Human Computer Interaction (User Interfaces) for Games
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1 Human Computer Interaction (User Interfaces) for Games IMGD 4000 Background HCI Principles HCI and Games Topics 1
2 What do these things have in common? A Computer Mouse A Touch Screen A program on your Mac or Windows machine that includes a trashcan, icons of disk drives, and folders Pull-down menus All examples of advances in HCI design Designed to make it easier to accomplish things with computer HCI Human-Computer Interfaces is a sub-discipline of CS Study, design, construction and implementation of human-centric interactive computer systems A user interface (UI) is how a human interacts with system HCI includes Designing screens and menus that are easier to use Studies reasoning behind building specific functionality Long-term effects that systems will have on humans HCI combines: Computer Science, Sociology and Anthropology - interactions between technology human systems Ergonomics - safety, comfort of computer systems Psychology - the cognitive processes of humans and the behavior of users Linguistics - development of human and machine languages To outsiders, HCI provides recommendations for UI design Menus, icons, forms, data display and entry screens 2
3 HCI Course at WPI CS HUMAN-COMPUTER INTERACTION. This course develops in the student an understanding of the nature and importance of problems concerning the efficiency and effectiveness of human interaction with computer-based systems. Topics include the design and evaluation of interactive computer systems, basic psychological considerations of interaction, interactive language design, interactive hardware design, and special input/output techniques. Students will be expected to complete two projects. A project might be a software evaluation, interface development, or an experiment. Intended audience: computer science majors, especially juniors. User Interface All games have one Is not just what users press to get avatar to move Includes opening menu, config screens, and in-game, onscreen buttons Basic rules: Keep simple, descriptive and fast 3
4 Principles of Human-Computer Interface Design (1 of 3) Recognize Diversity Range of users playing game: novice player, expert but not your game, knowledgeable in your game but intermittent, and frequent. Accommodating all a challenge Novices need help Experts want speed (get to the game!) Shortcuts Help novices and experts increase the pace of interaction special keys, hidden commands, and macros Principles of Human-Computer Interface Design (2 of 3) Strive for consistency consistent actions in similar situations identical terminology consistent color, layout, capitalization, fonts Informative feedback For every user action, system should respond Show user activity completed successfully. Error prevention and simple error handling Example: prefer menu selection to form fill-in Example: no alphabetic characters in numeric entry fields 4
5 Principles of Human-Computer Interface Design (3 of 3) Reduce short-term memory load Humans can store only 7 (plus or minus 2) pieces of information in their short term memory Screens where options are visible Pull-down menus and icons User Interface Design Tips (1 of 2) Keep simple, uncluttered Most common options only. Easy way to view less common options ( show details and hide details ) Every option/button easy to get to Too many clicks frustrates users Where possible, use tooltips, a small description over each button Give response to every action Play sound, change cursor Avoid pauses before show action Provide feedback on progress during long action Progress bar, etc. 5
6 User Interface Design Tips (2 of 2) Test user interface on others. Don t instruct, just watch After done, ask what they think HCI has user narrate during study Be prepared to overhaul and throw it away! Learning from Games: HCI Design Innovations in Entertainment Software J. Dyck, D. Pinelle, B. Brown, and C. Gutwin University of Saskatchewan Proceedings of Graphics Interface,
7 Introduction Computer games successful, even though interfaces very different than other apps Performance was key, so avoided windowing systems Separated at Birth from conventional app UIs Gave rise to area that rewarded creativity Games early-adopters of new HCI technologies ex- Wii controller Innovations to HCI Diablo 2 transparent overlays Everquest transparent menus Warcraft radar views Black and White gesture commands Grand Theft Auto speed-coupled flying (ask?) Neverwinter Nights radial menus Introduction HCI researchers considered games in 1980 s, but have largely ignored This paper overdue look at design and interaction innovations Design review of 14 games. Goal: identify novel contributions that provide clear benefit May be applicable to conventional apps! Found 4 contributions Effortless community, Learning by watching, Deep customizability, Fluid system-human interaction 7
