Making the Fantasy Real:Giving Good User Interface<br />By Halimat Alabi<br />Art Institute of California Professor <br />...
Engineer<br />Teaching – Math <br />& Game Design<br />Broadcast News<br />Documentary<br />Film Production<br />Console G...
Experience Designer<br />
Engineer<br />Teaching – Math <br />& Game Design<br />Broadcast News<br />Documentary<br />Film Production<br />Console G...
Lessons Learned from Designing Experiences<br />Give them what they want.<br />Figure out what they want.<br />If a bunch ...
Player-Centric Design<br />Give them what they want.<br />Accessible<br />Enjoyable Experience<br />
Accessible Interface Includes…<br />Manuals<br />
Accessible Interface Includes…<br />Manuals<br />Controllers<br />
Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />
Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />Audio<br />
Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />Audio<br />Control<br />
Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />Audio<br />Control<br />Completely<br />Cu...
Accessible Manuals<br />Best case: All manuals are available in multiple formats<br />
Accessible Manuals<br />Best case: All manuals are available in multiple formats<br />Alternatives:<br />Text only manuals...
Accessible Controllers<br />Best case: All controllers can be remapped<br />
Accessible Controllers<br />Best case: All controllers can be remapped<br />Alternatives:<br />Button remapping<br />Singl...
Accessible Graphics<br />Best case: All scalable sizes & shapes, with changeable colors<br />
Accessible Graphics<br />Best case: All scalable sizes & shapes, with changeable colors<br />Alternatives:<br />All fonts ...
Accessible Audio<br />Best case: All feedback, all the time<br />
Accessible Audio<br />Best case: All feedback, all the time<br />Alternatives:<br />Significant elements have positional a...
Accessible Controls<br />Varied speeds <br />Targeting<br />Pacing <br />Difficulty <br />Affordances<br />Assistive modes...
Player-Centric Design<br />Give them what they want.<br />✔Accessible<br />Enjoyable Experience<br />
Differing Abilities<br />Visual – low vision, blindness, color blindness<br />
Differing Abilities<br />Visual – low vision, blindness, color blindness<br />Aural – mild hearing difficulty to deafness<...
Differing Abilities<br />Visual – low vision, blindness, color blindness<br />Aural – mild hearing difficulty to deafness<...
Differing Abilities<br />Visual – low vision, blindness, color blindness<br />Aural – mild hearing difficulty to deafness<...
Lessons Learned from Designing Experiences<br />Give them what they want.<br />Figure out what they want.<br />
Fun Experience<br />Find out what the player wants…<br />Fun = ???<br />
Fun Experience<br />Find out what the player wants…<br />Fun ≠ Skill Leveling<br />
Fun Experience<br />Find out what the player wants…<br />Fun ≠ Points<br />
Fun Experience<br />Find out what the player wants…<br />Fun ≠ Challenge<br />
Fun Experience<br />Find out what the player wants…<br />Fun = Varied Experiences 				with your Game<br />
How do you go about teaching accessibility to your team?  Isn’t it something that needs to be experienced? <br />
http://www.ics.forth.gr/hci/ua-games/game-over/<br />
Where is the statistical proof that designing for people with disabilities is/will be a financially sound decision for my ...
Approximately1 in 5…<br />
Lessons Learned from Designing Experiences<br />Give them what they want.<br />Figure out what they want.<br />If a bunch ...
Approximately1 in 5…<br />
Historical Proof…<br />Millipede – dynamic difficulty adjustment (1982)<br />World of Warcraft2 – make own GUI check off w...
