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USABILITY DESIGN
because it’s awesome

       @jensterjuice
Style




Business    UI     Psych




           Dev



UI is AWESOME.
The IBM Iceberg Model


                Visuals - 10%
                  - The Look
                Interaction - 30%
                  - The Feel
                  - Mapping the device
                User Model - 60%
                  - The things you use
                  - The user’s mental model


    http://www.ibm.com/developerworks/library/w-berry/
User Experience vs. Design




Objective   Experience   Interaction   Design
               (UX)          (UI)
The Usability Process

   1             2                3
       Concept        Strategy        Solution




                 5                4
                     Innovation       Iteration




Get your UI as early in the process as you can.
1. Concept




You want to make a game.
   You must be crazy!
Things to ask:

What are the objectives of the game?
What’s it about?
What are the mechanics of the game?
What is the platform?
What is the device?
Who is using it?
What should it look like?
What should it feel like?
Will I slay zombies? (optional)
Concept Prototyping




Explore your designs as quickly as possible.
Use recycled paper. Seriously, don’t kill trees.
2. Strategy




Limitations and considerations.
Evolutionary Prototyping

1                2                3
    Concept           Strategy        Solution




                 5                4
                     Innovation       Iteration




              Why Beta is betta.
Structural Components

                           Menu           Core Functions
                                         A B C D E
                    Dialogs
 Stage          (Other Functions)
                           v
                                              Stage States
                                            (Pages, Levels)

   Contextual Navigation       Pointer
                               (Input)



     Identify your main components and
understand what everything is supposed to do.
Performance vs. Preference



sit on a wooden chair      don’t sit      sit down now

 sit on a fancy chair          y            don’t sit

     sit on a cat       sit down now

     sit in a tree      level up to sit




         Be helpful, or be efficient.
 Know when to cut the crap and get to the point.
Timing is Everything.




Plan temporal components, animation efficiency,
          and physics into your UX.
“ NOT always right. ”
  The customer (user) is

  People are poor at discriminating
  between features they like, and
  features that actually enhance
  performance.
You are organizing content.
You MUST be organized.
OR ELSE
OR ELSE
Flow of Information
               Where does it go?




           Input             Feedback




Each piece of information operates as one unit of
                   feedback.
Flow of Information
             They usually have conditions.



                Input                    Feedback
                          Crazy    Yes

                          No




                        Feedback




A life cycle of each component will always spawn new life
           cycles of new components, and so on.
Flow of Information




There are a million different ways to organize your content
         structure, depending on what you need.
YOU MUST BE
ORGANIZED
YOU MUST BE
ORGANIZED
Flow of Information
  Some Resources on making great UX



http://www.ixda.org/resources
http://www.lukew.com/ff/entry.asp?156
http://52weeksofux.com/
http://www.jjg.net/ia/
http://www.informationdesign.org/
http://www.agilemodeling.com/artifacts/uiFlowDiagram.htm
Visual Prototyping Tools




     http://www.omnigroup.com/products/omnigraffle/
Visual Prototyping Tools

                   1. OmniGraffle
                      - Build schematics and
                      wireframes quickly
                      - Comprehensive GUI kits
                      - Multi-platform kits
                      - Dynamic linking to elements
                      within the schematic
                      - Comprehensive file type
                      exports (pdf, doc, png, etc.)


     http://www.omnigroup.com/products/omnigraffle/
Visual Prototyping Tools




     http://www.adobe.com/products/fireworks.html
Visual Prototyping Tools

          2. Adobe Fireworks
             - Great if you’re comfortable
             with using Adobe + making
             web/mobile games.
             - Treats graphics as symbols
             and objects (like Flash)
             - Extensible (you can take
             each element directly into a
             dev space)
             - Real-time gfx optimization

     http://www.adobe.com/products/fireworks.html
Visual Prototyping Tools




      http://creately.com/product/google-apps
Visual Prototyping Tools
                3. Creately
                   - GoogleApps enabled for
                   collaboration
                   - Optimized for social media
                   schematics
                   - Easy point of entry
                   - Plugs in to some existing
                   business suites already.
                   - Also a Chrome plugin!



      http://creately.com/product/google-apps
Cool.
Now we can design a game.
3. Solution




     Make good design,
or Steve Jobs will punish you.
Understanding Human Bias
a.k.a. who the hell are you designing for?




The universality of imagery / Scott McCloud
Signal to Noise Ratio




  Signal                                  Noise




Design is not decoration. It is communicating the
 objective in the clearest, fastest way possible.
Given a choice between functionality equivalent
designs, the simplest design should be selected.
Interface Development




Home        Home            Home            Home            Home            Home             Home???
                                                                                              WTF.




