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Exploratory Design for
New User Interfaces
Josh Lee, Floor Is Lava

Game Design Conference, September 2012
Introduction


               ‣ Josh Lee

               ‣ Floor Is Lava

               ‣ Experience

                 ‣ Sifteo

                 ‣ Excite Truck
User interface




‣ UI = Input + Output
User interface




‣ UI = Input + Output + Context
Innovations in UI



‣ Then: Focus on outputs

‣ Now: Inputs ahoy!
Pop quiz




‣ Q: What are the most important games in Microsoft’s
  history?
Pop quiz



‣ Q: What are the most important games in Microsoft’s
  history?
‣ A: Minesweeper and Solitaire
Learning to mouse
Designing for new user
interfaces

‣ Design to Discover

‣ Design to Teach

‣ Design for the Body

‣ Design for the Environment

‣ Design to Inspire
Design to discover



‣ Be humble

‣ Become an expert

‣ Make games. Lots of games!
Sketch all the ideas



‣ Get all your ideas on paper

‣ Flesh out details

‣ Figure out what doesn’t work
Focus on mechanics



‣ Bottom-up design

‣ Worry about the other stuff later

‣ Explore the unknown
Small is beautiful



‣ Simple mechanics lead to small games

‣ Look for the Minesweeper, not the Starcraft
Develop the interaction
language



‣ Give names to gestures

‣ Simple vs. Compound
  gestures
The most important question




‣ “Would this game work better in another interface?”
The even more important
question



‣ “Would this game even be possible in another
  interface?”
Design to teach


‣ Teaching ≠ tutorials

‣ Teaching = sharing discoveries

‣ Let the player explore

‣ Design each game as if it’s the first thing the user
  has ever seen in the interface
Keep it simple



                 ‣ Simple gestures first

                 ‣ Compound gestures
                   later
Learning and difficulty curves

‣ Normally: steady upward movement
Learning and difficulty curves

‣ Unfamiliar UI introduces early spikes

‣ The interface is hard; your game doesn’t need to
  make it harder
Learning and difficulty curves

‣ Reduce cognitive load while players get over the
  hump
‣ Raise difficulty organically
Design for the body



                ‣ Then: minimal body
                  movement


                ‣ Now: full body UIs
Design for the body

‣ A human is not just a brain with fingers
Watch for fatigue



‣ Physical fatigue

  ‣ Changing controller usage

‣ Eye strain
Playtest Playtest Playtest

‣ Observational vs. metrics, interviews

‣ Watch the player

  ‣ Face

  ‣ Hands

  ‣ Posture
Design for the environment




‣ There is no virtual world, there is only this world.
Awareness of space


‣ Where is the game
  being played?
‣ Who is playing? Who is
  observing?
‣ How does the site of
  play affect the activity
  of play?
Playtesting in the home


‣ More comfortable for the player

‣ Examine the sites of play

  ‣ Site of play affects ergonomics

  ‣ Inquire about when play happens

‣ Investigate the scene!
Wait a minute...




‣ Why are we doing all this again?
New UI: Sifteo
New UI: Second screens
New UI: Sphero




‣ Smartphone-controlled
  robot roller balls
New UI: VR goggles (again!)
New UI: Personal telemetry


                ‣ Fitbit, Fuelband, etc.

                ‣ Is that a bundle of
                  sensors in your pocket,
                  or are you just... oh.
                  That’s a bundle of
                  sensors in your pocket.
New UI: 3D printers
New UI: Emotiv

‣ OMG brain control
New UI: Makey Makey

‣ Turn any conductive surface into a controller
Design to inspire designers



‣ Lead, don’t follow

‣ Draw the map for other designers
Design to inspire players



‣ Show players new possibilities

‣ Explore new spaces with them
Thanks!



‣ Josh Lee
‣ http://floor.is/lava

‣ josh@floor.is

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Exploratory Game Design for New User Interfaces

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