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CCRRAAFFTTIINNGG UUSSEERR 
IINNTTEERRFFAACCEE
What IIss UUsseerr IInntteerrffaaccee?? 
E:__UIUI-08.odp / 2 of 33 
industrial design field 
User Interface (UI) = of human–machine interaction
What IIss UUsseerr IInntteerrffaaccee?? 
E:__UIUI-08.odp / 3 of 33 
industrial design field 
User Interface (UI) = of human–machine interaction
What IIss UUsseerr IInntteerrffaaccee?? 
E:__UIUI-08.odp / 4 of 33 
industrial design field 
User Interface (UI) = of human–machine interaction 
INPUT 
OUTPUT 
GRAPHICS 
TEXT 
SOUNDS 
... 
FORMS 
CONTROLS 
...
What IIss UUsseerr IInntteerrffaaccee?? 
USABILE / UNEASY ... 
CLEAR / CONFUSING 
E:__UIUI-08.odp / 5 of 33 
industrial design field 
User Interface (UI) = of human–machine interaction 
INPUT 
OUTPUT 
GRAPHICS 
TEXT 
SOUNDS 
... 
FORMS 
CONTROLS 
...
WWhhaatt IIss UUsseerr IInntteerrffaaccee?? 
IItt llooookkss lliikkee yyoouu aarree ggooiinngg ttoo 
uussee tthhee eennggiinneeeerriinngg aapppprrooaacchh 
USABILE / UNEASY wwhhiicchh ... 
CLEAR / CONFUSING 
iiss oouuttddaatteedd ssiinnccee 
CCoolldd WWaarr aanndd ggeenneerraallllyy 
ffiittss oonnllyy ffoorr ccyybboorrggss?? 
E:__UIUI-08.odp / 6 of 33 
industrial design field 
User Interface (UI) = of human–machine interaction 
INPUT 
OUTPUT 
GRAPHICS 
TEXT 
SOUNDS 
... 
FORMS 
CONTROLS 
...
What IIss UUsseerr IInntteerrffaaccee?? //aapppplliieedd ttoo vviiddeeoo--ggaammeess 
Players play Games through an Interface 
EXPERIENCE 
(UX, UeX) 
E:__UIUI-08.odp / 7 of 33 
UI 
PLAYER GAME
What IIss UUsseerr IInntteerrffaaccee?? //aapppplliieedd ttoo vviiddeeoo--ggaammeess 
EXPERIENCE 
E:__UIUI-08.odp / 8 of 33 
UI = MEDIA 
UI 
PLAYER GAME 
GRAPHICS, TEXT, SOUNDS, FORMS & CONTROLS ... 
= EXPRESSIVE MEANS
KKEEYY AA:: TTRRAANNSSPPAARREENNCCYY 
The interface should be simple enough that Players will be able to use it without thinking 
and let the Players do what they want. 
When it comes to games, a Player should NOT care about usability or clearness of data 
representation, should NOT think in terms of 'input' or 'output'. This could distract the 
Attention and disturb the Immersion. This is you, the Designer who should care about it! 
E:__UIUI-08.odp / 9 of 33 
GGoooodd UUII == iinnvviissiibbllee ffoorr PPllaayyeerr
Why Game DDeessiiggnneerr sshhoouulldd ccaarree?? 
IInnddeeeedd,, wwhhyy ccaarree aabboouutt tthhee UUII ddeessiiggnn?? 
Makes an impression of the Game, sometimes 
even earlier than graphics 
* We'll give some examples when discussing best practices and common faults 
E:__UIUI-08.odp / 10 of 33 
Defines the way Game and Player communicate 
Could be the 'unique selling point' that attracts 
Client and Players if innovative + usable* 
May spoil a Game if uneasy/confusing* 
UI
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 11 of 33 
Related concepts: 
IMAGES SOUNDS 
UI 
TEXT 
EXPERIENCE 
... 
... 
Let's consider their values!
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 12 of 33 
provides a nice perceptual 
experience (I like it!) 
Awesome picture 
or sound = 
intelligible, exciting 
Awesome text = (I enjoy reading it!) 
pleasant, surprising 
(I have so much fun!) 
Awesome 
experience =
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 13 of 33 
So, how to make a picture 
awesome?
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 14 of 33 
So, how to make a picture 
awesome? 
• Object / background 
• Silhouette 
• Rhythm / structure 
• Framing 
• Perspective / order 
• Color 
• Nice details 
• ... 
