SlideShare a Scribd company logo
1 of 47
Download to read offline
2013

Game Design 2
Lecture 12: Usability, Metaphor & Layout

With thanks to Ed de Quincey

http://gcugd2.com

david.farrell@gcu.ac.uk
Notes
• Next week: revision lecture
• I will upload some example questions
• You should look at these, attempt them and
let me know what you don’t understand.

• This is the last week for tutorials.
Usability
What is usability?
“Usability is a quality attribute that assesses how
easy user interfaces are to use. The word
"usability" also refers to methods for improving
ease-of-use during the design process.” (Nielsen,
2003)
Attributes of usability
• Learnability: How easy is it for users to accomplish basic tasks
the first time they encounter the design?
• Efficiency: Once users have learned the design, how quickly can
they perform tasks?
• Memorability: When users return to the design after a period of
not using it, how easily can they re-establish proficiency?
• Errors: How many errors do users make, how severe are these
errors, and how easily can they recover from the errors?
• Satisfaction: How pleasant is it to use the design?
(Nielsen, 2003)
iPhone Keyboard
• http://bit.ly/comu346iPhoneKeyboard
Alpha / Numeric
email / URL
Web Search / Normal Search
First principles: Fitt’s Law
“The time to acquire a target is a function of the
distance to and size of the target.”
• Use large objects for important functions (Big buttons are
faster).
• Use the pinning actions of the sides, bottom, top, and
corners of your display: A single-row toolbar with tool
icons that "bleed" into the edges of the display will be
many times faster than a double row of icons with a
carefully-applied one-pixel non-clickable edge along the
side of the display.
(Tognazzi, 2003)
Always consider the user
Useful human strengths and weaknesses to consider include:
• Memory - people can remember 7 (plus or minus 2) “chunks” of
information.
• Visual perception e.g. colour blindness
• Motor skills e.g. mouse skills
• Learning and skill acquisition
• Motivation
• User’s conceptual models
• Population stereotypes
• Human diversity e.g. accessibility issues for disabled users
Interface Metaphors
“In order to use a computer-based application in an
effective way it is important that users acquire an
appropriate cognitive model relating to that
application.”
Richards et al.
http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
“The mouse is a hand and the cursor is a finger”

http://www.brockerhoff.net/Paper2000.pdf
Metaphors in Games
• Many games don’t use ‘default’ UI styles.
• Metaphors can be used in icons as symbols
• Metaphors can also contextualise your
interface and help with immersion
Layout
• Some layouts feel better than others
• What makes a layout ‘feel’ good?
Three Ideas
• Rule of Thirds
• Golden Ratio
• Grids
Rule of Thirds
• Break a screen into
thirds (horizontally
and vertically)
• This not only gives

4 parts of the image
to consider ‘important’
• It also gives 4 lines
which can be used
for spacing
• Most often used in visual arts

(photography) but applies to interface
layout too
Golden Section/Divine Proportion

Phi 1.618 …
Golden Section/Divine Proportion
• Creating designs on “feeling”
–what is that feeling?

Phi 1.618 …
The DNA molecule, the program for all life, is based on the golden section. It
measures 34 angstroms long by 21 angstroms wide for each full cycle of its
double helix spiral. 34 and 21 are numbers in the Fibonacci series and their
ratio, 1.6190476 closely approximates phi, 1.6180339.
Grids
• If elements are not

aligned, it strains the
eye.

• Vertical / horizontal
alignment or grid
layouts can help

http://webstyleguide.com/page/grids.html
http://www.blueprintcss.org/
http://developer.yahoo.com/yui/grids/
http://developer.yahoo.com/yui/grids/builder/
Visual layout and elements
• Screen resolution and size of monitors
– “image-safe area”
– Valve do surveys - check out their data.

