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ICS3211 - Intelligent
Interfaces II
Combining design with technology for effective human-
computer interaction
Week 10
Department of AI,
University of Malta,
20211
Case Studies:
UIs in Games: Immersion & Engagement
Week 10 overview:
• A case study illustration: Investigating UIs in games
especially: FPS
• The Good & Bad of UIs in current video games
2
Learning Outcomes
At the end of this session you should be able to:
• identify strengths and weaknesses in game UI;
• compare and contrast different game UIs and how they adapt to
the different contexts;
• describe a number of UI design principles in the design of
games;
• discuss ways of providing alternative UIs for specific games.
3
Introduction
• UI’s in games: immersion, flow and other complexities
4
Case Study I: FPS Game
Genre
• First modern FPS - Wolfenstein 1992
• FPS user interfaces designed with clear split between a "world
view" and a "tool bar”; often a distinct frame dividing the part
of the screen concerned with the game world from the part
concerned with providing player feedback and information
5
• 1997 clear shift in focus in FPS
interface design philosophy;
GoldenEye 007 (Rare, 1998)with
few user interface elements on
screen at the same time, many of
them context sensitive, only
fading into existence when
relevant.
• The interface elements being
superimposed onto the game
world rather than in a separate
form, thus mimicking a heads-up
display in an aircraft
6
In GoldenEye 007 the HUD had a circular
design showing remaining health (to the
left) and body armor (to the right). This
information was only visible when under
fire.
• Half-Life (Valve, 1998) one of the
first FPS games that successfully
introduced narrative and puzzle
elements to the genre without
compromising on the action or
phasing of the game experience
• End of 90’s HUD elements were
becoming more transparent and
some games now attempted to
integrate their HUD elements
into the story and game world
itself
7
In Half-Life the HUD is semi-transparent
and complemented by a computerised
voice giving feedback on health, radiation
levels etc.
Reflections from Literature
• HUD’s: yes or no? (Wilson, 2006)
• Immersion in games: what are the key aspects to
achieve immersion? (Breda, 2008)
• Immersion related to a sense of presence;
• Suspension of Disbelief;
• Diegesis and Agency: how much control over the
world is given to the players?
8
9
A conceptual view of the visual UI conventions of FPS games
Games Studied:
• Mirror’s Edge
10
A springboard coloured red to invite to player interaction in Mirror’s Edge
Games Studied:
• Dead Space
11
Hologram indicating that an object can be picked up by the player
Games Studied:
• Far Cry 2
12
The map and GPS device in Far Cry 2
Games Studied:
• Killzone 2:
13
Overlay blood splatter to indicate being hit by enemy fire in Killzone 2
Games Studied:
• Left 4 Dead:
14
Glowing silhouette outlines (upper right) indicating position and status of teammates in Left 4 Dead
Games Studied:
• Grand Theft Auto IV:
15
The Grand Theft Auto IV phone appearing in the bottom right corner
Emerging Guidelines
1. Know your design space;
2. Know your game;
3. Establish player agency;
4. Strengthen the player-avatar perceptual link;
16
Classroom Discussion
• Log on to the VLE
• Find the class discussions and choose a
discussion
17
Good UI Design
• Does this interface tell me what I need to know right now?
• Is it easy to find the information I'm looking for, or do I have to look
around for it? (Are the menus nested so deep that they hide
information from the player?)
• Can I use this interface without having to read instructions
elsewhere?
• Are the things I can do on this screen obvious?
• Do I ever need to wait for the interface to load or play an animation?
• Are there any tedious or repetitive tasks that I can shorten (with a
shortcut key, for example) or remove entirely?
18
Bad UI examples
19
Oblivion
20
Far Cry 3
Good UI examples
21
Morrowind
22
Homeworld
23
Crusader Kings 2
24
Civilisation V
A Summary
• Predict what the user wants to know, and give them that
information.
• Information must be easy to find.
• Your UI should be easy to use and navigate. Use established
patterns where you can: Everyone knows that Ctrl-Click adds items
to the selection, so don't make it swap items instead.
• Make the user's location in the menu system obvious, and make it
obvious where the user can go and what they can do from there.
• Minimise load times and avoid animations in your menus.
• Eliminate or simplify repetitive tasks.
25
Concluding thoughts
• Predict what the user wants to know, and give them that
information.
• Information must be easy to find.
• Your UI should be easy to use and navigate. Use established
patterns where you can: Everyone knows that Ctrl-Click adds items
to the selection, so don't make it swap items instead.
• Make the user's location in the menu system obvious, and make it
obvious where the user can go and what they can do from there.
• Minimise load times and avoid animations in your menus.
