new or greatly changed content
ā¢ Avoid requiring users to scroll in order to determine page contents
ā the āfoldā concept for web design
ā¢ Avoid requiring the use of horizontal scroll bars
ā¢ Use the top and left areas of the page for navigation and identity