8 Outline Introduction Methodology Contributions Summary (next) Examine 14 games, recently released (to 2003) Commercially successful Good reviews and awards Steps: Played (kept diaries) Catalog interaction techniques, main elements Done as group Observe other players Collect online game reviews and discussion List of design elements and novel approaches (next) Methodology 8
9 Outline Introduction Methodology Contributions Effortless Community (next) Learning by Watching Deep Customizability Fluid System-Human Interaction Summary Effortless Community Easy to participate in online user communities and easy to form groups Provides collaborators to solve problems Critical: Need critical mass of users Need way to find right subgroups 9
10 Effortless Community Getting Critical Mass Many apps have lots of users (ie- Java JBuilder, Photoshop) comp.graphics.apps.photoshop has 140,000 discussion threads But community not usually together When the are, done outside application In contrast, games make it easy to connect to other users (get critical mass) Effortless Community Effortless Connection to Community Traditionally difficult! [refs] Games do with 1-2 mouse-clicks Dedicated, fast servers User-hosted (with server browsers) 10
11 Effortless Community Identifying and Forming Groups (1 of 2) Many users, but often have constraints Similar personalities, expertise, interests Two approaches: meeting places, in-game grouping Meeting places Used around games with limited time interactions, small group play Battle.net Dedicated server Provides Discussion forums Player stats Create and advertise games Automated matchmaking service Example Warcraft III 11
12 Effortless Community Identifying and Forming Groups (2 of 2) In-game groups. Used in MMOs. Guilds specific purpose Location in area, similar goals Conversation channels, friend lists Explicit teams Visual identity avatars show skills, loyalties and expertise Outline Introduction Methodology Contributions Effortless Community Learning by Watching (next) Deep Customizability Fluid System-Human Interaction Summary 12
13 Learning by Watching Beginners learn from more experienced Typical of real-world communities Games enable online through avatars Ex: watch avatar next to you during action Ex: observer mode in games, or after being shot (counter strike) Outline Introduction Methodology Contributions Effortless Community Learning by Watching Deep Customizability (next) Fluid System-Human Interaction Summary 13
14 Deep Customizability Modifying and extending the UI commonplace in games Let users change to support tasks, style of play Ranges: Anything goes UI malleability Natural extensibility Portable customizations (next) Deep Customizability - Anything Goes Interface Malleability Gamers learned that different configs affect performance Unlike in conventional apps, difference means life or death Two main areas: interface layout and mapping controls to functions Remap functions of UI controls Undo functionality allows users to try out 14
15 Different elements useful at different times (ie- combat or in town) UI elements can be moved Also, user can create new container for commands Palette of tools for particular purpose Example: Everquest Deep Customizability - Natural Extensibility Extend UI easily Macros (common on office products, but hard to add - clicks) Ex Everquest 2 clicks 15
16 Deep Customizability Portable Customizations Modifications and extensions can be saved Ex: Mods and skins and new levels Age-old argument build interface right in first place, no need to customize But, as more diverse users play, less likely for one-size-fits all Games chose latter Outline Introduction Methodology Contributions Effortless Community Learning by Watching Deep Customizability Fluid System-Human Interaction (next) Summary 16
17 Fluid System-Human Interaction Minimize user disruption, demand less user attention or effort Calm messaging Presented in unobtrusive way, no need to ack or dismiss Audio cues and instructions (ie- while flying) Transient text fade from view, or message area Animation draw user eye (relative to importance) Example: Warcraft III 17
18 Fluid System-Human Interaction As interface used, changes transparency Ex: Everquest 2 (shown earlier) Context aware view behaviors Ex: change in camera, either manually or automatically depending upon the game situation Summary Take away game innovations: Effortless Community games make it easy to form, join and participate in communities of users Learning by Watching games help people learn the application by watching over the shoulder of more experienced users Deep Customizability give users power to modify and extend UI, allow users to share those mods Fluid system-human interaction communicate with users in a way that does not demand attention or interrupt flow of work Apply to your games! 18
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