Dan Thompson proposes creating a gaming magazine called "Total Gamer" focused on the Total War game franchise. The target audience would be male teenagers aged 16-19. The magazine would provide in-depth guides, tactics, and news to help readers improve at the games. It would cover the different Total War games released so far. The cover design concept features a character looking over a battlefield with troops from different Total War eras. The magazine aims to attract new younger gamers to the series while not boring more experienced players.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
2. Idea 1: Gaming Magazine
‘Total Gamer’
Audience
My audience will be mostly of the younger generation as the idea is to bring more
younger gamers to ’Total War’ This will broaden the game’s audience and create
more interest around the series. It will be directly aimed at mid to late male
teenagers (16-19) by showing things such as gritty screenshots, slang and in-depth
guides to parts of the game and will appeal to males more by using darker, intense
colours and gaming terminology as stereotypically, males are more likely to be
gamers. My magazine will be aimed at middle-class people who are determined to
learn aspects of the game and find out tactics, unit descriptions, etc to improve
their experience with the game. Due to my magazine not being for young teens and
kids, I will be able to discuss and show more graphical parts of the game such as in
battle screenshots and death of characters which could potentially scare or upset a
younger person.
3. Idea 1: Gaming Magazine
‘Total Gamer’
Rationale
Throughout the past year and a bit of studying creative media (lvl2+3), I have
gained many skills that I feel would be perfect for such a project as this. I have
discovered new software such as Photoshop and developed my understanding of
its tools available to me. I personally believe that the freedom the software gives to
the user is just what is needed to design my magazine in an extremely specific and
in-depth manner. Earlier on in my course, I designed another magazine cover for a
gaming brand I had made up and received great feedback on it. Using the
knowledge from this early project and the research I have conducted on covers of
magazines recently, I believe that I can create an even better quality piece of work
for my blog. At home, I have watched various videos and read many tutorials on
how to use the tools on Photoshop create more professional looking work. I have
also taken plenty of advice from my tutors past and present on how to improve my
already finished products.
4. Idea 1: Gaming Magazine
‘Total Gamer’
Project Concept
My project is going to be a gaming magazine which focuses on just one game franchise: Total War. It will explain in depth many
aspects of the game and will act as a guide for any beginners to the game. The objective of the whole magazine is to draw in a fresh
audience for the game franchise which is younger than the current one (mid age) yet still mature. The idea is to persuade the
audience to try out and buy the game while trying not to get boring or unattractive and help them get started with the basic concept
of the game. The magazine will cover rumours, news, reviews, communities, and play-styles/tactics and will feature cover lines
hinting at said subjects. The magazine, as stated many times above, will talk not just about one Total War game but all of them
released so far. The cover will be rather busy with many stories and enticing rumours surrounding a main picture (not yet decided the
position of main picture) of a character from the game looking down on a battlefield with soldiers fighting. Dark skies will be
contrasting with bright sparks from thunder and lightning and one or two blobs and stars will be springing out from them. The main
character will be intruding over the header to show his importance and to create a 3d effect of him looking down on the troops. The
troops might or might not be from all total war games (depending on time spent on creating) and will show to the reader that the
magazine is not just tunneling itself on one Total War. The first double page spread will be more based on pictures and photography. It
will be split up into 11 parts (possibly 9), each showing an aspect of one Total War within it (most likely a character/soldier) in order
from the first Total War to the most modern. At the bottom of the page it will say in big bold, Strong looking font: “The time has come
for total war”. On the right page, there will be an timeline on every Total War game to date (oldest at the top, newest at the bottom)
and it will show the release date of each and the name of each game. The next double page spread will be focused on more article
based content surrounding mini pictures which are there to accompany and give more context to the section.
5. Fonts/Style Type
Header & Article text – Trajan Pro
Bottom Line –
Cover Lines –
The Header’s font is chosen after the official font used by the Total War
franchise. It will help older fans realize the game easier and could pull in a
bigger audience. The bottom line will be the font I have chosen because it
will be among a horde of Huns next to it. It symbolizes the destruction and
war that they are going to bring to Rome in the game. The cover lines will be
a less formed, more all over variation of the stereotypical Roman font. This
symbolizes the sacking of Roman territory during Attila’s time.
7. Colour Schemes
I will be using a darker colour scheme. The colours
used in said colour scheme are mostly used by the
Roman Empire. This will be extremely fitting for
my magazine as it will be covering a game set
during the Romans’ time – ‘Attila: Total War’. As
you can see from the name, the game also
features the historical character ‘Attila the Hun’
who rampaged through the world destroying
empires. For this reason, I will also be using
browns and oranges to symbolize their brown
outfits and the fire and destruction they left on
their paths. The roman colours (purple and red)
will be used on broken and ripped standards and
flags strewn across the cover. This will show that
the game is set near the fall of Rome. The specific
colours will be stated on the next slide.