Suggestions?I’ve got students…<br />
Roundtable @ 2:30<br />
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Games4 healthalabi

  1. 1. Making the Fantasy Real:Giving Good User Interface<br />By Halimat Alabi<br />Art Institute of California Professor <br />Halimat@gmail.com<br />
  2. 2. Engineer<br />Teaching – Math <br />& Game Design<br />Broadcast News<br />Documentary<br />Film Production<br />Console Game<br />Development<br />Cinematics<br />
  3. 3. Experience Designer<br />
  4. 4. Engineer<br />Teaching – Math <br />& Game Design<br />Broadcast News<br />Documentary<br />Film Production<br />Console Game<br />Development<br />Cinematics<br />
  5. 5. Lessons Learned from Designing Experiences<br />Give them what they want.<br />Figure out what they want.<br />If a bunch of people want it, you might be on to something…<br />
  6. 6. Player-Centric Design<br />Give them what they want.<br />Accessible<br />Enjoyable Experience<br />
  7. 7. Accessible Interface Includes…<br />Manuals<br />
  8. 8. Accessible Interface Includes…<br />Manuals<br />Controllers<br />
  9. 9. Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />
  10. 10. Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />Audio<br />
  11. 11. Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />Audio<br />Control<br />
  12. 12. Accessible Interface Includes…<br />Manuals<br />Controllers<br />Graphics<br />Audio<br />Control<br />Completely<br />Customizable<br />User<br />Interface<br />
  13. 13. Accessible Manuals<br />Best case: All manuals are available in multiple formats<br />
  14. 14. Accessible Manuals<br />Best case: All manuals are available in multiple formats<br />Alternatives:<br />Text only manuals <br />Audio only manuals<br />
  15. 15. Accessible Controllers<br />Best case: All controllers can be remapped<br />
  16. 16. Accessible Controllers<br />Best case: All controllers can be remapped<br />Alternatives:<br />Button remapping<br />Single button presses<br />
  17. 17. Accessible Graphics<br />Best case: All scalable sizes & shapes, with changeable colors<br />
  18. 18. Accessible Graphics<br />Best case: All scalable sizes & shapes, with changeable colors<br />Alternatives:<br />All fonts are scalable<br />All visual feedback has an aural component<br />High contrast color scheme options<br />
  19. 19. Accessible Audio<br />Best case: All feedback, all the time<br />
  20. 20. Accessible Audio<br />Best case: All feedback, all the time<br />Alternatives:<br />Significant elements have positional audio tags<br />Closed captioning for dialogue & sound effects <br />Aural cues have additional feedback components<br />
  21. 21. Accessible Controls<br />Varied speeds <br />Targeting<br />Pacing <br />Difficulty <br />Affordances<br />Assistive modes are limited only by your creativity!<br />
  22. 22. Player-Centric Design<br />Give them what they want.<br />✔Accessible<br />Enjoyable Experience<br />
  23. 23. Differing Abilities<br />Visual – low vision, blindness, color blindness<br />
  24. 24. Differing Abilities<br />Visual – low vision, blindness, color blindness<br />Aural – mild hearing difficulty to deafness<br />
  25. 25. Differing Abilities<br />Visual – low vision, blindness, color blindness<br />Aural – mild hearing difficulty to deafness<br />Mobility – steadiness and slower reflexes to paralysis<br />
  26. 26. Differing Abilities<br />Visual – low vision, blindness, color blindness<br />Aural – mild hearing difficulty to deafness<br />Mobility – steadiness and slower reflexes to paralysis <br />Cognitive – dsylexia, learning disabilities, memory loss to attention deficit disorder<br />
  27. 27. Lessons Learned from Designing Experiences<br />Give them what they want.<br />Figure out what they want.<br />
  28. 28. Fun Experience<br />Find out what the player wants…<br />Fun = ???<br />
  29. 29. Fun Experience<br />Find out what the player wants…<br />Fun ≠ Skill Leveling<br />
  30. 30. Fun Experience<br />Find out what the player wants…<br />Fun ≠ Points<br />
  31. 31. Fun Experience<br />Find out what the player wants…<br />Fun ≠ Challenge<br />
  32. 32. Fun Experience<br />Find out what the player wants…<br />Fun = Varied Experiences with your Game<br />
  33. 33. How do you go about teaching accessibility to your team? Isn’t it something that needs to be experienced? <br />
  34. 34. http://www.ics.forth.gr/hci/ua-games/game-over/<br />
  35. 35.
  36. 36. Where is the statistical proof that designing for people with disabilities is/will be a financially sound decision for my team?<br />
  37. 37. Approximately1 in 5…<br />
  38. 38. Lessons Learned from Designing Experiences<br />Give them what they want.<br />Figure out what they want.<br />If a bunch of people want it, you might be on to something…<br />
  39. 39. Approximately1 in 5…<br />
  40. 40. Historical Proof…<br />Millipede – dynamic difficulty adjustment (1982)<br />World of Warcraft2 – make own GUI check off what you want, “skill vs. experience” in game<br />Your Games…<br />
  41. 41. Suggestions?I’ve got students…<br />
  42. 42. Roundtable @ 2:30<br />
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