Harmony
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 15 of 33 
Nice, so if we apply this rules 
and methods to an UI — 
would it be awesome?
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 16 of 33 
Nice, so if we apply this rules 
and methods to an UI — 
would it be awesome? 
NOPE! That would 
serve no 
function!
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 17 of 33 
What about posters? They serve 
a function or a purpose: 
to deliver a message / motivate 
• Awesome picture 
• Clear & convincing 
message 
Form and Function 
in a harmony
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 18 of 33 
Nice, so if we have a beautiful-looking 
UI that motivates Player 
to behave in intended way — 
would this be awesome?
What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII 
E:__UIUI-08.odp / 19 of 33 
Nice, so if we have a beautiful-looking 
UI that motivates Player 
to behave in intended way — 
would this be awesome? 
NOT YET! This model 
lacks of 
interaction!
KKEEYY BB:: GGEENNEERRAALL VVIISSIIOONN 
Interface should be accessible, visually appealing and manipulative. Layout and visual 
appearance of a UI should be primarily based upon its intended purpose. 
Game Designer should use design rules, cognitive and perceptual science to create an 
interactive system satisfying specified requirements and considering it's function or goal. 
E:__UIUI-08.odp / 20 of 33 
FFoorrmm eevveerr ffoolllloowwss FFuunnccttiioonn
What goals has to pursue GGaammee''ss UUII ddeessiiggnn?? 
Cornerstones: Priorities: 
EErrggoonnoommiiccss 
VViissuuaall IIddeennttiittyy 
AAcctt MMooddeess 
E:__UIUI-08.odp / 21 of 33 
AAcccceessssiibbllee // UUssaabbllee 
AAppppeeaalliinngg // AAttttrraaccttiivvee 
MMaanniippuullaattiivvee // CCoonnvviinncciinngg 
Outcome: (interactive) UI layout and flow prototypes, artistic objective, TBI docs
User Interface DDeevveellooppmmeenntt FFllooww 
Two general development cycle models: 
E:__UIUI-08.odp / 22 of 33 
PRE-PRODUCTION 
PRODUCTION 
DDEEVVEELLOOPPININGG TTEESSTTININGG 
IDEA, 
PROPOSAL 
IDEA, 
PROPOSAL 
LLIVIVEE 
A B
UUsseerr IInntteerrffaaccee DDeevveellooppmmeenntt FFllooww 
Two general development cycle models: 
E:__UIUI-08.odp / 23 of 33 
PRE-PRODUCTION 
PRODUCTION 
DDEEVVEELLOOPPININGG TTEESSTTININGG 
IDEA, 
PROPOSAL 
IDEA, 
PROPOSAL 
LLIVIVEE 
UI DESIGN? 
UI DESIGN? 
A B
User Interface DDeevveellooppmmeenntt FFllooww 
IDEA, 
PROPOSAL.. 
E:__UIUI-08.odp / 24 of 33 
Let's consider the procedure 
in more detail: 
IDEA, 
PROPOSAL.. 
DESIGN 
DOCS, 
MOCKUPS 
DESIGN 
DOCS, 
MOCKUPS 
..DEVELOPMENT, 
QA, RELEASE 
..DEVELOPMENT, 
QA, RELEASE 
UI LAYOUT, 
ARTISTIC 
OBJECTIVE ?? 
UI LAYOUT, 
ARTISTIC 
OBJECTIVE 
FORMALIZE 
FUNCTION 
PUT IN A 
FORM
Formalizing UUII FFuunnccttiioonnss 
Treating Player's interaction with the Game 
as a Decision Making Process leads 
LET'S TRAIN 
PEONS! 
E:__UIUI-08.odp / 25 of 33 
to the formal approach: 
WE NEED 
MORE GOLD! 
PLAYER: MAKES DECISIONS GAME: ASKS QUESTIONS, REACTS
Formalizing UUII FFuunnccttiioonnss 
Decision is a micro-unit of interaction flow: 
E:__UIUI-08.odp / 26 of 33 
BUY 
BARRACKS 
TRAIN 6 
GRUNTS 
TRAIN 3 
SHAMAN 
BUILD A NEW 
BARRACKS 
BUILD 
SPIRIT LOGE 
PLACE 
BARRACKS 
PICK 
BARRACKS 
... 
