Games Design 2 - Lecture 10 - Game Interface Prototyping

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Lecture 10 in the Caledonian University class COMU346 - Games Design 2

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  • Games Design 2 - Lecture 10 - Game Interface Prototyping

    1. 1. Game Design 2 Lecture 10: Game Interface Prototyping Partially adapted from: Joel Laumans - Introduction to Wireframes - http://bit.ly/48uVt7 http://www.comu346.com dfarrell@davidlearnsgames.com
    2. 2. Why? • Games are expensive • Large teams, extended development time • Game designers, programmers, artists will all spend a lot of time implementing the interface • prototypes are a design aid • prototypes are a communication aid
    3. 3. Tools • Card Sorting • Flow Charts • use case flow • final menu build • Wireframes • Paper Prototype
    4. 4. Wireframes are: A visual representation of an interface; used to communicate the structure, content, information hierarchy, functionality, and behaviour of an interface.
    5. 5. Wireframes are: A visual representation of an interface; used to communicate the structure, content, information hierarchy, functionality, and behaviour of an interface.
    6. 6. Blueprints of design • Formalise ideas • communicate ideas • test usability
    7. 7. Uses for Wireframes • Structure • Content • Information Hierarchy • Functionality • Behaviour
    8. 8. Structure • How is the interface put together?
    9. 9. Content • What is displayed in the interface?
    10. 10. Information Hierarchy • How id the data organised?
    11. 11. Functionality • How does the interface work?
    12. 12. Behaviour • How do the player and interface interact?
    13. 13. Types of Wireframes Types of wireframes • Sketches are good Sketches Quick / experiment for experimentation Good for feedback • Sketch out different ways of representing data • Useful for ‘workshopping’ areas of interface
    14. 14. Low Fidelity Types of wireframes • Block Diagrams Sketches Quick / experiment • Don’t represent Good for feedback Lo-fidelity function Block diagrams Good for testing flows • Do represent content • Good for testing flow of interface
    15. 15. Hi-Fidelity • Detailed wireframes Types of wireframes Sketches • Include comments Quick / experiment Good for feedback Lo-fi / Content only • Describe behaviour Block diagrams Good for testing flows Hi-fidelity • Intuitive Detailed wireframes Including comments Describe content & behavior • Blueprint for “Blueprint for final design” Should be understood without explanation final design CMD Rotterdam | Interaction Design - Wireframes
    16. 16. Notes (dots) n
    17. 17. Notes (arrows) o the o use ements to
    18. 18. Wireframes • Visual design • NOT graphical elements • NOT branding, mood etc. • Avoid unnecessary elements • Focus on content and interaction
    19. 19. Wireframe Tools • Similar to flowcharting, any vector graphics program is suitable • Visio on Windows • OmniGraffle on OS X • Inkscape on Windows, Mac, Linux
    20. 20. Paper Prototyping • Even with a wireframe, it is possible to miss important interface elements • A digital prototype will allow for expert and user testing • Even this is quite expensive • Paper prototyping allows a relatively cheap method of evaluating
    21. 21. Creation • Draw UI components • Model different states • Ideal for work-shopping each part of interface • More visual than wireframing • may feature platform UI components
    22. 22. • Sketch an outcome for every possible action on your interface • This might seem like a lot of work but it’s far far lest work than a digital mock-up or a real interface
    23. 23. eeeee
    24. 24. • Can also help identify physical interface problems
    25. 25. Where does it fit? • Where a wireframe shows flow, a paper prototype shows UI elements and can be handed off to a developer. • Can be used along side wireframes to pitch to team / publisher • Can be used to test with audience
    26. 26. Usability Testing • Present user with first ‘screen’ • have library of ‘screens’ and widgets available • ask them to perform an action and state steps • every step should be a verb like ‘click on this’ or ‘press this button’
    27. 27. Usability Testing • layer widgets and replace screens as required. • If user confused to an action, give them paper and ask them to sketch what they would expect. • video sessions and label user sketches to help identify required changes
    28. 28. Useful Tools • A List Apart article on paper prototyping http://www.alistapart.com/articles/paperprototyping/ • An article about wireframes & tools http://bit.ly/wireframetools • Yahoo UI Stencils http://developer.yahoo.com/ypatterns/about/stencils/ • Inkscape - wireframe & drawing tool http://www.inkscape.org/

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