• Design in a style that appeals to audience’s taste
– test the design

• Organisational / platform design conventions?
• Consistent visual identity
• Present your message efficiently and avoid clutter
• Draw attention to new or greatly changed content
• Avoid requiring users to scroll in order to determine page contents
– the “fold” concept for web design

• Avoid requiring the use of horizontal scroll bars
• Use the top and left areas of the page for navigation and identity

More Related Content

What's hot

Game Design 2 - Lecture 2 - Menu Flow
Game Design 2 - Lecture 2 - Menu FlowGame Design 2 - Lecture 2 - Menu Flow
Game Design 2 - Lecture 2 - Menu FlowDavid Farrell
 
Game Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision LectureGame Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision LectureDavid Farrell
 
Game Design 2: 2011 - Introduction to Game Interface Design
Game Design 2: 2011 - Introduction to Game Interface DesignGame Design 2: 2011 - Introduction to Game Interface Design
Game Design 2: 2011 - Introduction to Game Interface DesignDavid Farrell
 
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionGame Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionDavid Farrell
 
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game DesignGame design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game DesignDavid Farrell
 
Game Design 2 (2010): Lecture 2 - Menu Flow
Game Design 2 (2010): Lecture 2 - Menu FlowGame Design 2 (2010): Lecture 2 - Menu Flow
Game Design 2 (2010): Lecture 2 - Menu FlowDavid Farrell
 
Game Design 2: Lecture 4: Game UI Components
Game Design 2: Lecture 4:  Game UI ComponentsGame Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4: Game UI ComponentsDavid Farrell
 
Games Design 2 - Lecture 10 - Game Interface Prototyping
Games Design 2 - Lecture 10 - Game Interface PrototypingGames Design 2 - Lecture 10 - Game Interface Prototyping
Games Design 2 - Lecture 10 - Game Interface PrototypingDavid Farrell
 
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsGame Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsDavid Farrell
 
Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgmDavid Farrell
 
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutGames Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
 
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.David Farrell
 
Presentation - iOS - UI and UX - Mr. Samesh & Mr. Neetin
Presentation - iOS - UI and UX - Mr. Samesh & Mr. NeetinPresentation - iOS - UI and UX - Mr. Samesh & Mr. Neetin
Presentation - iOS - UI and UX - Mr. Samesh & Mr. NeetinMobileNepal
 
COMU346 Introduction To Game Interface Design
COMU346 Introduction To Game Interface DesignCOMU346 Introduction To Game Interface Design
COMU346 Introduction To Game Interface DesignDavid Farrell
 
Bad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in GamesBad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in GamesDavid Antognoli
 
FETC 2015 Advanced Game Design Presentation - Workshop
FETC 2015 Advanced Game Design Presentation - WorkshopFETC 2015 Advanced Game Design Presentation - Workshop
FETC 2015 Advanced Game Design Presentation - WorkshopMike Ploor
 
Guerilla Usability Testing
Guerilla Usability TestingGuerilla Usability Testing
Guerilla Usability TestingInnoTech
 
When Developer Must Become Designer - ATO2017
When Developer Must Become Designer - ATO2017When Developer Must Become Designer - ATO2017
When Developer Must Become Designer - ATO2017Angel Banks
 

What's hot (20)

Game Design 2 - Lecture 2 - Menu Flow
Game Design 2 - Lecture 2 - Menu FlowGame Design 2 - Lecture 2 - Menu Flow
Game Design 2 - Lecture 2 - Menu Flow
 
Game Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision LectureGame Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision Lecture
 
Game Design 2: 2011 - Introduction to Game Interface Design
Game Design 2: 2011 - Introduction to Game Interface DesignGame Design 2: 2011 - Introduction to Game Interface Design
Game Design 2: 2011 - Introduction to Game Interface Design
 
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionGame Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
 
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game DesignGame design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
 
Game Design 2 (2010): Lecture 2 - Menu Flow
Game Design 2 (2010): Lecture 2 - Menu FlowGame Design 2 (2010): Lecture 2 - Menu Flow
Game Design 2 (2010): Lecture 2 - Menu Flow
 
Game Design 2: Lecture 4: Game UI Components
Game Design 2: Lecture 4:  Game UI ComponentsGame Design 2: Lecture 4:  Game UI Components
Game Design 2: Lecture 4: Game UI Components
 
Games Design 2 - Lecture 10 - Game Interface Prototyping
Games Design 2 - Lecture 10 - Game Interface PrototypingGames Design 2 - Lecture 10 - Game Interface Prototyping
Games Design 2 - Lecture 10 - Game Interface Prototyping
 
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsGame Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI Components
 
Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgm
 
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutGames Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
 
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.
 