DECISIONS FLOW
Formalizing UUII FFuunnccttiioonnss 
Things that help to understand this model: 
Some decisions may be taken only after other ones 
(i.e.: training units possible only after building barracks) 
Several micro- decisions can be generalized in a macro- decision 
(I.e.: buy barracks + place barracks + train grunts = start light units production) 
To roll back a previously taken decision = one more decision 
(I.e.: dismantle barracks) 
A human can consciously take only 1 decision in a time. 
But if an activity becomes familiar, human's brain will tend 
to take some decisions unconsciously. 
E:__UIUI-08.odp / 27 of 33
Formalizing UUII FFuunnccttiioonnss 
...if order all decisions (that Player would take 
during the gameplay, while utilizing certain 
feature or loop) to a flow*, it will allow us to 
E:__UIUI-08.odp / 28 of 33 
design layouts intelligently 
* We'll show how exactly do it a little bit later ;)
User Interface DDeevveellooppmmeenntt FFllooww //UUssiinngg DDMMPP MMooddeell 
Thus, the procedure should look like this: 
IDIDEEAA DDEEVV 
E:__UIUI-08.odp / 29 of 33 
ORGANIZED 
DECISIONS 
FLOW 
ORGANIZED 
DECISIONS 
FLOW 
GAMEPLAY 
OR FEATURE 
LOOP 
GAMEPLAY 
OR FEATURE 
LOOP 
UI LAYOUT, 
ARTISTIC 
OBJECTIVE 
FUNCTION 
FORM 
DESIGN 
DOCS, 
MOCKUPS 
DESIGN 
DOCS, 
MOCKUPS 
UI LAYOUT, 
ARTISTIC 
OBJECTIVE
User Interface DDeevveellooppmmeenntt FFllooww //UUssiinngg DDMMPP MMooddeell 
Development flow involving risk assessment: 
IDIDEEAA DDEEVV 
E:__UIUI-08.odp / 30 of 33 
ORGANIZED 
DECISIONS 
FLOW 
ORGANIZED 
DECISIONS 
FLOW 
GAMEPLAY 
OR FEATURE 
LOOP 
GAMEPLAY 
OR FEATURE 
LOOP 
DESIGN 
DOCS, 
MOCKUPS 
DESIGN 
DOCS, 
MOCKUPS 
UI LAYOUT, 
ARTISTIC 
OBJECTIVE 
UI LAYOUT, 
ARTISTIC 
OBJECTIVE 
DECISIONS FLOW PROTOTYPE: 
ERGONOMICS 
UI MOCKUPS: 
ACT MODEL, VISUAL ID 
LAYOUT PROTOTYPE: 
ERGONOMICS, ACT MODEL
KKEEYY CC:: IITTEERRAATTIIOONN 
Gradual and evolutionary development is the key to any kind of design. 
The more times you test and improve your design, the better your game will be. Build as many 
rough prototypes as possible to loop as fast as possible. 
E:__UIUI-08.odp / 31 of 33 
Buuiilldd pprroottoottyyppeess ttoo mmiittiiggaattee rriisskkss
What tools use to prototype Game's UI and wwhhaatt ddooeess tthhee ggoooodd?? 
ITERATION PROTOTYPING TOOLS WHAT SHALL BE IN? HOW TO CHECK/COMPARE PROTOTYPES? 
Gameplay 
/Feature loop 
analyzed, 
decisions 
organized as flow 
E:__UIUI-08.odp / 32 of 33 
Iteration UI Prototyping 
tools 
How to check 
a prototype? 
• Mind-mapping tools ( 
XMind, Mindomo, ...) 
• Trees of decisions that 
player would take during 
Action, Incentive and 
Expansion phases 
• Which way gives Player more fun or more control? 
• Which way causes the Player to take more meaningful 
and simple choices, right number of choices? 
• Would we need extra UI/tutorial to teach a Player 
how to play with this? 
Flow split by 
channels/screens 
• Pen & paper (screens 
deck) 
• UI prototyping tools ( 
Balsamiq, Fluid UI, …) 
• Project-specific tools 
(Aurora GT, Flash, …) 
• Drawings for each step 
on a separate sheet in the 
proportions of target 
screen 
• 'Gray' UI prototypes, 
possibly interactive 
• Interactive prototypes 
• Shuffle the deck of drawings and analyze random 
page: would Player catch, what is this about? 
• Watch as someone plays trough prototypes: does UI 
do what expected? If not, why? Is UI easy to master? 
• Is the interface simple enough that with practice, 
Players will be able to use such UI without thinking? 