   1. Use knowledge in the world and the head.
                    Refer to previously established standards.



       http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
Failure of design.
Something doesn’t communicate
   the way you expect it to.
Interface Development




                  2. Simplify the structure of tasks.
Short term memory can only retain about five unrelated items. [Unless you work at
Blizzard] if a UI screen is too complicated, then the user has to waste time trying to
understand the design of the screen, delaying play time, and lowering the player's
                                      enjoyment.
          http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
UI Patterns




 One of the keys to simplification is understanding
repetition, which is based on previously established
 standards. Patterns are fundamental visual tactics.
UI Patterns
      Some Resources on UI Patterns



http://patterntap.com/collections/
http://ui-patterns.com/
http://developer.yahoo.com/ypatterns/
Interface Development




                               3. Make things visible.
  It's not just the visual clues about audible ones as well. A good user interface will
provide feedback on the execution side of an action so that players know what actions
                         are possible and how they are executed.

            http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
Layout, Messaging, Style




Your objectives should always influence your design.
If you have a game about a farm, don’t create a death
    metal styling on your UI just because it’s trendy.
Interface Development




                            4. Get the mappings right.
Don't use a callout that has a blue "A" button, when the button is green on the controller.



             http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
Interface Development




                 5. Exploit the power of constraints.
Constraints can be used to make the player feel as though there is only one possible
                              action - the right one.


           http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
Composition and Scale




  Each device has its own constraints for visual layout.
Depending on what you’re using, sometimes it’s better to
               show less, or show more.
Interface Development




                      6. Design for errors.
Allow players to recover from errors, and make them reversible.



 http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
Interface Development




                                     7. Standardize.
Either create or adhere to standards so that the player will have some idea of what
                                  actions to take.


          http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
iPhone


         iPad
iPhone




         Facebook
4-5. Iteration
+ Innovation




Everyday is a redesign.
 Build a time machine.
“   The Artificial Reality Problem:
    A good artist or modeler can make most any
                                                 ”
    design look like it will work.
But your product will most likely always be broken
on every level of production
         regardless of how cool it looks.
Is that bad?
NO.
The 7 Kinds of Broken
according to Seth Godin.

Not my job.
Selfish jerks.
The world changed.
I didn’t know.
I’m not a fish.
Contradictions.
Broken on purpose.


              http://vimeo.com/4246943
Required Reading
         The Universal Principles of Design
         By William Lidwell,
         Kritina Holden,
         Jill Butler


         Free on Google Books:
         http://bit.ly/nrKBmA
Thanks IGDA!
USABILITY DESIGN
because it’s awesome

       @jensterjuice

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Usability Design: Because it's awesome