Presentation - iOS - UI and UX - Mr. Samesh & Mr. Neetin
Presentation - iOS - UI and UX - Mr. Samesh & Mr. NeetinPresentation - iOS - UI and UX - Mr. Samesh & Mr. Neetin
Presentation - iOS - UI and UX - Mr. Samesh & Mr. Neetin
 
COMU346 Introduction To Game Interface Design
COMU346 Introduction To Game Interface DesignCOMU346 Introduction To Game Interface Design
COMU346 Introduction To Game Interface Design
 
Bad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in GamesBad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in Games
 
ICS3211 lecture 08
ICS3211 lecture 08ICS3211 lecture 08
ICS3211 lecture 08
 
Software patterns
Software patternsSoftware patterns
Software patterns
 
FETC 2015 Advanced Game Design Presentation - Workshop
FETC 2015 Advanced Game Design Presentation - WorkshopFETC 2015 Advanced Game Design Presentation - Workshop
FETC 2015 Advanced Game Design Presentation - Workshop
 
Guerilla Usability Testing
Guerilla Usability TestingGuerilla Usability Testing
Guerilla Usability Testing
 
When Developer Must Become Designer - ATO2017
When Developer Must Become Designer - ATO2017When Developer Must Become Designer - ATO2017
When Developer Must Become Designer - ATO2017
 

Viewers also liked

Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourGame design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourDavid Farrell
 
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI DesignDavid Farrell
 
Designing Game Interfaces
Designing Game InterfacesDesigning Game Interfaces
Designing Game InterfacesMike Jones
 
Serious games career quest
Serious games   career questSerious games   career quest
Serious games career questDavid Farrell
 
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)David Farrell
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationDavid Farrell
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsDavid Farrell
 

Viewers also liked (7)

Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourGame design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - Colour
 
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 
Designing Game Interfaces
Designing Game InterfacesDesigning Game Interfaces
Designing Game Interfaces
 
Serious games career quest
Serious games   career questSerious games   career quest
Serious games career quest
 
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal Orientation
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsets
 

Similar to Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor

20130219 chi chi-overzicht
20130219 chi chi-overzicht20130219 chi chi-overzicht
20130219 chi chi-overzichtErik Duval
 
Experience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdfExperience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdfHasseyWijetunge
 
User interface design: definitions, processes and principles
User interface design: definitions, processes and principlesUser interface design: definitions, processes and principles
User interface design: definitions, processes and principlesDavid Little
 
Intro to UX Design
Intro to UX DesignIntro to UX Design
Intro to UX Designjayyearley
 
Usability and User Experience Training Seminar
Usability and User Experience Training SeminarUsability and User Experience Training Seminar
Usability and User Experience Training Seminarlabecvar
 
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUModule 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
 
User Interface Design: Definitions, Processes and Principles
User Interface Design: Definitions, Processes and PrinciplesUser Interface Design: Definitions, Processes and Principles
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
 
Keep it Simple: Mobile Design for Product Owners
Keep it Simple: Mobile Design for Product OwnersKeep it Simple: Mobile Design for Product Owners
Keep it Simple: Mobile Design for Product Ownersmfbridges
 
Intro to User Centered Design Workshop
Intro to User Centered Design WorkshopIntro to User Centered Design Workshop
Intro to User Centered Design WorkshopPatrick McNeil
 
CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2Dr. Ahmed Al Zaidy
 
Intro to ux and how to design a thoughtful ui
Intro to ux and how to design a thoughtful uiIntro to ux and how to design a thoughtful ui
Intro to ux and how to design a thoughtful uiThanos Makaronas
 
Practical UI Guidelines for Wearable Apps
Practical UI Guidelines for Wearable AppsPractical UI Guidelines for Wearable Apps
Practical UI Guidelines for Wearable AppsVictor Dibia
 
Introduction - fundamentals of CHI
Introduction - fundamentals of CHI Introduction - fundamentals of CHI
Introduction - fundamentals of CHI Joris Klerkx
 

Similar to Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor (20)

Chi overview
Chi overviewChi overview
Chi overview
 
20130219 chi chi-overzicht
20130219 chi chi-overzicht20130219 chi chi-overzicht
20130219 chi chi-overzicht
 
Lesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdfLesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdf
 
Experience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdfExperience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdf
 
User interface design: definitions, processes and principles
User interface design: definitions, processes and principlesUser interface design: definitions, processes and principles
User interface design: definitions, processes and principles
 