Working layout 
prototype 
selected, artists 
prepared first 
mockups 
• Graphic Editors • Static mockups, UI 
flowchart 
• Does the reading order of the UI correspond to the 
intended order of decisions to be taken by Player? 
• Look at the mockup trough 50% gray mask, squinting 
or at a distance: do any important elements disappear? 
• Look at the picture through a small hole imitating the 
movements of the eyes: pay extra attention to not 
informative, empty or obscure fragments.
TRANSPARENCY + GENERAL VVIISSIIOONN ++ IITTEERRAATTIIOONN 
AAnnyy qquueessttiioonnss?? 
E:__UIUI-08.odp / 33 of 33

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Ui 08

  • 2. What IIss UUsseerr IInntteerrffaaccee?? E:__UIUI-08.odp / 2 of 33 industrial design field User Interface (UI) = of human–machine interaction
  • 3. What IIss UUsseerr IInntteerrffaaccee?? E:__UIUI-08.odp / 3 of 33 industrial design field User Interface (UI) = of human–machine interaction
  • 4. What IIss UUsseerr IInntteerrffaaccee?? E:__UIUI-08.odp / 4 of 33 industrial design field User Interface (UI) = of human–machine interaction INPUT OUTPUT GRAPHICS TEXT SOUNDS ... FORMS CONTROLS ...
  • 5. What IIss UUsseerr IInntteerrffaaccee?? USABILE / UNEASY ... CLEAR / CONFUSING E:__UIUI-08.odp / 5 of 33 industrial design field User Interface (UI) = of human–machine interaction INPUT OUTPUT GRAPHICS TEXT SOUNDS ... FORMS CONTROLS ...
  • 6. WWhhaatt IIss UUsseerr IInntteerrffaaccee?? IItt llooookkss lliikkee yyoouu aarree ggooiinngg ttoo uussee tthhee eennggiinneeeerriinngg aapppprrooaacchh USABILE / UNEASY wwhhiicchh ... CLEAR / CONFUSING iiss oouuttddaatteedd ssiinnccee CCoolldd WWaarr aanndd ggeenneerraallllyy ffiittss oonnllyy ffoorr ccyybboorrggss?? E:__UIUI-08.odp / 6 of 33 industrial design field User Interface (UI) = of human–machine interaction INPUT OUTPUT GRAPHICS TEXT SOUNDS ... FORMS CONTROLS ...
  • 7. What IIss UUsseerr IInntteerrffaaccee?? //aapppplliieedd ttoo vviiddeeoo--ggaammeess Players play Games through an Interface EXPERIENCE (UX, UeX) E:__UIUI-08.odp / 7 of 33 UI PLAYER GAME
  • 8. What IIss UUsseerr IInntteerrffaaccee?? //aapppplliieedd ttoo vviiddeeoo--ggaammeess EXPERIENCE E:__UIUI-08.odp / 8 of 33 UI = MEDIA UI PLAYER GAME GRAPHICS, TEXT, SOUNDS, FORMS & CONTROLS ... = EXPRESSIVE MEANS
  • 9. KKEEYY AA:: TTRRAANNSSPPAARREENNCCYY The interface should be simple enough that Players will be able to use it without thinking and let the Players do what they want. When it comes to games, a Player should NOT care about usability or clearness of data representation, should NOT think in terms of 'input' or 'output'. This could distract the Attention and disturb the Immersion. This is you, the Designer who should care about it! E:__UIUI-08.odp / 9 of 33 GGoooodd UUII == iinnvviissiibbllee ffoorr PPllaayyeerr
  • 10. Why Game DDeessiiggnneerr sshhoouulldd ccaarree?? IInnddeeeedd,, wwhhyy ccaarree aabboouutt tthhee UUII ddeessiiggnn?? Makes an impression of the Game, sometimes even earlier than graphics * We'll give some examples when discussing best practices and common faults E:__UIUI-08.odp / 10 of 33 Defines the way Game and Player communicate Could be the 'unique selling point' that attracts Client and Players if innovative + usable* May spoil a Game if uneasy/confusing* UI
  • 11. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 11 of 33 Related concepts: IMAGES SOUNDS UI TEXT EXPERIENCE ... ... Let's consider their values!
  • 12. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 12 of 33 provides a nice perceptual experience (I like it!) Awesome picture or sound = intelligible, exciting Awesome text = (I enjoy reading it!) pleasant, surprising (I have so much fun!) Awesome experience =
  • 13. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 13 of 33 So, how to make a picture awesome?
