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
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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.
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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
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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
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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
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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?
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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?
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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.
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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.
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