Human Computer Interaction (User Interfaces) for Games



Similar documents
White Paper: Designing Resourceful Graphical User Interfaces (GUIs) for Healthcare Applications

Mac Built-in Accessibility ( Lion) - Quick Start Guide

13 Managing Devices. Your computer is an assembly of many components from different manufacturers. LESSON OBJECTIVES

Software Application & Operating Systems Checklist

Welcome to icue! Version 4

Using the Remote Desktop Connection for Mac

Welcome to the new Netop School 6.0 interface!

Word basics. Before you begin. What you'll learn. Requirements. Estimated time to complete:

How to Develop Accessible Linux Applications

ios 9 Accessibility Switch Control - The Missing User Guide Updated 09/15/15

Hypercosm. Studio.

Interacting with Users

Dreamweaver. Introduction to Editing Web Pages

File Management Windows

Chapter 11. HCI Development Methodology

Triggers & Actions 10

Advanced Presentation Features and Animation

CORSAIR GAMING KEYBOARD SOFTWARE USER MANUAL

Chapter 14: Links. Types of Links. 1 Chapter 14: Links

File Management With Windows Explorer

Bad designs. Chapter 1: What is interaction design? Why is this vending machine so bad? Good design. Good and bad design.

Chapter 9 Slide Shows

TIBCO Spotfire Automation Services 6.5. User s Manual

File Management Where did it go? Teachers College Summer Workshop

PC Advanced with Windows 8

Zoom Plug-ins for Adobe

Hands-On Practice. Basic Functionality

Content Author's Reference and Cookbook

Windows 95: Features. Windows. Introduction. Minimum System Requirements. The Desktop. Where to Start

Basic video editing using imovie

Mobile Game and App Development the Easy Way

White Noise Help Guide for iphone, ipad, and Mac

Mac OS X 10 Using the Keyboard Viewer and Character Palette

Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.

Raptor K30 Gaming Software

Creating Electronic Portfolios using Microsoft Word and Excel

Using Windows Movie Maker to Create Movies

Sweet Home 3D user's guide

CMS Basic Training. Getting Started

Editors Comparison (NetBeans IDE, Eclipse, IntelliJ IDEA)

KViewCenter Software User Manual 2012 / 04 / 20 Version

Introduction to Computers

SMART Board Training Outline Trainer: Basel Badran

Getting Started Guide. Chapter 14 Customizing LibreOffice

The Dashboard. Change ActivInspire's Look And Feel. ActivInspire Primary. ActivInspire Studio. <- Primary. Studio -> page 1

Version 4.1 USER S MANUAL Technical Support (800)

Making a Web Page with Microsoft Publisher 2003

File Management and File Storage

ClarisWorks 5.0. Graphics

Introduction to Visual Basic

Microsoft Outlook Reference Guide for Lotus Notes Users

Introduction To Microsoft Office PowerPoint Bob Booth July 2008 AP-PPT5

The Keyboard One of the first peripherals to be used with a computer and is still the primary input device for text and numbers.

M-Files Gantt View. User Guide. App Version: Author: Joel Heinrich

JUMP START INTO WINDOWS 10

CamGuard Security System CamGuard Security System Manual

Movie Maker 2 Beginning

Using Windows CE Applications in the Pathfinder

Messaging App UI Guidelines GOOGLE INC.

Enterprise Interface User Guide

Code::Blocks Student Manual

S m a r t M a s t e B T E C O R P O R A T I O N USER MANUAL

Microsoft Office System Tip Sheet

Outlook Web App OWA. Let s take a look at the new features and functionality available on OWA. Feature & Functionality Description User experience

Microsoft Office System Tip Sheet

Wimba Pronto. Version 3.1. User Guide

Creating Accessible Forms in Microsoft Word and Adobe PDF

COMSPHERE 6700 SERIES NETWORK MANAGEMENT SYSTEM

Microsoft Windows Overview Desktop Parts

Word 2007: Basics Learning Guide

CONFERENCE NOW. with WebConnect

Terminal Server Guide

WIMP: Windows, Icons, Menus (or mice), Pointers (or pull-down menus) Kathy Lynch and Julie Fisher Topic Overview. Suggested Readings.

Reviewer s Guide. Morpheus Photo Animation Suite. Screenshots. Tutorial. Included in the Reviewer s Guide:

Chapter 3 Input Devices

PowerPoint 2007 Basics Website:

Help. Contents Back >>

Color customization & branding GOOGLE INC.

BLUECIELO MERIDIAN ASSET MANAGEMENT MODULE 2014

Chapter 12 Creating Web Pages

Technology in Action. Alan Evans Kendall Martin Mary Anne Poatsy. Eleventh Edition. Copyright 2015 Pearson Education, Inc.

ITP 101 Project 3 - Dreamweaver

Windows File Management A Hands-on Class Presented by Edith Einhorn

Reporting Manual. Prepared by. NUIT Support Center Northwestern University

SIMATIC. WinCC V7.0. Getting started. Getting started. Welcome 2. Icons 3. Creating a project 4. Configure communication 5

Android Application Development Distance Learning Program Brochure

MAS 500 Intelligence Tips and Tricks Booklet Vol. 1

Using Virtual PC 7.0 for Mac with GalleryPro

Chapter 12 Creating Web Pages

System Preferences is chock full of controls that let you tweak your system to how you see fit.

Operating Systems. and Windows

NEC Digital Signage Software

Employee Manual Development Tool Version 7.0. User Guide

ACADEMIC TECHNOLOGY SUPPORT

Transcription:

Human Computer Interaction (User Interfaces) for Games IMGD 4000 Background HCI Principles HCI and Games Topics 1

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

HCI Course at WPI CS 3041. 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. http://www.vhml.org/theses/nannip/hci_final.htm 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

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

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

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, 2003 6

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

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

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

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

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

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

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

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

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

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

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

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