  • 14. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 14 of 33 So, how to make a picture awesome? • Object / background • Silhouette • Rhythm / structure • Framing • Perspective / order • Color • Nice details • ... Harmony
  • 15. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 15 of 33 Nice, so if we apply this rules and methods to an UI — would it be awesome?
  • 16. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 16 of 33 Nice, so if we apply this rules and methods to an UI — would it be awesome? NOPE! That would serve no function!
  • 17. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 17 of 33 What about posters? They serve a function or a purpose: to deliver a message / motivate • Awesome picture • Clear & convincing message Form and Function in a harmony
  • 18. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 18 of 33 Nice, so if we have a beautiful-looking UI that motivates Player to behave in intended way — would this be awesome?
  • 19. What exactly ddooeess tthhee ggoooodd?? //aapppplliieedd ttoo ggaammee''ss UUII E:__UIUI-08.odp / 19 of 33 Nice, so if we have a beautiful-looking UI that motivates Player to behave in intended way — would this be awesome? NOT YET! This model lacks of interaction!
  • 20. KKEEYY BB:: GGEENNEERRAALL VVIISSIIOONN Interface should be accessible, visually appealing and manipulative. Layout and visual appearance of a UI should be primarily based upon its intended purpose. Game Designer should use design rules, cognitive and perceptual science to create an interactive system satisfying specified requirements and considering it's function or goal. E:__UIUI-08.odp / 20 of 33 FFoorrmm eevveerr ffoolllloowwss FFuunnccttiioonn
  • 21. What goals has to pursue GGaammee''ss UUII ddeessiiggnn?? Cornerstones: Priorities: EErrggoonnoommiiccss VViissuuaall IIddeennttiittyy AAcctt MMooddeess E:__UIUI-08.odp / 21 of 33 AAcccceessssiibbllee // UUssaabbllee AAppppeeaalliinngg // AAttttrraaccttiivvee MMaanniippuullaattiivvee // CCoonnvviinncciinngg Outcome: (interactive) UI layout and flow prototypes, artistic objective, TBI docs
  • 22. User Interface DDeevveellooppmmeenntt FFllooww Two general development cycle models: E:__UIUI-08.odp / 22 of 33 PRE-PRODUCTION PRODUCTION DDEEVVEELLOOPPININGG TTEESSTTININGG IDEA, PROPOSAL IDEA, PROPOSAL LLIVIVEE A B
  • 23. UUsseerr IInntteerrffaaccee DDeevveellooppmmeenntt FFllooww Two general development cycle models: E:__UIUI-08.odp / 23 of 33 PRE-PRODUCTION PRODUCTION DDEEVVEELLOOPPININGG TTEESSTTININGG IDEA, PROPOSAL IDEA, PROPOSAL LLIVIVEE UI DESIGN? UI DESIGN? A B
  • 24. User Interface DDeevveellooppmmeenntt FFllooww IDEA, PROPOSAL.. E:__UIUI-08.odp / 24 of 33 Let's consider the procedure in more detail: IDEA, PROPOSAL.. DESIGN DOCS, MOCKUPS DESIGN DOCS, MOCKUPS ..DEVELOPMENT, QA, RELEASE ..DEVELOPMENT, QA, RELEASE UI LAYOUT, ARTISTIC OBJECTIVE ?? UI LAYOUT, ARTISTIC OBJECTIVE FORMALIZE FUNCTION PUT IN A FORM
  • 25. Formalizing UUII FFuunnccttiioonnss Treating Player's interaction with the Game as a Decision Making Process leads LET'S TRAIN PEONS! E:__UIUI-08.odp / 25 of 33 to the formal approach: WE NEED MORE GOLD! PLAYER: MAKES DECISIONS GAME: ASKS QUESTIONS, REACTS
  • 26. Formalizing UUII FFuunnccttiioonnss Decision is a micro-unit of interaction flow: E:__UIUI-08.odp / 26 of 33 BUY BARRACKS TRAIN 6 GRUNTS TRAIN 3 SHAMAN BUILD A NEW BARRACKS BUILD SPIRIT LOGE PLACE BARRACKS PICK BARRACKS ... DECISIONS FLOW