• Eliminate or simplify repetitive tasks.
26

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ICS3211 Lecture 10

  • 1. ICS3211 - Intelligent Interfaces II Combining design with technology for effective human- computer interaction Week 10 Department of AI, University of Malta, 20211
  • 2. Case Studies: UIs in Games: Immersion & Engagement Week 10 overview: • A case study illustration: Investigating UIs in games especially: FPS • The Good & Bad of UIs in current video games 2
  • 3. Learning Outcomes At the end of this session you should be able to: • identify strengths and weaknesses in game UI; • compare and contrast different game UIs and how they adapt to the different contexts; • describe a number of UI design principles in the design of games; • discuss ways of providing alternative UIs for specific games. 3
  • 4. Introduction • UI’s in games: immersion, flow and other complexities 4
  • 5. Case Study I: FPS Game Genre • First modern FPS - Wolfenstein 1992 • FPS user interfaces designed with clear split between a "world view" and a "tool bar”; often a distinct frame dividing the part of the screen concerned with the game world from the part concerned with providing player feedback and information 5
  • 6. • 1997 clear shift in focus in FPS interface design philosophy; GoldenEye 007 (Rare, 1998)with few user interface elements on screen at the same time, many of them context sensitive, only fading into existence when relevant. • The interface elements being superimposed onto the game world rather than in a separate form, thus mimicking a heads-up display in an aircraft 6 In GoldenEye 007 the HUD had a circular design showing remaining health (to the left) and body armor (to the right). This information was only visible when under fire.
  • 7. • Half-Life (Valve, 1998) one of the first FPS games that successfully introduced narrative and puzzle elements to the genre without compromising on the action or phasing of the game experience • End of 90’s HUD elements were becoming more transparent and some games now attempted to integrate their HUD elements into the story and game world itself 7 In Half-Life the HUD is semi-transparent and complemented by a computerised voice giving feedback on health, radiation levels etc.
  • 8. Reflections from Literature • HUD’s: yes or no? (Wilson, 2006) • Immersion in games: what are the key aspects to achieve immersion? (Breda, 2008) • Immersion related to a sense of presence; • Suspension of Disbelief; • Diegesis and Agency: how much control over the world is given to the players? 8
  • 9. 9 A conceptual view of the visual UI conventions of FPS games
  • 10. Games Studied: • Mirror’s Edge 10 A springboard coloured red to invite to player interaction in Mirror’s Edge
  • 11. Games Studied: • Dead Space 11 Hologram indicating that an object can be picked up by the player
  • 12. Games Studied: • Far Cry 2 12 The map and GPS device in Far Cry 2
  • 13. Games Studied: • Killzone 2: 13 Overlay blood splatter to indicate being hit by enemy fire in Killzone 2
  • 14. Games Studied: • Left 4 Dead: 14 Glowing silhouette outlines (upper right) indicating position and status of teammates in Left 4 Dead
  • 15. Games Studied: • Grand Theft Auto IV: 15 The Grand Theft Auto IV phone appearing in the bottom right corner
  • 16. Emerging Guidelines 1. Know your design space; 2. Know your game; 3. Establish player agency; 4. Strengthen the player-avatar perceptual link; 16
  • 17. Classroom Discussion • Log on to the VLE • Find the class discussions and choose a discussion 17
  • 18. Good UI Design • Does this interface tell me what I need to know right now? • Is it easy to find the information I'm looking for, or do I have to look around for it? (Are the menus nested so deep that they hide information from the player?) • Can I use this interface without having to read instructions elsewhere? • Are the things I can do on this screen obvious? • Do I ever need to wait for the interface to load or play an animation? • Are there any tedious or repetitive tasks that I can shorten (with a shortcut key, for example) or remove entirely? 18
  • 25. A Summary • Predict what the user wants to know, and give them that information. • Information must be easy to find. • Your UI should be easy to use and navigate. Use established patterns where you can: Everyone knows that Ctrl-Click adds items to the selection, so don't make it swap items instead. • Make the user's location in the menu system obvious, and make it obvious where the user can go and what they can do from there. • Minimise load times and avoid animations in your menus. • Eliminate or simplify repetitive tasks. 25
  • 26. Concluding thoughts • Predict what the user wants to know, and give them that information. • Information must be easy to find. • Your UI should be easy to use and navigate. Use established patterns where you can: Everyone knows that Ctrl-Click adds items to the selection, so don't make it swap items instead. • Make the user's location in the menu system obvious, and make it obvious where the user can go and what they can do from there. • Minimise load times and avoid animations in your menus. • Eliminate or simplify repetitive tasks. 26