  • 1. USABILITY DESIGN because it’s awesome @jensterjuice
  • 2. Style Business UI Psych Dev UI is AWESOME.
  • 3. The IBM Iceberg Model Visuals - 10% - The Look Interaction - 30% - The Feel - Mapping the device User Model - 60% - The things you use - The user’s mental model http://www.ibm.com/developerworks/library/w-berry/
  • 4. User Experience vs. Design Objective Experience Interaction Design (UX) (UI)
  • 5. The Usability Process 1 2 3 Concept Strategy Solution 5 4 Innovation Iteration Get your UI as early in the process as you can.
  • 6. 1. Concept You want to make a game. You must be crazy!
  • 7. Things to ask: What are the objectives of the game? What’s it about? What are the mechanics of the game? What is the platform? What is the device? Who is using it? What should it look like? What should it feel like? Will I slay zombies? (optional)
  • 8. Concept Prototyping Explore your designs as quickly as possible. Use recycled paper. Seriously, don’t kill trees.
  • 9. 2. Strategy Limitations and considerations.
  • 10. Evolutionary Prototyping 1 2 3 Concept Strategy Solution 5 4 Innovation Iteration Why Beta is betta.
  • 11. Structural Components Menu Core Functions A B C D E Dialogs Stage (Other Functions) v Stage States (Pages, Levels) Contextual Navigation Pointer (Input) Identify your main components and understand what everything is supposed to do.
  • 12. Performance vs. Preference sit on a wooden chair don’t sit sit down now sit on a fancy chair y don’t sit sit on a cat sit down now sit in a tree level up to sit Be helpful, or be efficient. Know when to cut the crap and get to the point.
  • 13. Timing is Everything. Plan temporal components, animation efficiency, and physics into your UX.
  • 14. “ NOT always right. ” The customer (user) is People are poor at discriminating between features they like, and features that actually enhance performance.
  • 15. You are organizing content. You MUST be organized.
  • 18. Flow of Information Where does it go? Input Feedback Each piece of information operates as one unit of feedback.
  • 19. Flow of Information They usually have conditions. Input Feedback Crazy Yes No Feedback A life cycle of each component will always spawn new life cycles of new components, and so on.
  • 20. Flow of Information There are a million different ways to organize your content structure, depending on what you need.
  • 23. Flow of Information Some Resources on making great UX http://www.ixda.org/resources http://www.lukew.com/ff/entry.asp?156 http://52weeksofux.com/ http://www.jjg.net/ia/ http://www.informationdesign.org/ http://www.agilemodeling.com/artifacts/uiFlowDiagram.htm
  • 24. Visual Prototyping Tools http://www.omnigroup.com/products/omnigraffle/
  • 25. Visual Prototyping Tools 1. OmniGraffle - Build schematics and wireframes quickly - Comprehensive GUI kits - Multi-platform kits - Dynamic linking to elements within the schematic - Comprehensive file type exports (pdf, doc, png, etc.) http://www.omnigroup.com/products/omnigraffle/
  • 26. Visual Prototyping Tools http://www.adobe.com/products/fireworks.html
  • 27. Visual Prototyping Tools 2. Adobe Fireworks - Great if you’re comfortable with using Adobe + making web/mobile games. - Treats graphics as symbols and objects (like Flash) - Extensible (you can take each element directly into a dev space) - Real-time gfx optimization http://www.adobe.com/products/fireworks.html
  • 28. Visual Prototyping Tools http://creately.com/product/google-apps
  • 29. Visual Prototyping Tools 3. Creately - GoogleApps enabled for collaboration - Optimized for social media schematics - Easy point of entry - Plugs in to some existing business suites already. - Also a Chrome plugin! http://creately.com/product/google-apps
  • 30. Cool.
  • 31. Now we can design a game.
  • 32. 3. Solution Make good design, or Steve Jobs will punish you.
  • 33. Understanding Human Bias a.k.a. who the hell are you designing for? The universality of imagery / Scott McCloud
  • 34. Signal to Noise Ratio Signal Noise Design is not decoration. It is communicating the objective in the clearest, fastest way possible.
  • 35. Given a choice between functionality equivalent designs, the simplest design should be selected.
  • 36. Interface Development Home Home Home Home Home Home Home??? WTF. 1. Use knowledge in the world and the head. Refer to previously established standards. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 37.
  • 38. Failure of design. Something doesn’t communicate the way you expect it to.
  • 39. Interface Development 2. Simplify the structure of tasks. Short term memory can only retain about five unrelated items. [Unless you work at Blizzard] if a UI screen is too complicated, then the user has to waste time trying to understand the design of the screen, delaying play time, and lowering the player's enjoyment. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 40. UI Patterns One of the keys to simplification is understanding repetition, which is based on previously established standards. Patterns are fundamental visual tactics.
  • 41. UI Patterns Some Resources on UI Patterns http://patterntap.com/collections/ http://ui-patterns.com/ http://developer.yahoo.com/ypatterns/
  • 42. Interface Development 3. Make things visible. It's not just the visual clues about audible ones as well. A good user interface will provide feedback on the execution side of an action so that players know what actions are possible and how they are executed. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 43. Layout, Messaging, Style Your objectives should always influence your design. If you have a game about a farm, don’t create a death metal styling on your UI just because it’s trendy.
  • 44. Interface Development 4. Get the mappings right. Don't use a callout that has a blue "A" button, when the button is green on the controller. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 45. Interface Development 5. Exploit the power of constraints. Constraints can be used to make the player feel as though there is only one possible action - the right one. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 46. Composition and Scale Each device has its own constraints for visual layout. Depending on what you’re using, sometimes it’s better to show less, or show more.
  • 47. Interface Development 6. Design for errors. Allow players to recover from errors, and make them reversible. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 48. Interface Development 7. Standardize. Either create or adhere to standards so that the player will have some idea of what actions to take. http://www.gamasutra.com/view/feature/2085/crossplatform_user_interface_.php?page=2
  • 49. iPhone iPad
  • 50. iPhone Facebook
  • 51. 4-5. Iteration + Innovation Everyday is a redesign. Build a time machine.
  • 52. The Artificial Reality Problem: A good artist or modeler can make most any ” design look like it will work.
  • 53. But your product will most likely always be broken on every level of production regardless of how cool it looks.
  • 55. NO.
  • 56. The 7 Kinds of Broken according to Seth Godin. Not my job. Selfish jerks. The world changed. I didn’t know. I’m not a fish. Contradictions. Broken on purpose. http://vimeo.com/4246943
  • 57. Required Reading The Universal Principles of Design By William Lidwell, Kritina Holden, Jill Butler Free on Google Books: http://bit.ly/nrKBmA
  • 59. USABILITY DESIGN because it’s awesome @jensterjuice

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