  • 27. Formalizing UUII FFuunnccttiioonnss Things that help to understand this model: Some decisions may be taken only after other ones (i.e.: training units possible only after building barracks) Several micro- decisions can be generalized in a macro- decision (I.e.: buy barracks + place barracks + train grunts = start light units production) To roll back a previously taken decision = one more decision (I.e.: dismantle barracks) A human can consciously take only 1 decision in a time. But if an activity becomes familiar, human's brain will tend to take some decisions unconsciously. E:__UIUI-08.odp / 27 of 33
  • 28. Formalizing UUII FFuunnccttiioonnss ...if order all decisions (that Player would take during the gameplay, while utilizing certain feature or loop) to a flow*, it will allow us to E:__UIUI-08.odp / 28 of 33 design layouts intelligently * We'll show how exactly do it a little bit later ;)
  • 29. User Interface DDeevveellooppmmeenntt FFllooww //UUssiinngg DDMMPP MMooddeell Thus, the procedure should look like this: IDIDEEAA DDEEVV E:__UIUI-08.odp / 29 of 33 ORGANIZED DECISIONS FLOW ORGANIZED DECISIONS FLOW GAMEPLAY OR FEATURE LOOP GAMEPLAY OR FEATURE LOOP UI LAYOUT, ARTISTIC OBJECTIVE FUNCTION FORM DESIGN DOCS, MOCKUPS DESIGN DOCS, MOCKUPS UI LAYOUT, ARTISTIC OBJECTIVE
  • 30. User Interface DDeevveellooppmmeenntt FFllooww //UUssiinngg DDMMPP MMooddeell Development flow involving risk assessment: IDIDEEAA DDEEVV E:__UIUI-08.odp / 30 of 33 ORGANIZED DECISIONS FLOW ORGANIZED DECISIONS FLOW GAMEPLAY OR FEATURE LOOP GAMEPLAY OR FEATURE LOOP DESIGN DOCS, MOCKUPS DESIGN DOCS, MOCKUPS UI LAYOUT, ARTISTIC OBJECTIVE UI LAYOUT, ARTISTIC OBJECTIVE DECISIONS FLOW PROTOTYPE: ERGONOMICS UI MOCKUPS: ACT MODEL, VISUAL ID LAYOUT PROTOTYPE: ERGONOMICS, ACT MODEL
  • 31. KKEEYY CC:: IITTEERRAATTIIOONN Gradual and evolutionary development is the key to any kind of design. The more times you test and improve your design, the better your game will be. Build as many rough prototypes as possible to loop as fast as possible. E:__UIUI-08.odp / 31 of 33 Buuiilldd pprroottoottyyppeess ttoo mmiittiiggaattee rriisskkss
  • 32. What tools use to prototype Game's UI and wwhhaatt ddooeess tthhee ggoooodd?? ITERATION PROTOTYPING TOOLS WHAT SHALL BE IN? HOW TO CHECK/COMPARE PROTOTYPES? Gameplay /Feature loop analyzed, decisions organized as flow E:__UIUI-08.odp / 32 of 33 Iteration UI Prototyping tools How to check a prototype? • Mind-mapping tools ( XMind, Mindomo, ...) • Trees of decisions that player would take during Action, Incentive and Expansion phases • Which way gives Player more fun or more control? • Which way causes the Player to take more meaningful and simple choices, right number of choices? • Would we need extra UI/tutorial to teach a Player how to play with this? Flow split by channels/screens • Pen & paper (screens deck) • UI prototyping tools ( Balsamiq, Fluid UI, …) • Project-specific tools (Aurora GT, Flash, …) • Drawings for each step on a separate sheet in the proportions of target screen • 'Gray' UI prototypes, possibly interactive • Interactive prototypes • Shuffle the deck of drawings and analyze random page: would Player catch, what is this about? • Watch as someone plays trough prototypes: does UI do what expected? If not, why? Is UI easy to master? • Is the interface simple enough that with practice, Players will be able to use such UI without thinking? Working layout prototype selected, artists prepared first mockups • Graphic Editors • Static mockups, UI flowchart • Does the reading order of the UI correspond to the intended order of decisions to be taken by Player? • Look at the mockup trough 50% gray mask, squinting or at a distance: do any important elements disappear? • Look at the picture through a small hole imitating the movements of the eyes: pay extra attention to not informative, empty or obscure fragments.
  • 33. TRANSPARENCY + GENERAL VVIISSIIOONN ++ IITTEERRAATTIIOONN AAnnyy qquueessttiioonnss?? E:__UIUI-08.odp / 33 of 33