Intro to UX Design
Intro to UX DesignIntro to UX Design
Intro to UX Design
 
CHI overzicht
CHI overzichtCHI overzicht
CHI overzicht
 
Usability and User Experience Training Seminar
Usability and User Experience Training SeminarUsability and User Experience Training Seminar
Usability and User Experience Training Seminar
 
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUModule 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
 
User Interface Design: Definitions, Processes and Principles
User Interface Design: Definitions, Processes and PrinciplesUser Interface Design: Definitions, Processes and Principles
User Interface Design: Definitions, Processes and Principles
 
Keep it Simple: Mobile Design for Product Owners
Keep it Simple: Mobile Design for Product OwnersKeep it Simple: Mobile Design for Product Owners
Keep it Simple: Mobile Design for Product Owners
 
Lesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptxLesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptx
 
Intro to User Centered Design Workshop
Intro to User Centered Design WorkshopIntro to User Centered Design Workshop
Intro to User Centered Design Workshop
 
CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2CIS375 Interaction Designs Chapter2
CIS375 Interaction Designs Chapter2
 
Intro to ux and how to design a thoughtful ui
Intro to ux and how to design a thoughtful uiIntro to ux and how to design a thoughtful ui
Intro to ux and how to design a thoughtful ui
 
Practical UI Guidelines for Wearable Apps
Practical UI Guidelines for Wearable AppsPractical UI Guidelines for Wearable Apps
Practical UI Guidelines for Wearable Apps
 
Introduction - fundamentals of CHI
Introduction - fundamentals of CHI Introduction - fundamentals of CHI
Introduction - fundamentals of CHI
 
UI/UX Design
UI/UX DesignUI/UX Design
UI/UX Design
 
Module 1
Module 1Module 1
Module 1
 
Psych of good ux
Psych of good uxPsych of good ux
Psych of good ux
 

More from David Farrell

Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationGame Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationDavid Farrell
 
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationGame Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationDavid Farrell
 
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIGame Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIDavid Farrell
 
Game Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationGame Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationDavid Farrell
 
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationGame Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationDavid Farrell
 
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific DesignGame Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific DesignDavid Farrell
 
Game Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - ColourGame Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - ColourDavid Farrell
 
Game Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon DesignGame Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon DesignDavid Farrell
 
Game Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UIGame Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UIDavid Farrell
 
The impact of affect in serious games
The impact of affect in serious gamesThe impact of affect in serious games
The impact of affect in serious gamesDavid Farrell
 
Comu346 lecture 6 - evaluation
Comu346   lecture 6 - evaluationComu346   lecture 6 - evaluation
Comu346 lecture 6 - evaluationDavid Farrell
 

More from David Farrell (12)

Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationGame Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
 
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationGame Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
 
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIGame Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UI
 
Game Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationGame Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data Visualisation
 
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationGame Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
 
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific DesignGame Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
 
Game Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - ColourGame Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - Colour
 
Game Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon DesignGame Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon Design
 
Game Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UIGame Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UI
 
Mindset talk
Mindset talkMindset talk
Mindset talk
 
The impact of affect in serious games
The impact of affect in serious gamesThe impact of affect in serious games
The impact of affect in serious games
 
Comu346 lecture 6 - evaluation
Comu346   lecture 6 - evaluationComu346   lecture 6 - evaluation
Comu346 lecture 6 - evaluation
 

Recently uploaded

Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationnomboosow
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Celine George
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAssociation for Project Management
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdfQucHHunhnh
 
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...Pooja Nehwal
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformChameera Dedduwage
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxheathfieldcps1
 
Mastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionMastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionSafetyChain Software
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introductionMaksud Ahmed
 
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdfBASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdfSoniaTolstoy
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 
mini mental status format.docx
mini    mental       status     format.docxmini    mental       status     format.docx
mini mental status format.docxPoojaSen20
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptxVS Mahajan Coaching Centre
 
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxPOINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxSayali Powar
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphThiyagu K
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactdawncurless
 

Recently uploaded (20)

Advance Mobile Application Development class 07
Advance Mobile Application Development class 07Advance Mobile Application Development class 07
Advance Mobile Application Development class 07
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communication
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across Sectors
 
Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...Russian Call Girls in Andheri Airport Mumbai WhatsApp  9167673311 💞 Full Nigh...
Russian Call Girls in Andheri Airport Mumbai WhatsApp 9167673311 💞 Full Nigh...
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy Reform
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Mastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionMastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory Inspection
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdfBASLIQ CURRENT LOOKBOOK  LOOKBOOK(1) (1).pdf
BASLIQ CURRENT LOOKBOOK LOOKBOOK(1) (1).pdf
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
mini mental status format.docx
mini    mental       status     format.docxmini    mental       status     format.docx
mini mental status format.docx
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
 
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxPOINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impact
 

Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor

  • 1. 2013 Game Design 2 Lecture 12: Usability, Metaphor & Layout With thanks to Ed de Quincey http://gcugd2.com david.farrell@gcu.ac.uk
  • 2. Notes • Next week: revision lecture • I will upload some example questions • You should look at these, attempt them and let me know what you don’t understand. • This is the last week for tutorials.
  • 4. What is usability? “Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.” (Nielsen, 2003)
  • 5. Attributes of usability • Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency: Once users have learned the design, how quickly can they perform tasks? • Memorability: When users return to the design after a period of not using it, how easily can they re-establish proficiency? • Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction: How pleasant is it to use the design? (Nielsen, 2003)
  • 6.
  • 10. Web Search / Normal Search
  • 11. First principles: Fitt’s Law “The time to acquire a target is a function of the distance to and size of the target.” • Use large objects for important functions (Big buttons are faster). • Use the pinning actions of the sides, bottom, top, and corners of your display: A single-row toolbar with tool icons that "bleed" into the edges of the display will be many times faster than a double row of icons with a carefully-applied one-pixel non-clickable edge along the side of the display. (Tognazzi, 2003)
  • 12.
  • 13.
  • 14.
  • 15.
  • 16. Always consider the user Useful human strengths and weaknesses to consider include: • Memory - people can remember 7 (plus or minus 2) “chunks” of information. • Visual perception e.g. colour blindness • Motor skills e.g. mouse skills • Learning and skill acquisition • Motivation • User’s conceptual models • Population stereotypes • Human diversity e.g. accessibility issues for disabled users
  • 17. Interface Metaphors “In order to use a computer-based application in an effective way it is important that users acquire an appropriate cognitive model relating to that application.” Richards et al. http://www.intellectbooks.com/iconic/metaphor/metaphor.htm
  • 18. “The mouse is a hand and the cursor is a finger” http://www.brockerhoff.net/Paper2000.pdf
  • 19. Metaphors in Games • Many games don’t use ‘default’ UI styles. • Metaphors can be used in icons as symbols • Metaphors can also contextualise your interface and help with immersion
  • 20. Layout • Some layouts feel better than others • What makes a layout ‘feel’ good?
  • 21. Three Ideas • Rule of Thirds • Golden Ratio • Grids
  • 22. Rule of Thirds • Break a screen into thirds (horizontally and vertically)
  • 23. • This not only gives 4 parts of the image to consider ‘important’
  • 24. • It also gives 4 lines which can be used for spacing
  • 25.
  • 26.
  • 27. • Most often used in visual arts (photography) but applies to interface layout too
  • 29. Golden Section/Divine Proportion • Creating designs on “feeling” –what is that feeling? Phi 1.618 …
  • 30.
  • 31.
  • 32.
  • 33. The DNA molecule, the program for all life, is based on the golden section. It measures 34 angstroms long by 21 angstroms wide for each full cycle of its double helix spiral. 34 and 21 are numbers in the Fibonacci series and their ratio, 1.6190476 closely approximates phi, 1.6180339.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40. Grids • If elements are not aligned, it strains the eye. • Vertical / horizontal alignment or grid layouts can help http://webstyleguide.com/page/grids.html
  • 41.
  • 42.
  • 43.
  • 47. Visual layout and elements • Screen resolution and size of monitors – “image-safe area” – Valve do surveys - check out their data. • Design in a style that appeals to audience’s taste – test the design • Organisational / platform design conventions? • Consistent visual identity • Present your message efficiently and avoid clutter • Draw attention to new or greatly changed content • Avoid requiring users to scroll in order to determine page contents – the “fold” concept for web design • Avoid requiring the use of horizontal scroll bars • Use the top and left areas of the page for navigation and identity